2 * Copyright (c) 2020 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali-toolkit/dali-toolkit.h>
23 using namespace Dali::Toolkit;
28 const Property::Value BACKGROUND
30 { Toolkit::Visual::Property::TYPE, Visual::GRADIENT },
31 { GradientVisual::Property::STOP_COLOR, Property::Array{ Vector4( 167.0f, 207.0f, 223.0f, 255.0f ) / 255.0f,
32 Vector4( 0.0f, 64.0f, 137.0f, 255.0f ) / 255.0f } },
33 { GradientVisual::Property::START_POSITION, Vector2( 0.0f, -0.5f ) },
34 { GradientVisual::Property::END_POSITION, Vector2( 0.0f, 0.5f ) }
37 const Property::Value CONTROL_BACKGROUND
39 { Toolkit::Visual::Property::TYPE, Visual::GRADIENT },
40 { GradientVisual::Property::STOP_COLOR, Property::Array{ Vector4( 234.0f, 185.0f, 45.0f, 255.0f ) / 255.0f,
41 Vector4( 199.0f, 152.0f, 16.0f, 255.0f ) / 255.0f } },
42 { GradientVisual::Property::CENTER, Vector2::ZERO },
43 { GradientVisual::Property::RADIUS, 0.5f }
46 const float HELP_ANIMATION_DURATION( 25.0f );
47 const float HELP_ANIMATION_SEGMENT_TIME( 5.0f );
48 const float HELP_ANIMATION_TRANSITION_DURATION( 0.75f );
49 const Vector2 HELP_TEXT_POSITION_MULTIPLIER( 0.25f, 0.13f );
51 const float SHAKY_ANIMATION_DURATION( 0.1f );
52 const float SHAKY_ANIMATION_SEGMENT_TIME( 0.05f );
53 const float SHAKY_ANIMATION_ANGLE( 1.0f );
55 const float TOUCH_MODE_ANIMATION_DURATION( 0.1f );
56 const Vector4 TOUCH_MODE_COLOR( 1.0f, 0.7f, 0.7f, 1.0f );
58 const float PAN_MODE_CHANGE_ANIMATION_DURATION( 0.25f );
59 const Vector3 PAN_MODE_START_ANIMATION_SCALE( 1.2f, 1.2f, 1.0f );
60 const Vector3 PAN_MODE_END_ANIMATION_SCALE( 0.8f, 0.8f, 1.0f );
62 const float TAP_ANIMATION_DURATION( 0.5f );
63 const Vector4 TAP_ANIMATION_COLOR( 0.8f, 0.5, 0.2f, 0.6f );
65 const Vector3 MINIMUM_SCALE( Vector3::ONE );
66 const Vector3 MAXIMUM_SCALE( Vector3::ONE * 2.0f );
67 const float SCALE_BACK_ANIMATION_DURATION( 0.25f );
68 const float ROTATE_BACK_ANIMATION_DURATION( 0.25f );
71 * @brief Shows the given string between the given start and end times.
73 * Appropriately animates the string into and out of the scene.
75 * @param[in] string The label to display, this is an rvalue reference & will be moved
76 * @param[in] parent The parent to add the label to
77 * @param[in] animation The animation to add the animators created in this function
78 * @param[in] startTime When to start the animators
79 * @param[in] endTime When to end the animators
81 void AddHelpInfo( const std::string&& string, const Vector2& windowSize, Actor parent, Animation animation, float startTime, float endTime )
83 Actor text = TextLabel::New( std::move( string ) );
84 Vector3 position( windowSize * HELP_TEXT_POSITION_MULTIPLIER );
86 text.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
87 text.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER );
88 text.SetProperty( Actor::Property::POSITION, position );
89 text.SetProperty( Actor::Property::OPACITY, 0.0f );
90 text.SetProperty( TextLabel::Property::HORIZONTAL_ALIGNMENT, Text::HorizontalAlignment::CENTER );
91 text.SetProperty( TextLabel::Property::MULTI_LINE, true );
95 TimePeriod timePeriod( startTime, HELP_ANIMATION_TRANSITION_DURATION );
96 animation.AnimateTo( Property( text, Actor::Property::COLOR_ALPHA ), 1.0f, timePeriod );
97 animation.AnimateBy( Property( text, Actor::Property::POSITION_X ), -position.x, timePeriod );
100 timePeriod.delaySeconds = endTime;
101 animation.AnimateTo( Property( text, Actor::Property::COLOR_ALPHA ), 0.0f, timePeriod );
102 animation.AnimateBy( Property( text, Actor::Property::POSITION_X ), -position.x, timePeriod );
105 } // unnamed namespace
108 * @brief This example shows how to use the different gesture detectors available.
110 * - Tapping on the control shows a small rotation animation.
111 * - A Long press on the control puts it into Pan Mode.
112 * - When in Pan mode, the control can be panned (moved).
113 * - When the pan ends, we exit the Pan mode via an animation.
114 * - Pinching the control changes the scale of the control.
116 class GestureExample : public ConnectionTracker
121 * @brief Constructor.
123 * @param[in] application Reference to the application
125 GestureExample( Application &application )
126 : mApplication( application )
128 // Connect to the Application's Init signal
129 application.InitSignal().Connect( this, &GestureExample::Create );
135 * @brief Creates the scene as described in this class' description.
137 * @param[in] application Reference to the application class
139 void Create( Application& application )
141 // Get a handle to the window & connect to the key event signal
142 auto window = application.GetWindow();
143 Vector2 windowSize = window.GetSize();
144 window.KeyEventSignal().Connect(this, &GestureExample::OnKeyEvent);
146 // Create a background with a linear gradient which matches parent size & is placed in the center.
147 Actor background = Control::New();
148 background.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
149 background.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
150 background.SetProperty( Control::Property::BACKGROUND, BACKGROUND );
151 window.Add( background );
153 // Create a control with a circular gradient that we'll use for the gestures and be a quarter of the size of the window.
154 Actor touchControl = Control::New();
155 touchControl.SetProperty( Actor::Property::SIZE, windowSize * 0.25f );
156 touchControl.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
157 touchControl.SetProperty( Control::Property::BACKGROUND, CONTROL_BACKGROUND );
158 background.Add( touchControl );
160 // Connect to the touch signal
161 touchControl.TouchSignal().Connect( this, &GestureExample::OnTouch );
162 touchControl.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
164 // Create a long press gesture detector, attach the actor & connect
165 mLongPressDetector = LongPressGestureDetector::New();
166 mLongPressDetector.Attach( touchControl );
167 mLongPressDetector.DetectedSignal().Connect( this, &GestureExample::OnLongPress );
169 // Create a pan gesture detector & connect, don't attach the actor as we'll attach it when we detect a long-press
170 mPanDetector = PanGestureDetector::New();
171 mPanDetector.DetectedSignal().Connect( this, &GestureExample::OnPan );
173 // Create a tap gesture detector, attach the actor & connect
174 mTapDetector = TapGestureDetector::New();
175 mTapDetector.Attach( touchControl );
176 mTapDetector.DetectedSignal().Connect( this, &GestureExample::OnTap );
178 // Create a pinch gesture detector, attach the actor & connect
179 mPinchDetector = PinchGestureDetector::New();
180 mPinchDetector.Attach( touchControl );
181 mPinchDetector.DetectedSignal().Connect( this, &GestureExample::OnPinch );
183 // Create a rotation gesture detector, attach the actor & connect
184 mRotationDetector = RotationGestureDetector::New();
185 mRotationDetector.Attach( touchControl );
186 mRotationDetector.DetectedSignal().Connect( this, &GestureExample::OnRotation );
188 // Create an animation which shakes the actor when in Pan mode
189 mShakeAnimation = Animation::New( SHAKY_ANIMATION_DURATION );
190 mShakeAnimation.AnimateBy( Property( touchControl, Actor::Property::ORIENTATION ),
191 Quaternion( Degree( SHAKY_ANIMATION_ANGLE ), Vector3::ZAXIS ),
192 AlphaFunction::BOUNCE,
193 TimePeriod( 0.0f, SHAKY_ANIMATION_SEGMENT_TIME ) );
194 mShakeAnimation.AnimateBy( Property( touchControl, Actor::Property::ORIENTATION ),
195 Quaternion( Degree( -SHAKY_ANIMATION_ANGLE ), Vector3::ZAXIS ),
196 AlphaFunction::BOUNCE,
197 TimePeriod( SHAKY_ANIMATION_SEGMENT_TIME, SHAKY_ANIMATION_SEGMENT_TIME ) );
199 // Animate help information
200 // Here we just animate some text on the screen to show tips on how to use this example
201 // The help animation loops
202 Animation helpAnimation = Animation::New( HELP_ANIMATION_DURATION );
204 float startTime( 0.0f );
205 float endTime( startTime + HELP_ANIMATION_SEGMENT_TIME );
207 AddHelpInfo( "Tap image for animation", windowSize, background, helpAnimation, startTime, endTime );
208 AddHelpInfo( "Press & Hold image to drag", windowSize, background, helpAnimation, startTime += HELP_ANIMATION_SEGMENT_TIME, endTime += HELP_ANIMATION_SEGMENT_TIME );
209 AddHelpInfo( "Pinch image to resize", windowSize, background, helpAnimation, startTime += HELP_ANIMATION_SEGMENT_TIME, endTime += HELP_ANIMATION_SEGMENT_TIME );
210 AddHelpInfo( "Move fingers in a circular motion on image to rotate", windowSize, background, helpAnimation, startTime += HELP_ANIMATION_SEGMENT_TIME, endTime += HELP_ANIMATION_SEGMENT_TIME );
211 helpAnimation.SetLooping( true );
212 helpAnimation.Play();
216 * @brief Called when our actor is touched.
218 * @param[in] actor The touched actor
219 * @param[in] touch The touch event
221 bool OnTouch( Actor actor, const TouchEvent& touch )
223 switch( touch.GetState( 0 ) )
225 case PointState::DOWN:
227 // When we get a touch point, change the color of the actor.
229 Animation anim = Animation::New( TOUCH_MODE_ANIMATION_DURATION );
230 anim.AnimateTo( Property( actor, Actor::Property::COLOR ), TOUCH_MODE_COLOR );
235 case PointState::LEAVE:
237 case PointState::INTERRUPTED:
241 // If we're not panning, change the color back to normal.
243 Animation anim = Animation::New( TOUCH_MODE_ANIMATION_DURATION );
244 anim.AnimateTo( Property( actor, Actor::Property::COLOR ), Vector4::ONE );
247 // Stop the shake animation from looping.
248 mShakeAnimation.SetLooping( false );
262 * @brief Called when a long-press gesture is detected on our control.
264 * @param[in] actor The actor that's been long-pressed
265 * @param[in] longPress The long-press gesture information
267 void OnLongPress( Actor actor, const LongPressGesture& longPress )
269 if( longPress.state == Gesture::Started )
271 // When we first receive a long press, attach the actor to the pan detector.
272 mPanDetector.Attach( actor );
274 // Do a small animation to indicate to the user that we are in pan mode.
275 Animation anim = Animation::New( PAN_MODE_CHANGE_ANIMATION_DURATION );
276 anim.AnimateTo( Property( actor, Actor::Property::SCALE ), actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) * PAN_MODE_START_ANIMATION_SCALE, AlphaFunction::BOUNCE );
279 // Start the shake animation so the user knows when they are in pan mode.
280 mShakeAnimation.SetLooping( true );
281 mShakeAnimation.Play();
286 * @brief Called when a pan gesture is detected on our control.
288 * @param[in] actor The actor that's been panned
289 * @param[in] pan The pan gesture information
291 void OnPan( Actor actor, const PanGesture& pan )
293 // Just move the actor by the displacement.
295 // As the displacement is in local actor coords, we will have to multiply the displacement by the
296 // actor's scale so that it moves the correct amount in the parent's coordinate system.
297 Vector3 scaledDisplacement( pan.displacement );
298 scaledDisplacement *= actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE );
300 Vector3 currentPosition;
301 actor.GetProperty( Actor::Property::POSITION ).Get( currentPosition );
303 Vector3 newPosition = currentPosition + scaledDisplacement;
304 actor.SetProperty( Actor::Property::POSITION, newPosition );
308 case Gesture::Started:
314 case Gesture::Finished:
315 case Gesture::Cancelled:
317 // If we cancel or finish the pan, do an animation to indicate this and stop the shake animation.
319 Animation anim = Animation::New( PAN_MODE_CHANGE_ANIMATION_DURATION );
320 anim.AnimateTo( Property( actor, Actor::Property::COLOR ), Vector4::ONE );
321 anim.AnimateTo( Property( actor, Actor::Property::SCALE ), actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) * PAN_MODE_END_ANIMATION_SCALE, AlphaFunction::BOUNCE );
323 // Move actor back to center if we're out of bounds
324 Vector2 halfWindowSize = Vector2(mApplication.GetWindow().GetSize()) * 0.5f;
325 if( ( abs( newPosition.x ) > halfWindowSize.width ) ||
326 ( abs( newPosition.y ) > halfWindowSize.height ) )
328 anim.AnimateTo( Property( actor, Actor::Property::POSITION ), Vector3::ZERO, AlphaFunction::EASE_IN );
332 // Set end of pan configuration and disconnect the actor from the pan detector
333 mShakeAnimation.SetLooping( false );
335 mPanDetector.Detach( actor );
347 * @brief Called when a tap gesture is detected on our control.
349 * @param[in] actor The actor that's been tapped
350 * @param[in] tap The tap gesture information
352 void OnTap( Actor actor, const TapGesture& tap )
354 // Do a short animation to show a tap has happened.
356 Animation anim = Animation::New( TAP_ANIMATION_DURATION );
357 anim.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( ANGLE_360, Vector3::ZAXIS ) );
358 anim.AnimateTo( Property( actor, Actor::Property::SCALE ), Vector3::ONE, AlphaFunction::LINEAR );
359 anim.AnimateTo( Property( actor, Actor::Property::COLOR ), TAP_ANIMATION_COLOR, AlphaFunction::BOUNCE );
360 anim.AnimateTo( Property( actor, Actor::Property::POSITION ), Vector3::ZERO, AlphaFunction::EASE_OUT_SQUARE );
365 * @brief Called when a pinch gesture is detected on our control.
367 * @param[in] actor The actor that's been pinched
368 * @param[in] pinch The pinch gesture information
370 void OnPinch( Actor actor, const PinchGesture& pinch )
372 switch( pinch.state )
374 case Gesture::Started:
376 // Starting scale is required so that we know what to multiply the pinch.scale by.
377 mStartingScale = actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE );
381 case Gesture::Finished:
382 case Gesture::Cancelled:
384 Vector3 scale( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) );
386 // Ensure the actor sizes itself to be within the limits defined.
387 if ( scale.x < MINIMUM_SCALE.x )
389 scale = MINIMUM_SCALE;
391 else if ( scale.x > MAXIMUM_SCALE.x )
393 scale = MAXIMUM_SCALE;
396 // Do an animation to come back to go back to the limits.
397 Animation anim = Animation::New( SCALE_BACK_ANIMATION_DURATION );
398 anim.AnimateTo( Property( actor, Actor::Property::SCALE ), scale, AlphaFunction::LINEAR );
409 actor.SetProperty( Actor::Property::SCALE, mStartingScale * pinch.scale );
413 * @brief Called when a rotation gesture is detected on our control.
415 * @param[in] actor The actor that's been pinched
416 * @param[in] rotation The rotation gesture information
418 void OnRotation( Actor actor, const RotationGesture& rotation )
420 switch( rotation.state )
422 case Gesture::Started:
424 // Starting orientation is required so that we know what to multiply the rotation.rotation by.
425 mStartingOrientation = actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION );
429 case Gesture::Finished:
430 case Gesture::Cancelled:
432 // Do an animation to come back to go back to the original orientation.
433 Animation anim = Animation::New( ROTATE_BACK_ANIMATION_DURATION );
434 anim.AnimateTo( Property( actor, Actor::Property::ORIENTATION ), Quaternion::IDENTITY, AlphaFunction::LINEAR );
445 actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( mStartingOrientation * Quaternion( rotation.rotation, Vector3::ZAXIS ) ) );
449 * @brief Called when any key event is received.
451 * Will use this to quit the application if Back or the Escape key is received.
452 * @param[in] event The key event information
454 void OnKeyEvent( const KeyEvent& event )
456 if( event.GetState() == KeyEvent::Down )
458 if( IsKey( event, Dali::DALI_KEY_ESCAPE ) || IsKey( event, Dali::DALI_KEY_BACK ) )
466 Application& mApplication;
468 PanGestureDetector mPanDetector;
469 LongPressGestureDetector mLongPressDetector;
470 TapGestureDetector mTapDetector;
471 PinchGestureDetector mPinchDetector;
472 RotationGestureDetector mRotationDetector;
474 Vector3 mStartingScale; ///< Set to the scale of the control when pinch starts.
475 Quaternion mStartingOrientation; ///< Set to the orientation of the control when the rotation starts.
476 Animation mShakeAnimation; ///< "Shake" animation to show when we are in panning mode.
477 bool mPanStarted = false; ///< Set to true to state that panning has started.
480 int DALI_EXPORT_API main( int argc, char **argv )
482 Application application = Application::New( &argc, &argv );
483 GestureExample controller( application );
484 application.MainLoop();