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Re: Using Pen with U++ [message #56573 is a reply to message #56568] Fri, 26 March 2021 08:57 Go to previous messageGo to previous message
mirek is currently offline  mirek
Messages: 14291
Registered: November 2005
Ultimate Member
Tom1 wrote on Thu, 25 March 2021 22:28
Mirek,

Is pn.action intentionally merely a state flag showing continuously PEN_UP or PEN_DOWN? Or should we reset it along with other PenInfo items in the beginning of processing WM_POINTER* messages?

I would like to have it reset, in order to more easily detect UP/DOWN state changes without a state variable and treat zero action as 'PEN_MOVE'.

Then we could do this to decode all kinds of pen events:

#define PENMOVE		0
#define PENDOWN		1
#define PENUP		2
#define PENHOLD		3
#define PENDRAG		4
#define PENDOUBLE	5
#define PENTRIPLE	6

bool IsNear(Point p, Point o){
	Point delta(p-o);
	if(abs(delta.x)<5 && abs(delta.y)<5) return true;
	return false;
}
	
int PenDecoder(Point p, const PenInfo& pn, dword keyflags){
	static int action=0;
	static int downt=0;
	static Point downp=Null;
	static bool doubleClick=true;
	static bool down=false;
	static bool solved=false;
	int now=msecs();
	int deltat=now-downt;
	
	
	bool isNear=IsNear(p,downp);
	
	switch(pn.action){
		case PEN_DOWN:
			down=true;
			solved=false;
			downp=p;
			downt=now;
			if(isNear){
				if(now-downt < 500){
					if(doubleClick){
						return PENTRIPLE;
					}
					else{
						doubleClick=true;
						return PENDOUBLE;
					}
				}
			}
			doubleClick=false;
			return PENDOWN;

		case PEN_UP:
			down=false;
			return PENUP;

		default:
			if(down && !solved){
				if(isNear){
					if(now-downt > 1000){
						solved=true;
						return PENHOLD;
					}
				}
				else{
					solved=true;
					return PENDRAG;
				}
			}
			return PENMOVE;
	}
}


Best regards,

Tom


Would it solve any real problem? I mean, I believe that the application can do all these on its own, if it needs to.
 
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