3e959b3df9
Everything a user sees or reads is now English: both boards' labels, status replies and logs, the ESP Screens editor and Alerts cheatsheet, and the README and guides (docs/TILES.md, CALIBRATING.md, ACCEPTANCE.md and TROUBLESHOOTING.md replace the Dutch file names). Labels follow Home Assistant's own English names (Heat/Cool modes, Heating/Cooling actions, Away, Returning to dock, weather conditions), dates use English abbreviations and the top bar writes numbers the English way. Docs use HA 2026.9's menu names (Settings -> Apps, App store, Settings -> Tools). Unused legacy files (home-like.yaml, buttons.yaml, a.out) are removed. Firmware 0.2.34 names its entities in English. Home Assistant registers a renamed ESPHome entity under a new entity ID, so the inbox text.<screen>_tegelinstellingen becomes text.<screen>_tile_settings and the layout stored under the old ID would be lost. The manager now recognises the screen by its device, during a run or after a restart, and moves its layout and update history along; the Update button and the nightly round follow the screen through the rename. Screens that still run 0.2.33 or older keep working: both languages are matched. Main is the only release branch from now on. Tested on a Home Assistant Yellow (HA 2026.9.1) with both bench boards: see docs/TEST_RESULTS_0240.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
187 lines
7.9 KiB
C++
187 lines
7.9 KiB
C++
#pragma once
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#include <algorithm>
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#include <cmath>
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#include <cstdint>
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#include <string>
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namespace cyd {
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// The n-th quoted item of a JSON list such as ["auto","low","high"]; empty when absent.
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inline std::string list_item(const std::string &json, unsigned index) {
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size_t pos = 0; unsigned n = 0;
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while ((pos = json.find('"', pos)) != std::string::npos) {
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size_t end = json.find('"', pos + 1);
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if (end == std::string::npos) return {};
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if (n++ == index) return json.substr(pos + 1, end - pos - 1);
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pos = end + 1;
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}
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return {};
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}
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// Work in tenths of a degree and always clamp AFTER rounding.
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inline int quantize_temperature(int value, int minimum, int maximum, int step) {
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step = std::max(1, step);
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value = std::clamp(value, minimum, maximum);
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const int snapped = minimum + static_cast<int>(std::lround(
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static_cast<double>(value - minimum) / step)) * step;
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return std::clamp(snapped, minimum, maximum);
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}
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class TouchGuard {
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public:
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enum Reject { NONE, MOVED, TOO_SHORT, USED, BOUNCE };
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// Board tuning, set from the profile on boot: how far the finger may drift (pixels) before
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// a tap is dropped, 0 for no limit at all (LVGL then decides: releasing inside the tile is a
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// tap, leaving it is not), and the shortest contact that counts. A resistive panel (CYD)
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// bounces on landing and lift-off and needs both; a capacitive one (Guition) needs neither.
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void configure(int move_limit_px, uint32_t min_press_ms) {
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move_limit_ = move_limit_px;
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min_press_ = min_press_ms;
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}
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int move_limit() const { return move_limit_; }
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uint32_t min_press() const { return min_press_; }
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void begin(uint32_t now, int x = 0, int y = 0, int contact = 0) {
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started_ = now;
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accepted_ = false;
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moved_ = false;
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contact_ = contact;
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samples_ = 1;
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sum_x_ = anchor_x_ = x;
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sum_y_ = anchor_y_ = y;
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distance_ = 0;
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reject_ = NONE;
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}
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int contact() const { return contact_; }
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// Follows only the contact that started this touch: a second finger elsewhere is no movement.
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// The reference point settles over the first samples, because a finger flattens as it lands;
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// a tap is dropped once the finger is farther than the limit from that point.
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void update(int x, int y, int contact = 0) {
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if (contact != contact_) return;
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if (samples_ < SETTLE_SAMPLES) {
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++samples_;
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sum_x_ += x;
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sum_y_ += y;
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anchor_x_ = sum_x_ / samples_;
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anchor_y_ = sum_y_ / samples_;
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}
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const long dx = x - anchor_x_, dy = y - anchor_y_;
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const int distance = static_cast<int>(std::lround(std::sqrt(static_cast<double>(dx * dx + dy * dy))));
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distance_ = std::max(distance_, distance);
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if (move_limit_ > 0 && distance > move_limit_) moved_ = true;
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}
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int distance() const { return distance_; }
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void consume() { accepted_ = true; moved_ = true; }
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bool accept(uint32_t now, int tile) {
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if (moved_) { reject_ = MOVED; return false; }
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return accept_slider(now, tile);
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}
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// For -/+ keys: every clean tap counts, even the third within a second, so a
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// setpoint moves several steps in one go. Only bounce (same key within `gap`) is dropped.
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bool accept_repeat(uint32_t now, int tile, uint32_t gap = 150) {
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if (moved_) { reject_ = MOVED; return false; }
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if (accepted_) { reject_ = USED; return false; }
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if (!long_enough(now, std::min<uint32_t>(min_press_, 40))) return false;
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if (has_previous_ && tile == previous_tile_ && now - previous_ < gap) { reject_ = BOUNCE; return false; }
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remember(now, tile);
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return true;
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}
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// Only for a slider which captured this contact and did not lose the press.
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// Consume the gesture so its parent can never also turn it into a tile tap.
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bool accept_slider(uint32_t now, int tile) {
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if (accepted_) { reject_ = USED; return false; }
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if (!long_enough(now, min_press_)) return false;
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if (has_previous_ && tile == previous_tile_ && now - previous_ < 600) { reject_ = BOUNCE; return false; }
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remember(now, tile);
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return true;
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}
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// Why the last accept() refused, for the touch log; empty after a success.
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std::string reason() const {
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switch (reject_) {
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case MOVED: return "moved " + std::to_string(distance_) + " px (limit " + std::to_string(move_limit_) + ")";
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case TOO_SHORT: return "too short (" + std::to_string(duration_) + " ms, minimum " + std::to_string(min_press_) + ")";
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case USED: return "already handled in this contact";
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case BOUNCE: return "same button within the debounce window";
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default: return "";
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}
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}
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private:
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static constexpr int SETTLE_SAMPLES = 4;
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bool long_enough(uint32_t now, uint32_t minimum) {
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duration_ = now - started_;
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if (duration_ < minimum) { reject_ = TOO_SHORT; return false; }
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return true;
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}
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void remember(uint32_t now, int tile) {
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accepted_ = true;
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has_previous_ = true;
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previous_tile_ = tile;
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previous_ = now;
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reject_ = NONE;
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}
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int move_limit_{18};
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uint32_t min_press_{60};
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uint32_t started_{0}, previous_{0}, duration_{0};
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int previous_tile_{-1};
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int contact_{0}, samples_{1};
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long sum_x_{0}, sum_y_{0};
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int anchor_x_{0}, anchor_y_{0}, distance_{0};
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bool moved_{false};
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bool accepted_{false}, has_previous_{false};
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Reject reject_{NONE};
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};
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inline TouchGuard touch_guard;
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// Page navigation by swiping in from a side edge (Guition, firmware 0.2.24+). Fed from
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// ESPHome's touchscreen triggers: on_touch begins, on_update updates, on_release ends.
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// LVGL 9.5 does not send PRESSING to the input device, so the native touch points are
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// used and rotated here the way ESPHome's LVGL component rotates its pointer. A touch that
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// starts within `band` pixels of the left or right edge of the screen as the user sees it
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// and travels `travel` pixels inward, more sideways than up or down, flips one page: from
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// the right edge leftwards is "next", from the left edge rightwards "previous". No speed
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// requirement; a touch that starts in the middle never counts, so tapping and dragging on
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// tiles cannot change the page by accident.
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class EdgeSwipe {
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public:
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void configure(int width, int height, int band, int travel) {
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width_ = width; height_ = height; band_ = band; travel_ = travel;
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}
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// Native touch coordinates plus the LVGL rotation in degrees (0, 90, 180, 270).
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void begin(int x, int y, int rotation = 0) {
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rotation_ = rotation;
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rotate(x, y);
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start_x_ = x; start_y_ = y;
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const int width = (rotation == 90 || rotation == 270) ? height_ : width_;
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from_ = x < band_ ? 1 : x >= width - band_ ? -1 : 0; // 1: left edge, -1: right edge
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done_ = false;
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inward_ = sideways_ = 0;
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}
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bool armed() const { return from_ != 0 && !done_; }
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// +1 next page, -1 previous page, 0 nothing; fires at most once per touch.
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int update(int x, int y) {
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if (!armed()) return 0;
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rotate(x, y);
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const int dx = x - start_x_, dy = y - start_y_;
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const int inward = from_ == 1 ? dx : -dx;
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inward_ = std::max(inward_, inward);
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sideways_ = std::max(sideways_, std::abs(dy));
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if (inward < travel_ || std::abs(dx) < std::abs(dy)) return 0;
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done_ = true;
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return from_ == 1 ? -1 : 1;
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}
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// The finger left the glass: a stale armed state must never fire on the next touch
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// (ESPHome runs on_update before on_touch in the first cycle of a new touch).
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void end() { done_ = true; }
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// How far the finger got, for the log when an edge touch ends without a page flip.
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int inward() const { return inward_; }
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int sideways() const { return sideways_; }
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private:
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void rotate(int &x, int &y) const {
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if (rotation_ == 90) { const int tmp = y; y = width_ - x - 1; x = tmp; }
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else if (rotation_ == 180) { x = width_ - x - 1; y = height_ - y - 1; }
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else if (rotation_ == 270) { const int tmp = x; x = height_ - y - 1; y = tmp; }
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}
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int width_{480}, height_{480}, band_{32}, travel_{40}, rotation_{0};
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int start_x_{0}, start_y_{0}, from_{0}, inward_{0}, sideways_{0};
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bool done_{true};
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};
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inline EdgeSwipe edge_swipe;
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} // namespace cyd
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