2 * Copyright (c) 2019 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>
21 #include <dali/devel-api/actors/actor-devel.h>
22 #include <dali/devel-api/events/rotation-gesture.h>
23 #include <dali/devel-api/events/rotation-gesture-detector.h>
26 using namespace Dali::Toolkit;
31 const Property::Value BACKGROUND
33 { Toolkit::Visual::Property::TYPE, Visual::GRADIENT },
34 { GradientVisual::Property::STOP_COLOR, Property::Array{ Vector4( 167.0f, 207.0f, 223.0f, 255.0f ) / 255.0f,
35 Vector4( 0.0f, 64.0f, 137.0f, 255.0f ) / 255.0f } },
36 { GradientVisual::Property::START_POSITION, Vector2( 0.0f, -0.5f ) },
37 { GradientVisual::Property::END_POSITION, Vector2( 0.0f, 0.5f ) }
40 const Property::Value CONTROL_BACKGROUND
42 { Toolkit::Visual::Property::TYPE, Visual::GRADIENT },
43 { GradientVisual::Property::STOP_COLOR, Property::Array{ Vector4( 234.0f, 185.0f, 45.0f, 255.0f ) / 255.0f,
44 Vector4( 199.0f, 152.0f, 16.0f, 255.0f ) / 255.0f } },
45 { GradientVisual::Property::CENTER, Vector2::ZERO },
46 { GradientVisual::Property::RADIUS, 0.5f }
49 const float HELP_ANIMATION_DURATION( 25.0f );
50 const float HELP_ANIMATION_SEGMENT_TIME( 5.0f );
51 const float HELP_ANIMATION_TRANSITION_DURATION( 0.75f );
52 const Vector2 HELP_TEXT_POSITION_MULTIPLIER( 0.25f, 0.13f );
54 const float SHAKY_ANIMATION_DURATION( 0.1f );
55 const float SHAKY_ANIMATION_SEGMENT_TIME( 0.05f );
56 const float SHAKY_ANIMATION_ANGLE( 1.0f );
58 const float TOUCH_MODE_ANIMATION_DURATION( 0.1f );
59 const Vector4 TOUCH_MODE_COLOR( 1.0f, 0.7f, 0.7f, 1.0f );
61 const float PAN_MODE_CHANGE_ANIMATION_DURATION( 0.25f );
62 const Vector3 PAN_MODE_START_ANIMATION_SCALE( 1.2f, 1.2f, 1.0f );
63 const Vector3 PAN_MODE_END_ANIMATION_SCALE( 0.8f, 0.8f, 1.0f );
65 const float TAP_ANIMATION_DURATION( 0.5f );
66 const Vector4 TAP_ANIMATION_COLOR( 0.8f, 0.5, 0.2f, 0.6f );
68 const Vector3 MINIMUM_SCALE( Vector3::ONE );
69 const Vector3 MAXIMUM_SCALE( Vector3::ONE * 2.0f );
70 const float SCALE_BACK_ANIMATION_DURATION( 0.25f );
71 const float ROTATE_BACK_ANIMATION_DURATION( 0.25f );
74 * @brief Shows the given string between the given start and end times.
76 * Appropriately animates the string into and out of the scene.
78 * @param[in] string The label to display, this is an rvalue reference & will be moved
79 * @param[in] parent The parent to add the label to
80 * @param[in] animation The animation to add the animators created in this function
81 * @param[in] startTime When to start the animators
82 * @param[in] endTime When to end the animators
84 void AddHelpInfo( const std::string&& string, Actor parent, Animation animation, float startTime, float endTime )
86 Actor text = TextLabel::New( std::move( string ) );
87 Vector3 position( Stage::GetCurrent().GetSize() * HELP_TEXT_POSITION_MULTIPLIER );
89 text.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
90 text.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER );
91 text.SetPosition( position );
92 text.SetProperty( DevelActor::Property::OPACITY, 0.0f );
93 text.SetProperty( TextLabel::Property::HORIZONTAL_ALIGNMENT, Text::HorizontalAlignment::CENTER );
94 text.SetProperty( TextLabel::Property::MULTI_LINE, true );
98 TimePeriod timePeriod( startTime, HELP_ANIMATION_TRANSITION_DURATION );
99 animation.AnimateTo( Property( text, Actor::Property::COLOR_ALPHA ), 1.0f, timePeriod );
100 animation.AnimateBy( Property( text, Actor::Property::POSITION_X ), -position.x, timePeriod );
103 timePeriod.delaySeconds = endTime;
104 animation.AnimateTo( Property( text, Actor::Property::COLOR_ALPHA ), 0.0f, timePeriod );
105 animation.AnimateBy( Property( text, Actor::Property::POSITION_X ), -position.x, timePeriod );
108 } // unnamed namespace
111 * @brief This example shows how to use the different gesture detectors available.
113 * - Tapping on the control shows a small rotation animation.
114 * - A Long press on the control puts it into Pan Mode.
115 * - When in Pan mode, the control can be panned (moved).
116 * - When the pan ends, we exit the Pan mode via an animation.
117 * - Pinching the control changes the scale of the control.
119 class GestureExample : public ConnectionTracker
124 * @brief Constructor.
126 * @param[in] application Reference to the application
128 GestureExample( Application &application )
129 : mApplication( application )
131 // Connect to the Application's Init signal
132 application.InitSignal().Connect( this, &GestureExample::Create );
138 * @brief Creates the scene as described in this class' description.
140 * @param[in] application Reference to the application class
142 void Create( Application& application )
144 // Get a handle to the stage & connect to the key event signal
145 Stage stage = Stage::GetCurrent();
146 stage.KeyEventSignal().Connect(this, &GestureExample::OnKeyEvent);
148 // Create a background with a linear gradient which matches parent size & is placed in the center.
149 Actor background = Control::New();
150 background.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
151 background.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
152 background.SetProperty( Control::Property::BACKGROUND, BACKGROUND );
153 stage.Add( background );
155 // Create a control with a circular gradient that we'll use for the gestures and be a quarter of the size of the stage.
156 Actor touchControl = Control::New();
157 touchControl.SetSize( stage.GetSize() * 0.25f );
158 touchControl.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
159 touchControl.SetProperty( Control::Property::BACKGROUND, CONTROL_BACKGROUND );
160 background.Add( touchControl );
162 // Connect to the touch signal
163 touchControl.TouchSignal().Connect( this, &GestureExample::OnTouch );
164 touchControl.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
166 // Create a long press gesture detector, attach the actor & connect
167 mLongPressDetector = LongPressGestureDetector::New();
168 mLongPressDetector.Attach( touchControl );
169 mLongPressDetector.DetectedSignal().Connect( this, &GestureExample::OnLongPress );
171 // Create a pan gesture detector & connect, don't attach the actor as we'll attach it when we detect a long-press
172 mPanDetector = PanGestureDetector::New();
173 mPanDetector.DetectedSignal().Connect( this, &GestureExample::OnPan );
175 // Create a tap gesture detector, attach the actor & connect
176 mTapDetector = TapGestureDetector::New();
177 mTapDetector.Attach( touchControl );
178 mTapDetector.DetectedSignal().Connect( this, &GestureExample::OnTap );
180 // Create a pinch gesture detector, attach the actor & connect
181 mPinchDetector = PinchGestureDetector::New();
182 mPinchDetector.Attach( touchControl );
183 mPinchDetector.DetectedSignal().Connect( this, &GestureExample::OnPinch );
185 // Create a rotation gesture detector, attach the actor & connect
186 mRotationDetector = RotationGestureDetector::New();
187 mRotationDetector.Attach( touchControl );
188 mRotationDetector.DetectedSignal().Connect( this, &GestureExample::OnRotation );
190 // Create an animation which shakes the actor when in Pan mode
191 mShakeAnimation = Animation::New( SHAKY_ANIMATION_DURATION );
192 mShakeAnimation.AnimateBy( Property( touchControl, Actor::Property::ORIENTATION ),
193 Quaternion( Degree( SHAKY_ANIMATION_ANGLE ), Vector3::ZAXIS ),
194 AlphaFunction::BOUNCE,
195 TimePeriod( 0.0f, SHAKY_ANIMATION_SEGMENT_TIME ) );
196 mShakeAnimation.AnimateBy( Property( touchControl, Actor::Property::ORIENTATION ),
197 Quaternion( Degree( -SHAKY_ANIMATION_ANGLE ), Vector3::ZAXIS ),
198 AlphaFunction::BOUNCE,
199 TimePeriod( SHAKY_ANIMATION_SEGMENT_TIME, SHAKY_ANIMATION_SEGMENT_TIME ) );
201 // Animate help information
202 // Here we just animate some text on the screen to show tips on how to use this example
203 // The help animation loops
204 Animation helpAnimation = Animation::New( HELP_ANIMATION_DURATION );
206 float startTime( 0.0f );
207 float endTime( startTime + HELP_ANIMATION_SEGMENT_TIME );
209 AddHelpInfo( "Tap image for animation", background, helpAnimation, startTime, endTime );
210 AddHelpInfo( "Press & Hold image to drag", background, helpAnimation, startTime += HELP_ANIMATION_SEGMENT_TIME, endTime += HELP_ANIMATION_SEGMENT_TIME );
211 AddHelpInfo( "Pinch image to resize", background, helpAnimation, startTime += HELP_ANIMATION_SEGMENT_TIME, endTime += HELP_ANIMATION_SEGMENT_TIME );
212 AddHelpInfo( "Move fingers in a circular motion on image to rotate", background, helpAnimation, startTime += HELP_ANIMATION_SEGMENT_TIME, endTime += HELP_ANIMATION_SEGMENT_TIME );
213 helpAnimation.SetLooping( true );
214 helpAnimation.Play();
218 * @brief Called when our actor is touched.
220 * @param[in] actor The touched actor
221 * @param[in] touch The touch event
223 bool OnTouch( Actor actor, const TouchData& touch )
225 switch( touch.GetState( 0 ) )
227 case PointState::DOWN:
229 // When we get a touch point, change the color of the actor.
231 Animation anim = Animation::New( TOUCH_MODE_ANIMATION_DURATION );
232 anim.AnimateTo( Property( actor, Actor::Property::COLOR ), TOUCH_MODE_COLOR );
237 case PointState::LEAVE:
239 case PointState::INTERRUPTED:
243 // If we're not panning, change the color back to normal.
245 Animation anim = Animation::New( TOUCH_MODE_ANIMATION_DURATION );
246 anim.AnimateTo( Property( actor, Actor::Property::COLOR ), Vector4::ONE );
249 // Stop the shake animation from looping.
250 mShakeAnimation.SetLooping( false );
264 * @brief Called when a long-press gesture is detected on our control.
266 * @param[in] actor The actor that's been long-pressed
267 * @param[in] longPress The long-press gesture information
269 void OnLongPress( Actor actor, const LongPressGesture& longPress )
271 if( longPress.state == Gesture::Started )
273 // When we first receive a long press, attach the actor to the pan detector.
274 mPanDetector.Attach( actor );
276 // Do a small animation to indicate to the user that we are in pan mode.
277 Animation anim = Animation::New( PAN_MODE_CHANGE_ANIMATION_DURATION );
278 anim.AnimateTo( Property( actor, Actor::Property::SCALE ), actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) * PAN_MODE_START_ANIMATION_SCALE, AlphaFunction::BOUNCE );
281 // Start the shake animation so the user knows when they are in pan mode.
282 mShakeAnimation.SetLooping( true );
283 mShakeAnimation.Play();
288 * @brief Called when a pan gesture is detected on our control.
290 * @param[in] actor The actor that's been panned
291 * @param[in] pan The pan gesture information
293 void OnPan( Actor actor, const PanGesture& pan )
295 // Just move the actor by the displacement.
297 // As the displacement is in local actor coords, we will have to multiply the displacement by the
298 // actor's scale so that it moves the correct amount in the parent's coordinate system.
299 Vector3 scaledDisplacement( pan.displacement );
300 scaledDisplacement *= actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE );
302 Vector3 currentPosition;
303 actor.GetProperty( Actor::Property::POSITION ).Get( currentPosition );
305 Vector3 newPosition = currentPosition + scaledDisplacement;
306 actor.SetPosition( newPosition );
310 case Gesture::Started:
316 case Gesture::Finished:
317 case Gesture::Cancelled:
319 // If we cancel or finish the pan, do an animation to indicate this and stop the shake animation.
321 Animation anim = Animation::New( PAN_MODE_CHANGE_ANIMATION_DURATION );
322 anim.AnimateTo( Property( actor, Actor::Property::COLOR ), Vector4::ONE );
323 anim.AnimateTo( Property( actor, Actor::Property::SCALE ), actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) * PAN_MODE_END_ANIMATION_SCALE, AlphaFunction::BOUNCE );
325 // Move actor back to center if we're out of bounds
326 Vector2 halfStageSize = Stage::GetCurrent().GetSize() * 0.5f;
327 if( ( abs( newPosition.x ) > halfStageSize.width ) ||
328 ( abs( newPosition.y ) > halfStageSize.height ) )
330 anim.AnimateTo( Property( actor, Actor::Property::POSITION ), Vector3::ZERO, AlphaFunction::EASE_IN );
334 // Set end of pan configuration and disconnect the actor from the pan detector
335 mShakeAnimation.SetLooping( false );
337 mPanDetector.Detach( actor );
349 * @brief Called when a tap gesture is detected on our control.
351 * @param[in] actor The actor that's been tapped
352 * @param[in] tap The tap gesture information
354 void OnTap( Actor actor, const TapGesture& tap )
356 // Do a short animation to show a tap has happened.
358 Animation anim = Animation::New( TAP_ANIMATION_DURATION );
359 anim.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( ANGLE_360, Vector3::ZAXIS ) );
360 anim.AnimateTo( Property( actor, Actor::Property::SCALE ), Vector3::ONE, AlphaFunction::LINEAR );
361 anim.AnimateTo( Property( actor, Actor::Property::COLOR ), TAP_ANIMATION_COLOR, AlphaFunction::BOUNCE );
362 anim.AnimateTo( Property( actor, Actor::Property::POSITION ), Vector3::ZERO, AlphaFunction::EASE_OUT_SQUARE );
367 * @brief Called when a pinch gesture is detected on our control.
369 * @param[in] actor The actor that's been pinched
370 * @param[in] pinch The pinch gesture information
372 void OnPinch( Actor actor, const PinchGesture& pinch )
374 switch( pinch.state )
376 case Gesture::Started:
378 // Starting scale is required so that we know what to multiply the pinch.scale by.
379 mStartingScale = actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE );
383 case Gesture::Finished:
384 case Gesture::Cancelled:
386 Vector3 scale( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) );
388 // Ensure the actor sizes itself to be within the limits defined.
389 if ( scale.x < MINIMUM_SCALE.x )
391 scale = MINIMUM_SCALE;
393 else if ( scale.x > MAXIMUM_SCALE.x )
395 scale = MAXIMUM_SCALE;
398 // Do an animation to come back to go back to the limits.
399 Animation anim = Animation::New( SCALE_BACK_ANIMATION_DURATION );
400 anim.AnimateTo( Property( actor, Actor::Property::SCALE ), scale, AlphaFunction::LINEAR );
411 actor.SetScale( mStartingScale * pinch.scale );
415 * @brief Called when a rotation gesture is detected on our control.
417 * @param[in] actor The actor that's been pinched
418 * @param[in] rotation The rotation gesture information
420 void OnRotation( Actor actor, const RotationGesture& rotation )
422 switch( rotation.state )
424 case Gesture::Started:
426 // Starting orientation is required so that we know what to multiply the rotation.rotation by.
427 mStartingOrientation = actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION );
431 case Gesture::Finished:
432 case Gesture::Cancelled:
434 // Do an animation to come back to go back to the original orientation.
435 Animation anim = Animation::New( ROTATE_BACK_ANIMATION_DURATION );
436 anim.AnimateTo( Property( actor, Actor::Property::ORIENTATION ), Quaternion::IDENTITY, AlphaFunction::LINEAR );
447 actor.SetOrientation( mStartingOrientation * Quaternion( rotation.rotation, Vector3::ZAXIS ) );
451 * @brief Called when any key event is received.
453 * Will use this to quit the application if Back or the Escape key is received.
454 * @param[in] event The key event information
456 void OnKeyEvent( const KeyEvent& event )
458 if( event.state == KeyEvent::Down )
460 if( IsKey( event, Dali::DALI_KEY_ESCAPE ) || IsKey( event, Dali::DALI_KEY_BACK ) )
468 Application& mApplication;
470 PanGestureDetector mPanDetector;
471 LongPressGestureDetector mLongPressDetector;
472 TapGestureDetector mTapDetector;
473 PinchGestureDetector mPinchDetector;
474 RotationGestureDetector mRotationDetector;
476 Vector3 mStartingScale; ///< Set to the scale of the control when pinch starts.
477 Quaternion mStartingOrientation; ///< Set to the orientation of the control when the rotation starts.
478 Animation mShakeAnimation; ///< "Shake" animation to show when we are in panning mode.
479 bool mPanStarted = false; ///< Set to true to state that panning has started.
482 int DALI_EXPORT_API main( int argc, char **argv )
484 Application application = Application::New( &argc, &argv );
485 GestureExample controller( application );
486 application.MainLoop();