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feat: Game Rotation Vector sensor Implementation #20

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Apr 3, 2023
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2 changes: 1 addition & 1 deletion README.md
Original file line number Diff line number Diff line change
Expand Up @@ -85,7 +85,7 @@ Rotation Vector | ⚠️ | WIP
Relative Humidity | ⚠️ | WIP
Ambient Temperature | ⚠️ | WIP
Magnetic Field (Uncalibrated) | ⚠️ | WIP
GameRotation Vector | ️ | WIP
GameRotation Vector | ️ | rememberGameRotationVectorSensorState()
Gyroscope (Uncalibrated) | ⚠️ | WIP
Significant Motion | ⚠️ | WIP
Step Detector | ⚠️ | WIP
Expand Down
Original file line number Diff line number Diff line change
@@ -0,0 +1,87 @@
package com.mutualmobile.composesensors

import androidx.compose.runtime.Composable
import androidx.compose.runtime.Immutable
import androidx.compose.runtime.LaunchedEffect
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember

/**
* Measures the orientation of a device by providing the three elements of the device's rotation vector.
* @param vectorX Rotation vector component along the x axis.
* @param vectorY Rotation vector component along the y axis.
* @param vectorZ Rotation vector component along the z axis.
* @param isAvailable Whether the current device has a game rotation vector sensor. Defaults to false.
* @param accuracy Accuracy factor of the game rotation vector sensor. Defaults to 0.
*/
@Immutable
class GameRotationVectorSensorState internal constructor(
val vectorX: Float = 0f,
val vectorY: Float = 0f,
val vectorZ: Float = 0f,
val isAvailable: Boolean = false,
val accuracy: Int = 0
) {
override fun toString(): String {
return "GameRotationVectorSensorState(vectorX=$vectorX, " +
"vectorY=$vectorY, vectorZ=$vectorZ, isAvailable=$isAvailable, " +
"accuracy=$accuracy)"
}

override fun equals(other: Any?): Boolean {
if (this === other) return true
other as GameRotationVectorSensorState

if (vectorX != other.vectorX) return false
if (vectorY != other.vectorY) return false
if (vectorZ != other.vectorZ) return false
if (isAvailable != other.isAvailable) return false
if (accuracy != other.accuracy) return false
return true
}

override fun hashCode(): Int {
var result = vectorX.hashCode()
result = 31 * result + vectorY.hashCode()
result = 31 * result + vectorZ.hashCode()
result = 31 * result + isAvailable.hashCode()
result = 31 * result + accuracy
return result
}
}


/**
* Creates and [remember]s instance of [GameRotationVectorSensorState].
* @param sensorDelay The rate at which the raw sensor data should be received.
* Defaults to [SensorDelay.Game].
* @param onError Callback invoked on every error state.
*/
@Composable
fun rememberGameRotationVectorSensorState(
sensorDelay: SensorDelay = SensorDelay.Game,
onError: (throwable: Throwable) -> Unit = {},
): GameRotationVectorSensorState {
val sensorState = rememberSensorState(
sensorType = SensorType.GameRotationVector,
sensorDelay = sensorDelay,
onError = onError,
)

val gameRotationVectorSensorState = remember { mutableStateOf(GameRotationVectorSensorState()) }

LaunchedEffect(key1 = sensorState, block = {
val sensorStateValues = sensorState.data
if (sensorStateValues.isNotEmpty()) {
gameRotationVectorSensorState.value = GameRotationVectorSensorState(
vectorX = sensorStateValues[0],
vectorY = sensorStateValues[1],
vectorZ = sensorStateValues[2],
isAvailable = sensorState.isAvailable,
accuracy = sensorState.accuracy
)
}
})

return gameRotationVectorSensorState.value
}