[ATSPI] Add CalculateScreenExtents function
[platform/core/uifw/dali-core.git] / dali / internal / update / gestures / scene-graph-pan-gesture.cpp
index 91265ef..217b78a 100644 (file)
@@ -1,26 +1,29 @@
-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-//     http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+/*
+ * Copyright (c) 2018 Samsung Electronics Co., Ltd.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
 
 // CLASS HEADER
 #include <dali/internal/update/gestures/scene-graph-pan-gesture.h>
 
 // EXTERNAL INCLUDES
+#include <cmath>
 
 // INTERNAL INCLUDES
 #include <dali/internal/update/gestures/pan-gesture-profiling.h>
+#include <dali/integration-api/debug.h>
 
 namespace Dali
 {
@@ -30,16 +33,49 @@ namespace Internal
 
 namespace SceneGraph
 {
+
 namespace
 {
-const unsigned int UPDATES_BETWEEN_PRINT( 120u );
-unsigned int UPDATE_COUNT( 0u );
-const int MAX_GESTURE_AGE = 100; ///< maximum age of a gesture before disallowing its use in algorithm
+
+// TODO: Experimental - for changing in code only:
+const bool         TEST_TUNE_ENABLE_OVERSHOOT_PROTECTION   = false;
+
+// Internal defaults:
+const int          MAX_GESTURE_AGE                         = 200;    ///< maximum age of a gesture before disallowing its use in algorithm TODO: Possibly make this configurable.
+const float        ACCELERATION_THRESHOLD                  = 0.1f;   ///< minimum pan velocity change to trigger dynamic change of prediction amount.
+const float        OUTPUT_TIME_DIFFERENCE                  = ( 1000.0f / 60.0f ); ///< This is used to optionally override actual times if they make results worse.
+const float        ACCELERATION_SMOOTHING                  = 0.44f;  ///< Smoothes acceleration changes from one frame to another.
+const float        ACCELERATION_CAP                        = 0.0004f;///< Limits acceleration changes from one frame to another.
+
+// Defaults for Environment Variables:
+
+// Prediction Mode 1:
+const unsigned int DEFAULT_MAX_PREDICTION_AMOUNT           = 32;     ///< the upper bound of the range to clamp the prediction interpolation.
+const unsigned int DEFAULT_MIN_PREDICTION_AMOUNT           = 0;      ///< the lower bound of the range to clamp the prediction interpolation.
+const unsigned int DEFAULT_PREDICTION_AMOUNT_ADJUSTMENT    = 2;      ///< the amount of prediction interpolation to adjust (in milliseconds) each time when pan velocity changes.
+
+// Prediction Mode 2:
+const bool         DEFAULT_USE_ACTUAL_TIMES                = false;  ///< Disable to optionally override actual times if they make results worse.
+const int          DEFAULT_INTERPOLATION_TIME_RANGE        = 255;    ///< Time into past history (ms) to use points to interpolate the first point.
+const bool         DEFAULT_SCALAR_ONLY_PREDICTION_ENABLED  = false;  ///< If enabled, prediction is done using velocity alone (no integration or acceleration).
+const bool         DEFAULT_TWO_POINT_PREDICTION_ENABLED    = true;   ///< If enabled, a second interpolated point is predicted and combined with the first to get more stable values.
+const int          DEFAULT_TWO_POINT_PAST_INTERPOLATE_TIME = 42;     ///< The target time in the past to generate the second interpolated point.
+const float        DEFAULT_TWO_POINT_VELOCITY_BIAS         = 0.35f;  ///< The ratio of first and second interpolated points to use for velocity. 0.0f = 100% of first point. 1.0f = 100% of second point.
+const float        DEFAULT_TWO_POINT_ACCELERATION_BIAS     = 0.10f;  ///< The ratio of first and second interpolated points to use for acceleration. 0.0f = 100% of first point. 1.0f = 100% of second point.
+const int          DEFAULT_MULTITAP_SMOOTHING_RANGE        = 34;     ///< The range in time (ms) of points in the history to smooth the final output against.
+
+// Prediction Modes 1 & 2.
+const unsigned int DEFAULT_PREDICTION_AMOUNT[2]            = {     5,    57 }; ///< how much to interpolate pan position and displacement from last vsync time (in milliseconds)
+const float        DEFAULT_SMOOTHING_AMOUNT[2]             = { 0.25f, 0.23f }; ///< how much to smooth final result from last vsync time
+
 } // unnamed namespace
 
-const PanGesture::PredictionMode PanGesture::DEFAULT_PREDICTION_MODE = PanGesture::AVERAGE;
+const PanGesture::PredictionMode PanGesture::DEFAULT_PREDICTION_MODE = PanGesture::PREDICTION_NONE;
 const int PanGesture::NUM_PREDICTION_MODES = PanGesture::PREDICTION_2 + 1;
 
+const PanGesture::SmoothingMode PanGesture::DEFAULT_SMOOTHING_MODE = PanGesture::SMOOTHING_LAST_VALUE;
+const int PanGesture::NUM_SMOOTHING_MODES = PanGesture::SMOOTHING_MULTI_TAP + 1;
+
 PanGesture* PanGesture::New()
 {
   return new PanGesture();
@@ -52,6 +88,7 @@ PanGesture::~PanGesture()
 
 void PanGesture::AddGesture( const Dali::PanGesture& gesture )
 {
+  Dali::Mutex::ScopedLock lock( mMutex );
   mGestures[ mWritePosition ] = gesture;
 
   // Update our write position.
@@ -59,7 +96,7 @@ void PanGesture::AddGesture( const Dali::PanGesture& gesture )
   mWritePosition %= PAN_GESTURE_HISTORY;
 }
 
-void PanGesture::RemoveOldHistory(PanInfoHistory& panHistory, uint currentTime, uint maxAge, uint minEvents)
+void PanGesture::RemoveOldHistory(PanInfoHistory& panHistory, unsigned int currentTime, unsigned int maxAge, unsigned int minEvents)
 {
   PanInfoHistoryConstIter endIter = panHistory.end();
   PanInfoHistoryIter iter = panHistory.begin();
@@ -73,278 +110,460 @@ void PanGesture::RemoveOldHistory(PanInfoHistory& panHistory, uint currentTime,
     iter = panHistory.erase(iter);
     endIter = panHistory.end();
   }
-}
 
-void PanGesture::SimpleAverageAlgorithm(bool justStarted, PanInfo& gestureOut)
-{
-  if( mInGesture )
+  // dont want more than 5 previous predictions for smoothing
+  iter = mPredictionHistory.begin();
+  while( mPredictionHistory.size() > 1 && iter != mPredictionHistory.end() )
   {
-    if( !justStarted )
-    {
-      gestureOut.screen.position += mLatestGesture.screen.position;
-      gestureOut.local.position += mLatestGesture.local.position;
-      gestureOut.screen.position *= 0.5f;
-      gestureOut.local.position *= 0.5f;
-      // make current displacement relative to previous update-frame now.
-      gestureOut.screen.displacement -= mLatestGesture.screen.displacement;
-      gestureOut.local.displacement -= mLatestGesture.local.displacement;
-    }
+    iter = mPredictionHistory.erase(iter);
   }
 }
 
-void PanGesture::PredictiveAlgorithm1(int eventsThisFrame, PanInfo& gestureOut, PanInfoHistory& panHistory, unsigned int lastVSyncTime, unsigned int nextVSyncTime)
+void PanGesture::PredictionMode1(int eventsThisFrame, PanInfo& gestureOut, PanInfoHistory& panHistory, unsigned int lastVSyncTime, unsigned int nextVSyncTime)
 {
-  RemoveOldHistory(panHistory, lastVSyncTime, MAX_GESTURE_AGE, 1);
+  RemoveOldHistory(panHistory, lastVSyncTime, MAX_GESTURE_AGE, 0);
   size_t panHistorySize = panHistory.size();
+  if( panHistorySize == 0 )
+  {
+    // cant do any prediction without a history
+    return;
+  }
 
   PanInfoHistoryConstIter endIter = panHistory.end();
-  PanInfoHistoryIter iter = panHistory.end() - (panHistorySize > 2 ? 2 : panHistorySize);
-  if( panHistorySize >= 2 )
+  PanInfoHistoryIter iter = panHistory.begin();
+  Vector2 screenVelocity = gestureOut.screen.velocity;
+  Vector2 localVelocity = gestureOut.local.velocity;
+  Vector2 screenDisplacement = gestureOut.screen.displacement;
+  Vector2 localDisplacement = gestureOut.local.displacement;
+
+  bool havePreviousAcceleration = false;
+  bool previousVelocity = false;
+  float previousAccel = 0.0f;
+  unsigned int lastTime(0);
+
+  unsigned int interpolationTime = lastVSyncTime + mCurrentPredictionAmount;
+
+  if( interpolationTime > gestureOut.time ) // Guard against the rare case when gestureOut.time > (lastVSyncTime + mCurrentPredictionAmount)
   {
-    // create average velocity and acceleration
-    // gestureOut is the combination of gesture events from this frame
-    PanInfo lastGesture = *iter;
-    ++iter;
-    float previousAccel = 0.0f;
-    while( iter != endIter )
-    {
-      PanInfo currentGesture = *iter;
-      lastGesture = *(iter - 1);
-      float velMag = currentGesture.screen.velocity.Length();
-      float velDiff = velMag - lastGesture.screen.velocity.Length();
-      float acceleration = 0.0f;
-      float time = (float)(currentGesture.time - lastGesture.time);
-      if( time >= Math::MACHINE_EPSILON_1 )
-      {
-        acceleration = velDiff / time;
-      }
-      float interpolationTime = (float)((int)lastVSyncTime - (int)currentGesture.time);
-      float newVelMag = velMag + (((acceleration + previousAccel) * 0.5f) * interpolationTime);
-      float velMod = 1.0f;
-      if( velMag > Math::MACHINE_EPSILON_1 )
-      {
-        velMod = newVelMag / velMag;
-      }
-      gestureOut.screen.velocity *= velMod;
-      gestureOut.local.velocity *= velMod;
-      lastGesture = *iter;
-      previousAccel = acceleration;
-      ++iter;
-    }
+    interpolationTime -= gestureOut.time;
+  }
+  else
+  {
+    interpolationTime = 0u;
   }
-  // gestureOut's position is currently equal to the last event's position and its displacement is equal to last frame's total displacement
-  // add interpolated distance and position to current
-  float interpolationTime = (float)((int)lastVSyncTime - (int)gestureOut.time);
-  // work out interpolated velocity
-  gestureOut.screen.displacement = (gestureOut.screen.velocity * interpolationTime);
-  gestureOut.local.displacement = (gestureOut.local.velocity * interpolationTime);
-  gestureOut.screen.position += gestureOut.screen.displacement;
-  gestureOut.local.position += gestureOut.local.displacement;
-  gestureOut.time += interpolationTime;
-}
-
-void PanGesture::PredictiveAlgorithm2(int eventsThisFrame, PanInfo& gestureOut, PanInfoHistory& panHistory, unsigned int lastVSyncTime, unsigned int nextVSyncTime)
-{
-  // TODO - adapt PredictiveAlgorithm1 with better smoothing, still under development
-  RemoveOldHistory(panHistory, lastVSyncTime, MAX_GESTURE_AGE, 1);
-  size_t panHistorySize = panHistory.size();
 
-  PanInfoHistoryConstIter endIter = panHistory.end();
-  PanInfoHistoryIter iter = panHistory.end() - (panHistorySize > 2 ? 2 : panHistorySize);
-  if( panHistorySize >= 2 )
+  while( iter != endIter )
   {
-    // create average velocity and acceleration
-    // gestureOut is the combination of gesture events from this frame
-    PanInfo lastGesture = *iter;
-    ++iter;
-    float previousAccel = 0.0f;
-    while( iter != endIter )
-    {
-      PanInfo currentGesture = *iter;
-      lastGesture = *(iter - 1);
-      float velMag = currentGesture.screen.velocity.Length();
-      float velDiff = velMag - lastGesture.screen.velocity.Length();
-      float acceleration = 0.0f;
-      float time = (float)(currentGesture.time - lastGesture.time);
-      if( time >= Math::MACHINE_EPSILON_1 )
-      {
-        acceleration = velDiff / time;
-      }
-      float interpolationTime = (float)((int)lastVSyncTime - (int)currentGesture.time);
-      float newVelMag = velMag + (((acceleration + previousAccel) * 0.5f) * interpolationTime);
-      float velMod = 1.0f;
-      if( velMag > Math::MACHINE_EPSILON_1 )
-      {
-        velMod = newVelMag / velMag;
-      }
-      gestureOut.screen.velocity *= velMod;
-      gestureOut.local.velocity *= velMod;
-      lastGesture = *iter;
-      previousAccel = acceleration;
+    PanInfo currentGesture = *iter;
+    if( !previousVelocity )
+    {
+      // not yet set a previous velocity
+      screenVelocity = currentGesture.screen.velocity;
+      previousVelocity = true;
+      lastTime = currentGesture.time;
       ++iter;
+      continue;
     }
+    float previousValueWeight = ( static_cast<float>( MAX_GESTURE_AGE ) - static_cast<float>(lastVSyncTime - lastTime) ) / static_cast<float>( MAX_GESTURE_AGE );
+    float velMag = currentGesture.screen.velocity.Length();
+    float velDiff = velMag - screenVelocity.Length();
+    float acceleration = 0.0f;
+
+    float time(0.f);
+    if (currentGesture.time > lastTime) // Guard against invalid timestamps
+    {
+      time = static_cast<float>( currentGesture.time - lastTime );
+    }
+    if( time > Math::MACHINE_EPSILON_1 )
+    {
+      acceleration = velDiff / time;
+    }
+
+    float newVelMag = 0.0f;
+    int currentInterpolation = interpolationTime;
+    if( !havePreviousAcceleration )
+    {
+      newVelMag =  velMag;
+      havePreviousAcceleration = true;
+    }
+    else
+    {
+      newVelMag = velMag + (((acceleration * (1.0f - previousValueWeight)) + (previousAccel * previousValueWeight)) * static_cast<float>( currentInterpolation ) );
+    }
+    float velMod = 1.0f;
+    if( velMag > Math::MACHINE_EPSILON_1 )
+    {
+      velMod = newVelMag / velMag;
+    }
+    gestureOut.screen.velocity = currentGesture.screen.velocity * velMod;
+    gestureOut.local.velocity = currentGesture.local.velocity * velMod;
+    screenDisplacement = gestureOut.screen.displacement + (gestureOut.screen.velocity * static_cast<float>( interpolationTime ) );
+    localDisplacement = gestureOut.local.displacement + (gestureOut.local.velocity * static_cast<float>( interpolationTime ) );
+    screenVelocity = currentGesture.screen.velocity;
+    localVelocity = currentGesture.local.velocity;
+    previousAccel = acceleration;
+    ++iter;
   }
   // gestureOut's position is currently equal to the last event's position and its displacement is equal to last frame's total displacement
   // add interpolated distance and position to current
-  float interpolationTime = (float)((int)lastVSyncTime - (int)gestureOut.time);
   // work out interpolated velocity
-  gestureOut.screen.displacement = (gestureOut.screen.velocity * interpolationTime);
-  gestureOut.local.displacement = (gestureOut.local.velocity * interpolationTime);
-  gestureOut.screen.position += gestureOut.screen.displacement;
-  gestureOut.local.position += gestureOut.local.displacement;
+  gestureOut.screen.position = (gestureOut.screen.position - gestureOut.screen.displacement) + screenDisplacement;
+  gestureOut.local.position = (gestureOut.local.position - gestureOut.local.displacement) + localDisplacement;
+  gestureOut.screen.displacement = screenDisplacement;
+  gestureOut.local.displacement = localDisplacement;
   gestureOut.time += interpolationTime;
 }
 
-bool PanGesture::UpdateProperties( unsigned int lastVSyncTime, unsigned int nextVSyncTime )
+void PanGesture::BlendPoints( PanInfo& gesture, PanInfo& lastGesture, float blendValue )
 {
-  bool propertiesUpdated( false );
-
-  if( !mInGesture )
-  {
-    // clear current pan history
-    mPanHistory.clear();
-  }
+  gesture.screen.position -= ( gesture.screen.position - lastGesture.screen.position ) * 0.5f * ( 1.0f - blendValue );
+  gesture.local.position -= ( gesture.local.position - lastGesture.local.position ) * 0.5f * ( 1.0f - blendValue );
+  // Make current displacement relative to previous update-frame now.
+  gesture.screen.displacement = gesture.screen.position - lastGesture.screen.position;
+  gesture.local.displacement = gesture.local.position - lastGesture.local.position;
+  // Calculate velocity relative to previous update-frame
+  float timeDifference = static_cast<float>( gesture.time - lastGesture.time );
+  gesture.screen.velocity = gesture.screen.displacement / timeDifference;
+  gesture.local.velocity = gesture.local.displacement / timeDifference;
+}
 
-  // create an event for this frame
-  bool justStarted ( false );
-  bool justFinished ( false );
-  bool eventFound( false );
+bool PanGesture::ReadGestures( FrameGestureInfo& info, unsigned int currentTimestamp )
+{
+  unsigned int previousReadPosition = 0;
+  bool eventFound = false;
+  info.frameGesture = mLastUnmodifiedGesture;
 
-  // Not going through array from the beginning, using it as a circular buffer and only using unread
-  // values.
-  int eventsThisFrame = 0;
-  // set nextGesture to last gesture so it's position is correct and velocity is same as last frame
-  mEventGesture = mLatestGesture;
-  // add new gestures and work out one full gesture for the frame
-  while(mReadPosition != mWritePosition)
+  while( mReadPosition != mWritePosition )
   {
     // Copy the gesture first
-    PanInfo currentGesture(mGestures[mReadPosition]);
+    PanInfo currentGesture( mGestures[mReadPosition] );
 
     if( mProfiling )
     {
-      mProfiling->mRawData.push_back( PanGestureProfiling::Position( currentGesture.time, currentGesture.screen.position ) );
+      mProfiling->mRawData.push_back( PanGestureProfiling::Position( currentGesture.time, currentGesture.screen.position, currentGesture.screen.displacement, currentGesture.screen.velocity, currentGesture.state ) );
     }
+    info.frameGesture.local.position = currentGesture.local.position;
+    info.frameGesture.local.velocity = currentGesture.local.velocity;
+    info.frameGesture.screen.position = currentGesture.screen.position;
+    info.frameGesture.screen.velocity = currentGesture.screen.velocity;
 
-    if ( currentGesture.time < mEventGesture.time )
+    if( info.eventsThisFrame > 0 )
     {
-      break;
+      info.acceleration = currentGesture.screen.velocity.Length() - mGestures[previousReadPosition].screen.velocity.Length();
     }
 
-    mEventGesture.local.position = currentGesture.local.position;
-    mEventGesture.local.velocity = currentGesture.local.velocity;
-    mEventGesture.screen.position = currentGesture.screen.position;
-    mEventGesture.screen.velocity = currentGesture.screen.velocity;
     if( !eventFound )
     {
-      mEventGesture.local.displacement = currentGesture.local.displacement;
-      mEventGesture.screen.displacement = currentGesture.screen.displacement;
+      info.frameGesture.local.displacement = currentGesture.local.displacement;
+      info.frameGesture.screen.displacement = currentGesture.screen.displacement;
       eventFound = true;
     }
     else
     {
-      mEventGesture.local.displacement += currentGesture.local.displacement;
-      mEventGesture.screen.displacement += currentGesture.screen.displacement;
+      info.frameGesture.local.displacement += currentGesture.local.displacement;
+      info.frameGesture.screen.displacement += currentGesture.screen.displacement;
     }
-    mEventGesture.time = currentGesture.time;
+    info.frameGesture.time = currentGesture.time;
 
     // add event to history
-    mPanHistory.push_back(currentGesture);
-    justStarted |= (currentGesture.state == Gesture::Started);
+    mPanHistory.push_back( currentGesture );
     if( currentGesture.state == Gesture::Started )
     {
-      justStarted = true;
+      info.justStarted = true;
       // clear just finished as we have started new pan
-      justFinished = false;
+      info.justFinished = false;
     }
-    justFinished |= (currentGesture.state == Gesture::Finished || currentGesture.state == Gesture::Cancelled);
+    info.justFinished |= ( currentGesture.state == Gesture::Finished || currentGesture.state == Gesture::Cancelled );
 
     // Update our read position.
+    previousReadPosition = mReadPosition;
+    ++info.eventsThisFrame;
     ++mReadPosition;
-    ++eventsThisFrame;
     mReadPosition %= PAN_GESTURE_HISTORY;
   }
+  // This code does not determine if the data will be used.
+  return false;
+}
+
+bool PanGesture::ReadAndResampleGestures( FrameGestureInfo& info, unsigned int currentTimestamp )
+{
+  PanInfo lastReadGesture;
+  Dali::Mutex::ScopedLock lock( mMutex );
+  while( mReadPosition != mWritePosition )
+  {
+    // Copy the gesture first
+    lastReadGesture = mGestures[mReadPosition];
+    if( mProfiling )
+    {
+      mProfiling->mRawData.push_back( PanGestureProfiling::Position( lastReadGesture.time, lastReadGesture.screen.position,
+          lastReadGesture.screen.displacement, lastReadGesture.screen.velocity, lastReadGesture.state ) );
+    }
+
+    info.frameGesture.screen.position += lastReadGesture.screen.position;
+    info.frameGesture.local.position += lastReadGesture.local.position;
+    info.frameGesture.screen.velocity += lastReadGesture.screen.velocity;
+    info.frameGesture.local.velocity += lastReadGesture.local.velocity;
+
+    if( lastReadGesture.state == Gesture::Started )
+    {
+      // Clear just finished as we have started new pan.
+      info.justFinished = false;
+      info.justStarted = true;
+    }
+    else
+    {
+      info.justFinished |= ( lastReadGesture.state == Gesture::Finished || lastReadGesture.state == Gesture::Cancelled );
+    }
+
+    // Add event to history
+    mPanHistory.push_back( lastReadGesture );
+
+    // Update our read position.
+    ++info.eventsThisFrame;
+    ++mReadPosition;
+    mReadPosition %= PAN_GESTURE_HISTORY;
+  }
+
+  bool updateProperties = false;
+  if( info.eventsThisFrame > 0 )
+  {
+    // Some events were read this frame.
+    mTargetGesture = lastReadGesture;
+
+    if( info.eventsThisFrame > 1 )
+    {
+      const float eventsThisFrame = static_cast<float>( info.eventsThisFrame );
+      info.frameGesture.screen.position /= eventsThisFrame;
+      info.frameGesture.local.position /= eventsThisFrame;
+      info.frameGesture.screen.velocity /= eventsThisFrame;
+      info.frameGesture.local.velocity /= eventsThisFrame;
+
+      info.frameGesture.screen.displacement = info.frameGesture.screen.position - mLastGesture.screen.position;
+      info.frameGesture.local.displacement = info.frameGesture.local.position - mLastGesture.local.position;
+
+      mNotAtTarget = true;
+    }
+    else
+    {
+      info.frameGesture.screen.displacement = lastReadGesture.screen.displacement;
+      info.frameGesture.local.displacement = lastReadGesture.local.displacement;
+    }
+
+    info.frameGesture.time = currentTimestamp;
+
+    updateProperties = true;
+  }
+  else
+  {
+    // 0 Events this frame.
+    if( mNotAtTarget )
+    {
+      mNotAtTarget = false;
+      info.frameGesture = mTargetGesture;
+      updateProperties = true;
+    }
+    else
+    {
+      info.frameGesture = mLastGesture;
+    }
+  }
+
+  return updateProperties;
+}
 
-  // create PanInfo to pass into prediction method
-  PanInfo nextGesture(mEventGesture);
+bool PanGesture::UpdateProperties( unsigned int lastVSyncTime, unsigned int nextVSyncTime )
+{
+  if( mPredictionMode == PREDICTION_2 )
+  {
+    // TODO: Have the two prediction modes share more behavior so some parts of mode 2 can
+    // be used with mode 1 etc. Needs code moving and more importantly testing.
+    return NewAlgorithm( lastVSyncTime, nextVSyncTime );
+  }
 
-  mInGesture |= justStarted;
+  if( !mInGesture )
+  {
+    // clear current pan history
+    mPanHistory.clear();
+    mPredictionHistory.clear();
+  }
 
+  FrameGestureInfo frameInfo;
   bool updateProperties = false;
 
-  if ( mInGesture )
+  // Read input data.
+  // If we are using a form of prediction, read all the input as-is.
+  if( mPredictionMode != PREDICTION_NONE )
+  {
+    // Read input required for prediction algorithms.
+    updateProperties = ReadGestures( frameInfo, lastVSyncTime );
+  }
+  else
+  {
+    // Read and resample input.
+    updateProperties = ReadAndResampleGestures( frameInfo, lastVSyncTime );
+  }
+
+  PanInfo frameGesture = frameInfo.frameGesture;
+  PanInfo unmodifiedGesture = frameGesture;
+
+  // Process input data.
+  mInGesture |= frameInfo.justStarted;
+  if( mInGesture )
   {
+    // Profiling.
     if( mProfiling )
     {
-      mProfiling->mLatestData.push_back( PanGestureProfiling::Position( lastVSyncTime, mLatestGesture.screen.position ) );
+      mProfiling->mLatestData.push_back( PanGestureProfiling::Position( lastVSyncTime, frameGesture.screen.position,
+          frameGesture.screen.displacement, frameGesture.screen.velocity, frameGesture.state ) );
     }
 
-    switch( mPredictionMode )
+    // Perform prediction.
+    if( mPredictionMode == PREDICTION_1 )
     {
-      case NONE:
+      // Dynamically change the prediction amount according to the pan velocity acceleration.
+      if( !frameInfo.justStarted )
       {
-        updateProperties = eventFound;
-        // no prediction, just using latest event info
-        mLatestGesture = mEventGesture;
-        break;
+        if( frameInfo.eventsThisFrame <= 1 )
+        {
+          frameInfo.acceleration = frameGesture.screen.velocity.Length() - mLastUnmodifiedGesture.screen.velocity.Length();
+        }
+
+        // Ignore tiny velocity fluctuation to avoid unnecessary prediction amount change
+        if( fabsf( frameInfo.acceleration ) > ACCELERATION_THRESHOLD )
+        {
+          mCurrentPredictionAmount += static_cast<unsigned int>( static_cast<float>( mPredictionAmountAdjustment ) * ( frameInfo.acceleration > Math::MACHINE_EPSILON_0 ? 1.0f : -1.0f ) );
+          if( mCurrentPredictionAmount > mMaxPredictionAmount + mPredictionAmountAdjustment ) // Guard against unsigned int overflow
+          {
+            mCurrentPredictionAmount = 0;
+          }
+        }
       }
-      case AVERAGE:
+      else
       {
-        SimpleAverageAlgorithm(justStarted, nextGesture);
-        // make latest gesture equal to current gesture after averaging
-        updateProperties = true;
-        break;
+        if( !mPredictionAmountOverridden )
+        {
+          // If the prediction amount has not been modified, default to the correct amount for this algorithm.
+          mPredictionAmount = DEFAULT_PREDICTION_AMOUNT[0];
+        }
+        mCurrentPredictionAmount = mPredictionAmount; // Reset the prediction amount for each new gesture
+      }
+
+      mCurrentPredictionAmount = std::max( mMinPredictionAmount, std::min( mCurrentPredictionAmount, mMaxPredictionAmount ) );
+
+      // Calculate the delta of positions before the prediction
+      Vector2 deltaPosition = frameGesture.screen.position - mLastUnmodifiedGesture.screen.position;
+
+      // Make latest gesture equal to current gesture before interpolation
+      PredictionMode1( frameInfo.eventsThisFrame, frameGesture, mPanHistory, lastVSyncTime, nextVSyncTime );
+
+      // Calculate the delta of positions after the prediction.
+      Vector2 deltaPredictedPosition = frameGesture.screen.position - mLastGesture.screen.position;
+
+      // If the change in the prediction has a different sign than the change in the actual position,
+      // there is overshot (i.e. the current prediction is too large). Return the previous prediction
+      // to give the user's finger a chance to catch up with where we have panned to.
+      bool overshotXAxis = false;
+      bool overshotYAxis = false;
+      if( (deltaPosition.x > Math::MACHINE_EPSILON_0 && deltaPredictedPosition.x < Math::MACHINE_EPSILON_0 )
+       || (deltaPosition.x < Math::MACHINE_EPSILON_0 && deltaPredictedPosition.x > Math::MACHINE_EPSILON_0 ) )
+      {
+        overshotXAxis = true;
+        frameGesture.screen.position.x = mLastGesture.screen.position.x;
       }
-      case PREDICTION_1:
+
+      if( (deltaPosition.y > Math::MACHINE_EPSILON_0 && deltaPredictedPosition.y < Math::MACHINE_EPSILON_0 )
+       || (deltaPosition.y < Math::MACHINE_EPSILON_0 && deltaPredictedPosition.y > Math::MACHINE_EPSILON_0 ) )
+      {
+        overshotYAxis = true;
+        frameGesture.screen.position.y = mLastGesture.screen.position.y;
+      }
+
+      // If there is overshot in one axis, reduce the possible overshot in the other axis,
+      // and reduce the prediction amount so that it doesn't overshoot as easily next time.
+      if(overshotXAxis || overshotYAxis)
       {
-        // make latest gesture equal to current gesture before interpolation
-        mLatestGesture = nextGesture;
-        PredictiveAlgorithm1(eventsThisFrame, nextGesture, mPanHistory, lastVSyncTime, nextVSyncTime);
-        updateProperties = true;
+        mCurrentPredictionAmount -= mPredictionAmountAdjustment;
+        if( mCurrentPredictionAmount > mMaxPredictionAmount + mPredictionAmountAdjustment ) // Guard against unsigned int overflow
+        {
+          mCurrentPredictionAmount = 0;
+        }
+        mCurrentPredictionAmount = std::max( mMinPredictionAmount, std::min( mCurrentPredictionAmount, mMaxPredictionAmount ) );
+
+        if( overshotXAxis && !overshotYAxis )
+        {
+          frameGesture.screen.position.y = ( mLastGesture.screen.position.y + frameGesture.screen.position.y ) * 0.5f;
+        }
+
+        if( overshotYAxis && !overshotXAxis )
+        {
+          frameGesture.screen.position.x = ( mLastGesture.screen.position.x + frameGesture.screen.position.x ) * 0.5f;
+        }
+      }
+
+      updateProperties = true;
+    }
+
+    // Perform smoothing.
+    switch( mSmoothingMode )
+    {
+      case SMOOTHING_NONE:
+      case SMOOTHING_MULTI_TAP:
+      {
+        // No smoothing
+        // TODO: Old algorithm to be able to use multitap smoothing.
         break;
       }
-      case PREDICTION_2:
+      case SMOOTHING_LAST_VALUE:
       {
-        // make latest gesture equal to current gesture before interpolation
-        mLatestGesture = nextGesture;
-        PredictiveAlgorithm2(eventsThisFrame, nextGesture, mPanHistory, lastVSyncTime, nextVSyncTime);
-        updateProperties = true;
+        if( !frameInfo.justStarted )
+        {
+          if( !mSmoothingAmountOverridden )
+          {
+            // If the smoothing amount has not been modified, default to the correct amount for this algorithm.
+            mSmoothingAmount = DEFAULT_SMOOTHING_AMOUNT[0];
+          }
+          BlendPoints( frameGesture, mLastGesture, mSmoothingAmount );
+        }
         break;
       }
     }
 
-    // always keep latest gesture up to date with event gesture
-    mLatestGesture = mEventGesture;
-
     if( updateProperties )
     {
       // only update properties if event received
       // set latest gesture to raw pan info with unchanged time
-      mScreenPosition.Set( nextGesture.screen.position );
-      mScreenDisplacement.Set( nextGesture.screen.displacement );
-      mLocalPosition.Set( nextGesture.local.position );
-      mLocalDisplacement.Set( nextGesture.local.displacement );
-
-      propertiesUpdated = true;
+      mPanning.Set( mInGesture & !frameInfo.justFinished );
+      mScreenPosition.Set( frameGesture.screen.position );
+      mScreenDisplacement.Set( frameGesture.screen.displacement );
+      mScreenVelocity.Set( frameGesture.screen.velocity );
+      mLocalPosition.Set( frameGesture.local.position );
+      mLocalDisplacement.Set( frameGesture.local.displacement );
+      mLocalVelocity.Set( frameGesture.local.velocity );
     }
 
     if( mProfiling )
     {
-      mProfiling->mAveragedData.push_back( PanGestureProfiling::Position( nextGesture.time, nextGesture.screen.position ) );
+      mProfiling->mAveragedData.push_back( PanGestureProfiling::Position( frameGesture.time, frameGesture.screen.position,
+          frameGesture.screen.displacement, frameGesture.screen.velocity, frameGesture.state ) );
     }
   }
 
-  mInGesture &= ~justFinished;
+  mLastGesture = frameGesture;
+  mLastUnmodifiedGesture = unmodifiedGesture;
 
-  if( mProfiling &&
-      UPDATE_COUNT++ >= UPDATES_BETWEEN_PRINT )
+  mInGesture = mInGesture && !frameInfo.justFinished;
+  if( mProfiling && frameInfo.justFinished )
   {
     mProfiling->PrintData();
     mProfiling->ClearData();
-    UPDATE_COUNT = 0u;
   }
 
-  return propertiesUpdated;
+  return updateProperties;
+}
+
+const GesturePropertyBool& PanGesture::GetPanningProperty() const
+{
+  return mPanning;
 }
 
 const GesturePropertyVector2& PanGesture::GetScreenPositionProperty() const
@@ -352,6 +571,11 @@ const GesturePropertyVector2& PanGesture::GetScreenPositionProperty() const
   return mScreenPosition;
 }
 
+const GesturePropertyVector2& PanGesture::GetScreenVelocityProperty() const
+{
+  return mScreenVelocity;
+}
+
 const GesturePropertyVector2& PanGesture::GetScreenDisplacementProperty() const
 {
   return mScreenDisplacement;
@@ -367,6 +591,88 @@ const GesturePropertyVector2& PanGesture::GetLocalDisplacementProperty() const
   return mLocalDisplacement;
 }
 
+const GesturePropertyVector2& PanGesture::GetLocalVelocityProperty() const
+{
+  return mLocalVelocity;
+}
+
+void PanGesture::SetPredictionMode(PredictionMode mode)
+{
+  mPredictionMode = mode;
+}
+
+void PanGesture::SetPredictionAmount(unsigned int amount)
+{
+  mPredictionAmount = amount;
+  mPredictionAmountOverridden = true;
+}
+
+void PanGesture::SetMaximumPredictionAmount(unsigned int amount)
+{
+  mMaxPredictionAmount = amount;
+}
+
+void PanGesture::SetMinimumPredictionAmount(unsigned int amount)
+{
+  mMinPredictionAmount = amount;
+}
+
+void PanGesture::SetPredictionAmountAdjustment(unsigned int amount)
+{
+  mPredictionAmountAdjustment = amount;
+}
+
+void PanGesture::SetSmoothingMode(SmoothingMode mode)
+{
+  mSmoothingMode = mode;
+}
+
+void PanGesture::SetSmoothingAmount(float amount)
+{
+  mSmoothingAmount = amount;
+  mSmoothingAmountOverridden = true;
+}
+
+void PanGesture::SetUseActualTimes( bool value )
+{
+  mUseActualTimes = value;
+}
+
+void PanGesture::SetInterpolationTimeRange( int value )
+{
+  mInterpolationTimeRange = value;
+}
+
+void PanGesture::SetScalarOnlyPredictionEnabled( bool value )
+{
+  mScalarOnlyPredictionEnabled = value;
+}
+
+void PanGesture::SetTwoPointPredictionEnabled( bool value )
+{
+  mTwoPointPredictionEnabled = value;
+}
+
+void PanGesture::SetTwoPointInterpolatePastTime( int value )
+{
+  mTwoPointPastInterpolateTime = value;
+}
+
+void PanGesture::SetTwoPointVelocityBias( float value )
+{
+  mTwoPointVelocityBias = value;
+}
+
+void PanGesture::SetTwoPointAccelerationBias( float value )
+{
+  mTwoPointAccelerationBias = value;
+}
+
+void PanGesture::SetMultitapSmoothingRange( int value )
+{
+  mMultiTapSmoothingRange = value;
+}
+
 void PanGesture::EnableProfiling()
 {
   if( !mProfiling )
@@ -381,18 +687,606 @@ void PanGesture::ResetDefaultProperties( BufferIndex updateBufferIndex )
   mScreenDisplacement.Reset();
   mLocalPosition.Reset();
   mLocalDisplacement.Reset();
+  mPanning.Reset();
 }
 
 PanGesture::PanGesture()
-: mGestures(),
+: mPanning(),
+  mGestures(),
   mWritePosition( 0 ),
   mReadPosition( 0 ),
+  mNotAtTarget( false ),
   mInGesture( false ),
-  mPredictionMode(DEFAULT_PREDICTION_MODE),
-  mProfiling( NULL )
+  mPredictionAmountOverridden( false ),
+  mSmoothingAmountOverridden( false ),
+  mProfiling( NULL ),
+
+  // Set environment variable defaults:
+  mPredictionMode( DEFAULT_PREDICTION_MODE ),
+  mPredictionAmount( DEFAULT_PREDICTION_AMOUNT[0] ),
+  mCurrentPredictionAmount( DEFAULT_PREDICTION_AMOUNT[0] ),
+  mMaxPredictionAmount( DEFAULT_MAX_PREDICTION_AMOUNT ),
+  mMinPredictionAmount( DEFAULT_MIN_PREDICTION_AMOUNT ),
+  mPredictionAmountAdjustment( DEFAULT_PREDICTION_AMOUNT_ADJUSTMENT ),
+  mSmoothingMode( DEFAULT_SMOOTHING_MODE ),
+  mSmoothingAmount( DEFAULT_SMOOTHING_AMOUNT[0] ),
+  mUseActualTimes( DEFAULT_USE_ACTUAL_TIMES ),
+  mInterpolationTimeRange( DEFAULT_INTERPOLATION_TIME_RANGE ),
+  mScalarOnlyPredictionEnabled( DEFAULT_SCALAR_ONLY_PREDICTION_ENABLED ),
+  mTwoPointPredictionEnabled( DEFAULT_TWO_POINT_PREDICTION_ENABLED ),
+  mTwoPointPastInterpolateTime( DEFAULT_TWO_POINT_PAST_INTERPOLATE_TIME ),
+  mTwoPointVelocityBias( DEFAULT_TWO_POINT_VELOCITY_BIAS ),
+  mTwoPointAccelerationBias( DEFAULT_TWO_POINT_ACCELERATION_BIAS ),
+  mMultiTapSmoothingRange( DEFAULT_MULTITAP_SMOOTHING_RANGE )
 {
+
+}
+
+// Prediction mode 2 related code and functions follow:
+
+unsigned int PanGesture::ReadFrameEvents()
+{
+  unsigned int eventsThisFrame;
+  // Copy the events into a linear buffer while holding the mutex.
+  // This is so the lock is not held while any processing is done.
+  Dali::Mutex::ScopedLock lock( mMutex );
+  for( eventsThisFrame = 0; mReadPosition != mWritePosition; ++eventsThisFrame )
+  {
+    mReadGestures[ eventsThisFrame ] = mGestures[ mReadPosition ];
+    ++mReadPosition;
+    mReadPosition %= PAN_GESTURE_HISTORY;
+  }
+  return eventsThisFrame;
 }
 
+// TODO: eventsThisFrame parameter can be removed if we use a smarter container.
+bool PanGesture::InputRateConversion( PanInfo& rateConvertedGesture, unsigned int eventsThisFrame,
+    unsigned int currentFrameTime, unsigned int lastFrameTime, bool& justStarted, bool& justFinished )
+{
+  // TODO: Lots of variables on the stack. Needs optimizing.
+  PanInfo readGesture;
+  PanInfo firstReadGesture;
+  unsigned int eventsKeptThisFrame = 0;
+
+  for( unsigned int readPosition = 0; readPosition < eventsThisFrame; ++readPosition )
+  {
+    // Copy the gesture first
+    readGesture = mReadGestures[ readPosition ];
+
+    if( mProfiling )
+    {
+      mProfiling->mRawData.push_back( PanGestureProfiling::Position( readGesture.time, readGesture.screen.position,
+          readGesture.screen.displacement, readGesture.screen.velocity, readGesture.state ) );
+    }
+
+    if( readGesture.state == Gesture::Started )
+    {
+      // Clear pan data.
+      mPanHistory.clear();
+      mPredictionHistory.clear();
+      mLastAcceleration.local = Vector2::ZERO;
+      mLastAcceleration.screen = Vector2::ZERO;
+      mLastInterpolatedAcceleration.local = Vector2::ZERO;
+      mLastInterpolatedAcceleration.screen = Vector2::ZERO;
+      mLastInitialAcceleration.local = Vector2::ZERO;
+      mLastInitialAcceleration.screen = Vector2::ZERO;
+      PanInfo startInfo;
+      mLastGesture = startInfo;
+      mLastSecondInterpolatedPoint = startInfo;
+      mLastPredictedPoint = startInfo;
+      mLastFrameReadGesture = startInfo;
+      rateConvertedGesture = startInfo;
+      firstReadGesture = readGesture;
+      eventsKeptThisFrame = 0;
+      mNotAtTarget = false;
+      justFinished = false;
+      justStarted = true;
+      mInGesture = true;
+
+      if( !mPredictionAmountOverridden )
+      {
+        // If the prediction amount has not been modified, default to the correct amount for this algorithm.
+        mPredictionAmount = DEFAULT_PREDICTION_AMOUNT[1];
+      }
+      mCurrentPredictionAmount = mPredictionAmount;
+    }
+    else
+    {
+      justFinished |= ( readGesture.state == Gesture::Finished || readGesture.state == Gesture::Cancelled );
+    }
+
+    rateConvertedGesture.screen.position += readGesture.screen.position;
+    rateConvertedGesture.local.position += readGesture.local.position;
+    rateConvertedGesture.screen.velocity += readGesture.screen.velocity;
+    rateConvertedGesture.local.velocity += readGesture.local.velocity;
+    rateConvertedGesture.screen.displacement += readGesture.screen.displacement;
+    rateConvertedGesture.local.displacement += readGesture.local.displacement;
+
+    ++eventsKeptThisFrame;
+  }
+
+  bool storeGesture = false;
+  if( eventsKeptThisFrame > 0 )
+  {
+    // Some events were read this frame.
+    if( eventsKeptThisFrame > 1 )
+    {
+      const float eventDivisor = static_cast<float>( eventsKeptThisFrame );
+      rateConvertedGesture.screen.position /= eventDivisor;
+      rateConvertedGesture.local.position /= eventDivisor;
+      rateConvertedGesture.screen.velocity /= eventDivisor;
+      rateConvertedGesture.local.velocity /= eventDivisor;
+      rateConvertedGesture.screen.displacement /= eventDivisor;
+      rateConvertedGesture.local.displacement /= eventDivisor;
+
+      mTargetGesture = readGesture;
+      mNotAtTarget = true;
+    }
+    else
+    {
+      mNotAtTarget = false;
+    }
+
+    rateConvertedGesture.time = currentFrameTime;
+    storeGesture = true;
+  }
+  else
+  {
+    // We did not get any event this frame.
+    // If we just started (or aren't in a gesture), exit.
+    if( !mInGesture || justStarted )
+    {
+      // We cannot guess what the event could be as we have no other events to base the guess from.
+      return false;
+    }
+
+    // As we are currently in a gesture, we can estimate an event.
+    readGesture = mLastFrameReadGesture;
+    readGesture.time = currentFrameTime;
+
+    // Take the last event, halve the acceleration, and use that.
+    const float accelerationDegrade = 2.0f;
+    Vector2 degradedAccelerationLocal( mLastAcceleration.local /= accelerationDegrade );
+    Vector2 degradedAccelerationScreen( mLastAcceleration.screen /= accelerationDegrade );
+
+    float outputTimeGranularity( GetDivisibleTimeDifference( currentFrameTime, lastFrameTime, 1.0f, OUTPUT_TIME_DIFFERENCE ) );
+
+    readGesture.local.velocity = degradedAccelerationLocal * outputTimeGranularity;
+    readGesture.local.displacement = readGesture.local.velocity * outputTimeGranularity;
+    readGesture.local.position = mLastFrameReadGesture.local.position + readGesture.local.displacement;
+    readGesture.screen.velocity = degradedAccelerationScreen * outputTimeGranularity;
+    readGesture.screen.displacement = readGesture.screen.velocity * outputTimeGranularity;
+    readGesture.screen.position = mLastFrameReadGesture.screen.position + readGesture.screen.displacement;
+
+    rateConvertedGesture = readGesture;
+    eventsKeptThisFrame = 1;
+    storeGesture = true;
+  }
+
+  if( eventsKeptThisFrame > 0 )
+  {
+    // Store last read gesture.
+    readGesture.time = currentFrameTime;
+    mLastFrameReadGesture = readGesture;
+
+    if( eventsKeptThisFrame > 2 )
+    {
+      DALI_LOG_WARNING( "Got events this frame:%d (more than 2 will compromise result)\n", eventsKeptThisFrame );
+    }
+  }
+
+  if( storeGesture )
+  {
+    // Store final converted result.
+    mPanHistory.push_back( rateConvertedGesture );
+  }
+  return true;
+}
+
+bool PanGesture::InterpolatePoint( PanInfoHistory& history, unsigned int currentTime, unsigned int targetTime, unsigned int range,
+      PanInfo& outPoint, RelativeVectors& acceleration, int outputTimeGranularity, bool eraseUnused )
+{
+  unsigned int maxHistoryTime = targetTime - range;
+  unsigned int tapsUsed = 0;
+  outPoint.time = targetTime;
+  float divisor = 0.0f;
+  float accelerationDivisor = 0.0f;
+  PanInfoHistoryIter historyBegin = history.begin();
+  PanInfoHistoryIter lastIt = history.end();
+  bool pointGenerated = false;
+  bool havePreviousPoint = false;
+  RelativeVectors newAcceleration;
+
+  // Iterate through point history to perform interpolation.
+  for( PanInfoHistoryIter it = historyBegin; it != history.end(); )
+  {
+    unsigned int gestureTime = it->time;
+
+    if( gestureTime < maxHistoryTime )
+    {
+      // Too far in the past, discard.
+      // Clean history as we go (if requested).
+      if( eraseUnused )
+      {
+        it = history.erase( it );
+      }
+      else
+      {
+        ++it;
+        continue;
+      }
+    }
+    else
+    {
+      float timeDelta( static_cast<float>( abs( int( targetTime - gestureTime ) ) ) );
+      // Handle low time deltas.
+      if( timeDelta < 1.0f )
+      {
+        timeDelta = 1.0f;
+      }
+
+      outPoint.local.position += it->local.position / timeDelta;
+      outPoint.screen.position += it->screen.position / timeDelta;
+      outPoint.local.velocity += it->local.velocity / timeDelta;
+      outPoint.screen.velocity += it->screen.velocity / timeDelta;
+      outPoint.local.displacement += it->local.displacement / timeDelta;
+      outPoint.screen.displacement += it->screen.displacement / timeDelta;
+
+      divisor += 1.0f / timeDelta;
+
+      // Acceleration requires a previous point.
+      if( havePreviousPoint )
+      {
+        // Time delta of input.
+        float timeDifference( GetDivisibleTimeDifference( it->time, lastIt->time, 1.0f, OUTPUT_TIME_DIFFERENCE ) );
+
+        newAcceleration.local += ( ( it->local.velocity - lastIt->local.velocity ) / timeDifference ) / timeDelta;
+        newAcceleration.screen += ( ( it->screen.velocity - lastIt->screen.velocity ) / timeDifference ) / timeDelta;
+
+        accelerationDivisor += 1.0f / timeDelta;
+      }
+      else
+      {
+        havePreviousPoint = true;
+      }
+
+      tapsUsed++;
+      lastIt = it;
+      ++it;
+    }
+  }
+
+  // Divide results by their respective divisors.
+  if( tapsUsed > 0 )
+  {
+    if( divisor > 0.0f )
+    {
+      outPoint.local.position /= divisor;
+      outPoint.screen.position /= divisor;
+      outPoint.local.velocity /= divisor;
+      outPoint.screen.velocity /= divisor;
+      outPoint.local.displacement /= divisor;
+      outPoint.screen.displacement /= divisor;
+    }
+
+    if( tapsUsed > 1 )
+    {
+      if( accelerationDivisor > 0.0f )
+      {
+        newAcceleration.local /= accelerationDivisor;
+        newAcceleration.screen /= accelerationDivisor;
+      }
+
+      float accelerationSmoothing( ACCELERATION_SMOOTHING );
+      newAcceleration.local = ( acceleration.local * accelerationSmoothing ) + ( newAcceleration.local * ( 1.0f - accelerationSmoothing ) );
+      newAcceleration.screen = ( acceleration.screen * accelerationSmoothing ) + ( newAcceleration.screen * ( 1.0f - accelerationSmoothing ) );
+    }
+    else
+    {
+      // If we just started, last velocity was 0. So difference of zero to current velocity over time gives acceleration of the first point.
+      newAcceleration.local = outPoint.local.velocity / static_cast<float>( outputTimeGranularity );
+      newAcceleration.screen = outPoint.screen.velocity / static_cast<float>( outputTimeGranularity );
+    }
+    pointGenerated = true;
+  }
+
+  acceleration.local = newAcceleration.local;
+  acceleration.screen = newAcceleration.screen;
+  return pointGenerated;
+}
+
+float PanGesture::GetDivisibleTimeDifference( int timeA, int timeB, float minimumDelta, float overrideDifference )
+{
+  float timeDifference( overrideDifference );
+  if( mUseActualTimes )
+  {
+    timeDifference = static_cast<float>( abs( timeA - timeB ) );
+    if( timeDifference < minimumDelta )
+    {
+      timeDifference = minimumDelta;
+    }
+  }
+  return timeDifference;
+}
+
+void PanGesture::LimitAccelerationChange( RelativeVectors& currentAcceleration, RelativeVectors& lastAcceleration, float changeLimit )
+{
+  // We don't use the float parameter version of clamp here, as that will create the capping vectors twice in total.
+  Vector2 capMinimum( -changeLimit, -changeLimit );
+  Vector2 capMaximum( changeLimit, changeLimit );
+  Vector2 accelerationDeltaLocal( currentAcceleration.local - lastAcceleration.local );
+  Vector2 accelerationDeltaScreen( currentAcceleration.screen - lastAcceleration.screen );
+  accelerationDeltaLocal.Clamp( capMinimum, capMaximum );
+  accelerationDeltaScreen.Clamp( capMinimum, capMaximum );
+  currentAcceleration.local = lastAcceleration.local + accelerationDeltaLocal;
+  currentAcceleration.screen = lastAcceleration.screen + accelerationDeltaScreen;
+}
+
+void PanGesture::PredictionMode2( PanInfo& startPoint, RelativeVectors& accelerationToUse,
+    PanInfo& predictedPoint, unsigned int currentFrameTime, unsigned int previousFrameTime, bool noPreviousData )
+{
+  // Do the prediction (based on mode).
+  if( mScalarOnlyPredictionEnabled )
+  {
+    // We are doing scalar based prediction.
+    // This divisor is to help tuning by giving the scalar only result
+    // a similar prediction amount to the integrated result.
+    float scalarVelocityMultiplier = static_cast<float>( mCurrentPredictionAmount ) / 1.364f;
+    predictedPoint.local.position = startPoint.local.position + ( startPoint.local.velocity * scalarVelocityMultiplier );
+    predictedPoint.screen.position = startPoint.screen.position + ( startPoint.screen.velocity * scalarVelocityMultiplier );
+  }
+  else
+  {
+    // We are doing integration based prediction.
+    float predictionDelta = static_cast<float>( mCurrentPredictionAmount );
+
+    predictedPoint.local.position = startPoint.local.position + ( startPoint.local.velocity * predictionDelta ) +
+        ( accelerationToUse.local * ( predictionDelta * predictionDelta * 0.5f ) );
+    predictedPoint.screen.position = startPoint.screen.position + ( startPoint.screen.velocity * predictionDelta ) +
+        ( accelerationToUse.screen * ( predictionDelta * predictionDelta * 0.5f ) );
+  }
+
+  // Calculate remaining gesture data from the result.
+  float timeDifference( GetDivisibleTimeDifference( currentFrameTime, previousFrameTime, 1.0f, OUTPUT_TIME_DIFFERENCE ) );
+  if( noPreviousData )
+  {
+    predictedPoint.local.displacement = predictedPoint.local.position - startPoint.local.position;
+    predictedPoint.screen.displacement = predictedPoint.screen.position - startPoint.screen.position;
+  }
+  else
+  {
+    predictedPoint.local.displacement = predictedPoint.local.position - mLastPredictedPoint.local.position;
+    predictedPoint.screen.displacement = predictedPoint.screen.position - mLastPredictedPoint.screen.position;
+  }
+  predictedPoint.local.velocity = predictedPoint.local.displacement / timeDifference;
+  predictedPoint.screen.velocity = predictedPoint.screen.displacement / timeDifference;
+
+  // TODO: Experimental - not used at run time. Left in code for reference only.
+  if( TEST_TUNE_ENABLE_OVERSHOOT_PROTECTION )
+  {
+    // Overshoot protection
+    if( !noPreviousData )
+    {
+      if( ( mLastPredictedPoint.local.velocity.x > Math::MACHINE_EPSILON_0 && predictedPoint.local.velocity.x < Math::MACHINE_EPSILON_0 )
+        || ( mLastPredictedPoint.local.velocity.x < Math::MACHINE_EPSILON_0 && predictedPoint.local.velocity.x > Math::MACHINE_EPSILON_0 ) )
+      {
+        predictedPoint.local.position.x = mLastPredictedPoint.local.position.x;
+        predictedPoint.screen.position.x = mLastPredictedPoint.screen.position.x;
+        mPredictionHistory.clear();
+      }
+      if( ( mLastPredictedPoint.local.velocity.y > Math::MACHINE_EPSILON_0 && predictedPoint.local.velocity.y < Math::MACHINE_EPSILON_0 )
+        || ( mLastPredictedPoint.local.velocity.y < Math::MACHINE_EPSILON_0 && predictedPoint.local.velocity.y > Math::MACHINE_EPSILON_0 ) )
+      {
+        predictedPoint.local.position.y = mLastPredictedPoint.local.position.y;
+        predictedPoint.screen.position.y = mLastPredictedPoint.screen.position.y;
+        mPredictionHistory.clear();
+      }
+    }
+  }
+
+  predictedPoint.time = currentFrameTime;
+  mLastPredictedPoint = predictedPoint;
+}
+
+// TODO: This needs a better name! It is called this instead of prediction mode 2 because:
+// 1) It is the entire workflow, not just prediction.
+// 2) To make it less confusing as there is a function that does prediction alone called PerformPredictionMode2.
+// Ultimately we need to combine the old and new code modularly so there is one code path that can optionally run different functions based on configuration.
+// At the moment, the differences between the inputs & outputs of these different functions prevent that, but this can be resolved.
+bool PanGesture::NewAlgorithm( unsigned int lastVSyncTime, unsigned int nextVSyncTime )
+{
+  if( !mInGesture )
+  {
+    // clear current pan history
+    mPanHistory.clear();
+    mPredictionHistory.clear();
+  }
+
+  /*#########################################################################################
+    #### Read in all gestures received this frame first (holding a lock for a short time)
+    #########################################################################################*/
+
+  unsigned int eventsThisFrame = ReadFrameEvents();
+
+  /*#########################################################################################
+    #### Perform input rate-conversion on all gestures received this frame.
+    #### This also populates the pan history.
+    #########################################################################################*/
+
+  bool justStarted = false;
+  bool justFinished = false;
+  PanInfo rateConvertedGesture;
+  if( !InputRateConversion( rateConvertedGesture, eventsThisFrame, nextVSyncTime, lastVSyncTime, justStarted, justFinished ) )
+  {
+    // There's nothing we can do with the input, exit.
+    return false;
+  }
+
+  /*#########################################################################################
+    #### If we are in gesture, Get first interpolated point with: target time = current time
+    #########################################################################################*/
+
+  bool performUpdate = false;
+  RelativeVectors currentAcceleration;
+  currentAcceleration.local = mLastInitialAcceleration.local;
+  currentAcceleration.screen = mLastInitialAcceleration.screen;
+
+  if( mInGesture || justStarted )
+  {
+    // Get first interpolated point.
+    // TODO: Erase time should be maximum of both interpolated point ranges in past.
+    PanInfo targetPoint;
+    float outputTimeGranularity( GetDivisibleTimeDifference( nextVSyncTime, lastVSyncTime, 1.0f, OUTPUT_TIME_DIFFERENCE ) );
+    bool pointGenerated = InterpolatePoint( mPanHistory, nextVSyncTime, nextVSyncTime, mInterpolationTimeRange,
+        targetPoint, currentAcceleration, static_cast<int>( outputTimeGranularity ), true ); // truncated
+    if( pointGenerated )
+    {
+      mLastInitialAcceleration.local = currentAcceleration.local;
+      mLastInitialAcceleration.screen = currentAcceleration.screen;
+      performUpdate = true;
+    }
+    else
+    {
+      targetPoint = rateConvertedGesture;
+      currentAcceleration.local = mLastInitialAcceleration.local;
+      currentAcceleration.screen = mLastInitialAcceleration.screen;
+      // TODO: Potentially do something to substitute lack of generated point (and perform update).
+    }
+
+    /*#########################################################################################
+      #### Limit the change of acceleration of the first interpolated point since last time
+      #########################################################################################*/
+
+    if( !justStarted )
+    {
+      LimitAccelerationChange( currentAcceleration, mLastAcceleration, ACCELERATION_CAP );
+    }
+    mLastAcceleration.local = currentAcceleration.local;
+    mLastAcceleration.screen = currentAcceleration.screen;
+
+    /*#########################################################################################
+      #### Get second interpolated point, and blend the resultant velocity and acceleration (optional)
+      #########################################################################################*/
+
+    PanInfo outPoint;
+    RelativeVectors interpolatedAcceleration;
+    if( mTwoPointPredictionEnabled )
+    {
+      // Get second interpolated point with target time = current time - past interpolate time.
+      unsigned int pastInterpolateTime = nextVSyncTime - mTwoPointPastInterpolateTime;
+      PanInfo outPoint;
+      RelativeVectors interpolatedAcceleration;
+      interpolatedAcceleration.local = mLastInterpolatedAcceleration.local;
+      interpolatedAcceleration.screen = mLastInterpolatedAcceleration.screen;
+      if( !InterpolatePoint( mPanHistory, nextVSyncTime, pastInterpolateTime, mTwoPointPastInterpolateTime,
+          outPoint, interpolatedAcceleration, static_cast<int>( outputTimeGranularity ), false ) ) // truncated
+      {
+        if( justStarted )
+        {
+          outPoint = targetPoint;
+        }
+        else
+        {
+          outPoint = mLastSecondInterpolatedPoint;
+        }
+      }
+      mLastInterpolatedAcceleration.local = interpolatedAcceleration.local;
+      mLastInterpolatedAcceleration.screen = interpolatedAcceleration.screen;
+      mLastSecondInterpolatedPoint = outPoint;
+
+      // Combine the first interpolated point and the second interpolated point.
+      // by mixing them with the configured amount. This is done for acceleration and velocity.
+      // It could be optionally done for position too, but this typically is worse as it means we have to predict further ahead.
+      float currentVelocityMultiplier( 1.0f - mTwoPointVelocityBias );
+      float lastVelocityMultiplier( mTwoPointVelocityBias );
+      targetPoint.local.velocity = ( outPoint.local.velocity * lastVelocityMultiplier ) + ( targetPoint.local.velocity * currentVelocityMultiplier );
+      targetPoint.screen.velocity = ( outPoint.screen.velocity * lastVelocityMultiplier ) + ( targetPoint.screen.velocity * currentVelocityMultiplier );
+      float currentAccelerationMultiplier( 1.0f - mTwoPointAccelerationBias );
+      float lastAccelerationMultiplier( mTwoPointAccelerationBias );
+      currentAcceleration.local = ( interpolatedAcceleration.local * lastAccelerationMultiplier ) + ( currentAcceleration.local * currentAccelerationMultiplier );
+      currentAcceleration.screen = ( interpolatedAcceleration.screen * lastAccelerationMultiplier ) + ( currentAcceleration.screen * currentAccelerationMultiplier );
+    }
+
+    /*#########################################################################################
+      #### Perform prediction
+      #########################################################################################*/
+
+    PanInfo predictedPoint;
+    PredictionMode2( targetPoint, currentAcceleration, predictedPoint, nextVSyncTime, lastVSyncTime, justStarted );
+    targetPoint = predictedPoint;
+
+    /*#########################################################################################
+      #### Smoothing
+      #########################################################################################*/
+
+    // If we are using multi-tap smoothing, keep a history of predicted results.
+    if( mSmoothingMode == SMOOTHING_MULTI_TAP )
+    {
+      mPredictionHistory.push_back( targetPoint );
+    }
+
+    if( !justStarted )
+    {
+      float outputTimeGranularity( GetDivisibleTimeDifference( nextVSyncTime, lastVSyncTime, 1.0f, OUTPUT_TIME_DIFFERENCE ) );
+      if( mSmoothingMode == SMOOTHING_MULTI_TAP )
+      {
+        // Perform Multi-tap Smoothing.
+        RelativeVectors blank;
+        InterpolatePoint( mPredictionHistory, nextVSyncTime, nextVSyncTime, mMultiTapSmoothingRange,
+            targetPoint, blank, static_cast<int>( outputTimeGranularity ), true ); // truncated
+      }
+      else
+      {
+        // Perform Single-tap Smoothing.
+        if( !mSmoothingAmountOverridden )
+        {
+          // If the smoothing amount has not been modified, default to the correct amount for this algorithm.
+          mSmoothingAmount = DEFAULT_SMOOTHING_AMOUNT[1];
+        }
+        BlendPoints( targetPoint, mLastGesture, mSmoothingAmount );
+      }
+
+      /*#########################################################################################
+        #### Finalize other point data (from position)
+        #########################################################################################*/
+
+      targetPoint.local.displacement = targetPoint.local.position - mLastGesture.local.position;
+      targetPoint.local.velocity = targetPoint.local.displacement / outputTimeGranularity;
+      targetPoint.screen.displacement = targetPoint.screen.position - mLastGesture.screen.position;
+      targetPoint.screen.velocity = targetPoint.screen.displacement / outputTimeGranularity;
+    }
+
+    /*#########################################################################################
+      #### Send out the new point, by setting the properties
+      #### (Constraints will automatically react to this)
+      #########################################################################################*/
+
+    if( performUpdate )
+    {
+      mPanning.Set( mInGesture & !justFinished );
+      mScreenPosition.Set( targetPoint.screen.position );
+      mScreenDisplacement.Set( targetPoint.screen.displacement );
+      mScreenVelocity.Set( targetPoint.screen.velocity );
+      mLocalPosition.Set( targetPoint.local.position );
+      mLocalDisplacement.Set( targetPoint.local.displacement );
+      mLocalVelocity.Set( targetPoint.local.velocity );
+
+      mLastGesture = targetPoint;
+
+      if( mProfiling )
+      {
+        mProfiling->mAveragedData.push_back( PanGestureProfiling::Position( targetPoint.time, targetPoint.screen.position,
+            targetPoint.screen.displacement, targetPoint.screen.velocity, targetPoint.state ) );
+      }
+    }
+  }
+
+  mInGesture = mInGesture && !justFinished;
+
+  return performUpdate;
+}
+
+
 } // namespace SceneGraph
 
 } // namespace Internal