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/events/rotation-gesture.h>
22 #include <dali/devel-api/events/rotation-gesture-detector.h>
25 using namespace Dali::Toolkit;
30 const Property::Value BACKGROUND
32 { Toolkit::Visual::Property::TYPE, Visual::GRADIENT },
33 { GradientVisual::Property::STOP_COLOR, Property::Array{ Vector4( 167.0f, 207.0f, 223.0f, 255.0f ) / 255.0f,
34 Vector4( 0.0f, 64.0f, 137.0f, 255.0f ) / 255.0f } },
35 { GradientVisual::Property::START_POSITION, Vector2( 0.0f, -0.5f ) },
36 { GradientVisual::Property::END_POSITION, Vector2( 0.0f, 0.5f ) }
39 const Property::Value CONTROL_BACKGROUND
41 { Toolkit::Visual::Property::TYPE, Visual::GRADIENT },
42 { GradientVisual::Property::STOP_COLOR, Property::Array{ Vector4( 234.0f, 185.0f, 45.0f, 255.0f ) / 255.0f,
43 Vector4( 199.0f, 152.0f, 16.0f, 255.0f ) / 255.0f } },
44 { GradientVisual::Property::CENTER, Vector2::ZERO },
45 { GradientVisual::Property::RADIUS, 0.5f }
48 const float HELP_ANIMATION_DURATION( 25.0f );
49 const float HELP_ANIMATION_SEGMENT_TIME( 5.0f );
50 const float HELP_ANIMATION_TRANSITION_DURATION( 0.75f );
51 const Vector2 HELP_TEXT_POSITION_MULTIPLIER( 0.25f, 0.13f );
53 const float SHAKY_ANIMATION_DURATION( 0.1f );
54 const float SHAKY_ANIMATION_SEGMENT_TIME( 0.05f );
55 const float SHAKY_ANIMATION_ANGLE( 1.0f );
57 const float TOUCH_MODE_ANIMATION_DURATION( 0.1f );
58 const Vector4 TOUCH_MODE_COLOR( 1.0f, 0.7f, 0.7f, 1.0f );
60 const float PAN_MODE_CHANGE_ANIMATION_DURATION( 0.25f );
61 const Vector3 PAN_MODE_START_ANIMATION_SCALE( 1.2f, 1.2f, 1.0f );
62 const Vector3 PAN_MODE_END_ANIMATION_SCALE( 0.8f, 0.8f, 1.0f );
64 const float TAP_ANIMATION_DURATION( 0.5f );
65 const Vector4 TAP_ANIMATION_COLOR( 0.8f, 0.5, 0.2f, 0.6f );
67 const Vector3 MINIMUM_SCALE( Vector3::ONE );
68 const Vector3 MAXIMUM_SCALE( Vector3::ONE * 2.0f );
69 const float SCALE_BACK_ANIMATION_DURATION( 0.25f );
70 const float ROTATE_BACK_ANIMATION_DURATION( 0.25f );
73 * @brief Shows the given string between the given start and end times.
75 * Appropriately animates the string into and out of the scene.
77 * @param[in] string The label to display, this is an rvalue reference & will be moved
78 * @param[in] parent The parent to add the label to
79 * @param[in] animation The animation to add the animators created in this function
80 * @param[in] startTime When to start the animators
81 * @param[in] endTime When to end the animators
83 void AddHelpInfo( const std::string&& string, Actor parent, Animation animation, float startTime, float endTime )
85 Actor text = TextLabel::New( std::move( string ) );
86 Vector3 position( Stage::GetCurrent().GetSize() * HELP_TEXT_POSITION_MULTIPLIER );
88 text.SetAnchorPoint( AnchorPoint::TOP_CENTER );
89 text.SetParentOrigin( ParentOrigin::TOP_CENTER );
90 text.SetPosition( position );
91 text.SetOpacity( 0.0f );
92 text.SetProperty( TextLabel::Property::HORIZONTAL_ALIGNMENT, Text::HorizontalAlignment::CENTER );
93 text.SetProperty( TextLabel::Property::MULTI_LINE, true );
97 TimePeriod timePeriod( startTime, HELP_ANIMATION_TRANSITION_DURATION );
98 animation.AnimateTo( Property( text, Actor::Property::COLOR_ALPHA ), 1.0f, timePeriod );
99 animation.AnimateBy( Property( text, Actor::Property::POSITION_X ), -position.x, timePeriod );
102 timePeriod.delaySeconds = endTime;
103 animation.AnimateTo( Property( text, Actor::Property::COLOR_ALPHA ), 0.0f, timePeriod );
104 animation.AnimateBy( Property( text, Actor::Property::POSITION_X ), -position.x, timePeriod );
107 } // unnamed namespace
110 * @brief This example shows how to use the different gesture detectors available.
112 * - Tapping on the control shows a small rotation animation.
113 * - A Long press on the control puts it into Pan Mode.
114 * - When in Pan mode, the control can be panned (moved).
115 * - When the pan ends, we exit the Pan mode via an animation.
116 * - Pinching the control changes the scale of the control.
118 class GestureExample : public ConnectionTracker
123 * @brief Constructor.
125 * @param[in] application Reference to the application
127 GestureExample( Application &application )
128 : mApplication( application )
130 // Connect to the Application's Init signal
131 application.InitSignal().Connect( this, &GestureExample::Create );
137 * @brief Creates the scene as described in this class' description.
139 * @param[in] application Reference to the application class
141 void Create( Application& application )
143 // Get a handle to the stage & connect to the key event signal
144 Stage stage = Stage::GetCurrent();
145 stage.KeyEventSignal().Connect(this, &GestureExample::OnKeyEvent);
147 // Create a background with a linear gradient which matches parent size & is placed in the center.
148 Actor background = Control::New();
149 background.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
150 background.SetParentOrigin( ParentOrigin::CENTER );
151 background.SetProperty( Control::Property::BACKGROUND, BACKGROUND );
152 stage.Add( background );
154 // Create a control with a circular gradient that we'll use for the gestures and be a quarter of the size of the stage.
155 Actor touchControl = Control::New();
156 touchControl.SetSize( stage.GetSize() * 0.25f );
157 touchControl.SetParentOrigin( ParentOrigin::CENTER );
158 touchControl.SetProperty( Control::Property::BACKGROUND, CONTROL_BACKGROUND );
159 background.Add( touchControl );
161 // Connect to the touch signal
162 touchControl.TouchSignal().Connect( this, &GestureExample::OnTouch );
163 touchControl.SetLeaveRequired( true );
165 // Create a long press gesture detector, attach the actor & connect
166 mLongPressDetector = LongPressGestureDetector::New();
167 mLongPressDetector.Attach( touchControl );
168 mLongPressDetector.DetectedSignal().Connect( this, &GestureExample::OnLongPress );
170 // Create a pan gesture detector & connect, don't attach the actor as we'll attach it when we detect a long-press
171 mPanDetector = PanGestureDetector::New();
172 mPanDetector.DetectedSignal().Connect( this, &GestureExample::OnPan );
174 // Create a tap gesture detector, attach the actor & connect
175 mTapDetector = TapGestureDetector::New();
176 mTapDetector.Attach( touchControl );
177 mTapDetector.DetectedSignal().Connect( this, &GestureExample::OnTap );
179 // Create a pinch gesture detector, attach the actor & connect
180 mPinchDetector = PinchGestureDetector::New();
181 mPinchDetector.Attach( touchControl );
182 mPinchDetector.DetectedSignal().Connect( this, &GestureExample::OnPinch );
184 // Create a rotation gesture detector, attach the actor & connect
185 mRotationDetector = RotationGestureDetector::New();
186 mRotationDetector.Attach( touchControl );
187 mRotationDetector.DetectedSignal().Connect( this, &GestureExample::OnRotation );
189 // Create an animation which shakes the actor when in Pan mode
190 mShakeAnimation = Animation::New( SHAKY_ANIMATION_DURATION );
191 mShakeAnimation.AnimateBy( Property( touchControl, Actor::Property::ORIENTATION ),
192 Quaternion( Degree( SHAKY_ANIMATION_ANGLE ), Vector3::ZAXIS ),
193 AlphaFunction::BOUNCE,
194 TimePeriod( 0.0f, SHAKY_ANIMATION_SEGMENT_TIME ) );
195 mShakeAnimation.AnimateBy( Property( touchControl, Actor::Property::ORIENTATION ),
196 Quaternion( Degree( -SHAKY_ANIMATION_ANGLE ), Vector3::ZAXIS ),
197 AlphaFunction::BOUNCE,
198 TimePeriod( SHAKY_ANIMATION_SEGMENT_TIME, SHAKY_ANIMATION_SEGMENT_TIME ) );
200 // Animate help information
201 // Here we just animate some text on the screen to show tips on how to use this example
202 // The help animation loops
203 Animation helpAnimation = Animation::New( HELP_ANIMATION_DURATION );
205 float startTime( 0.0f );
206 float endTime( startTime + HELP_ANIMATION_SEGMENT_TIME );
208 AddHelpInfo( "Tap image for animation", background, helpAnimation, startTime, endTime );
209 AddHelpInfo( "Press & Hold image to drag", background, helpAnimation, startTime += HELP_ANIMATION_SEGMENT_TIME, endTime += HELP_ANIMATION_SEGMENT_TIME );
210 AddHelpInfo( "Pinch image to resize", background, helpAnimation, startTime += HELP_ANIMATION_SEGMENT_TIME, endTime += HELP_ANIMATION_SEGMENT_TIME );
211 AddHelpInfo( "Move fingers in a circular motion on image to rotate", background, helpAnimation, startTime += HELP_ANIMATION_SEGMENT_TIME, endTime += HELP_ANIMATION_SEGMENT_TIME );
212 helpAnimation.SetLooping( true );
213 helpAnimation.Play();
217 * @brief Called when our actor is touched.
219 * @param[in] actor The touched actor
220 * @param[in] touch The touch event
222 bool OnTouch( Actor actor, const TouchData& touch )
224 switch( touch.GetState( 0 ) )
226 case PointState::DOWN:
228 // When we get a touch point, change the color of the actor.
230 Animation anim = Animation::New( TOUCH_MODE_ANIMATION_DURATION );
231 anim.AnimateTo( Property( actor, Actor::Property::COLOR ), TOUCH_MODE_COLOR );
236 case PointState::LEAVE:
238 case PointState::INTERRUPTED:
242 // If we're not panning, change the color back to normal.
244 Animation anim = Animation::New( TOUCH_MODE_ANIMATION_DURATION );
245 anim.AnimateTo( Property( actor, Actor::Property::COLOR ), Vector4::ONE );
248 // Stop the shake animation from looping.
249 mShakeAnimation.SetLooping( false );
263 * @brief Called when a long-press gesture is detected on our control.
265 * @param[in] actor The actor that's been long-pressed
266 * @param[in] longPress The long-press gesture information
268 void OnLongPress( Actor actor, const LongPressGesture& longPress )
270 if( longPress.state == Gesture::Started )
272 // When we first receive a long press, attach the actor to the pan detector.
273 mPanDetector.Attach( actor );
275 // Do a small animation to indicate to the user that we are in pan mode.
276 Animation anim = Animation::New( PAN_MODE_CHANGE_ANIMATION_DURATION );
277 anim.AnimateTo( Property( actor, Actor::Property::SCALE ), actor.GetCurrentScale() * PAN_MODE_START_ANIMATION_SCALE, AlphaFunction::BOUNCE );
280 // Start the shake animation so the user knows when they are in pan mode.
281 mShakeAnimation.SetLooping( true );
282 mShakeAnimation.Play();
287 * @brief Called when a pan gesture is detected on our control.
289 * @param[in] actor The actor that's been panned
290 * @param[in] pan The pan gesture information
292 void OnPan( Actor actor, const PanGesture& pan )
294 // Just move the actor by the displacement.
296 // As the displacement is in local actor coords, we will have to multiply the displacement by the
297 // actor's scale so that it moves the correct amount in the parent's coordinate system.
298 Vector3 scaledDisplacement( pan.displacement );
299 scaledDisplacement *= actor.GetCurrentScale();
301 Vector3 currentPosition;
302 actor.GetProperty( Actor::Property::POSITION ).Get( currentPosition );
304 Vector3 newPosition = currentPosition + scaledDisplacement;
305 actor.SetPosition( newPosition );
309 case Gesture::Started:
315 case Gesture::Finished:
316 case Gesture::Cancelled:
318 // If we cancel or finish the pan, do an animation to indicate this and stop the shake animation.
320 Animation anim = Animation::New( PAN_MODE_CHANGE_ANIMATION_DURATION );
321 anim.AnimateTo( Property( actor, Actor::Property::COLOR ), Vector4::ONE );
322 anim.AnimateTo( Property( actor, Actor::Property::SCALE ), actor.GetCurrentScale() * PAN_MODE_END_ANIMATION_SCALE, AlphaFunction::BOUNCE );
324 // Move actor back to center if we're out of bounds
325 Vector2 halfStageSize = Stage::GetCurrent().GetSize() * 0.5f;
326 if( ( abs( newPosition.x ) > halfStageSize.width ) ||
327 ( abs( newPosition.y ) > halfStageSize.height ) )
329 anim.AnimateTo( Property( actor, Actor::Property::POSITION ), Vector3::ZERO, AlphaFunction::EASE_IN );
333 // Set end of pan configuration and disconnect the actor from the pan detector
334 mShakeAnimation.SetLooping( false );
336 mPanDetector.Detach( actor );
348 * @brief Called when a tap gesture is detected on our control.
350 * @param[in] actor The actor that's been tapped
351 * @param[in] tap The tap gesture information
353 void OnTap( Actor actor, const TapGesture& tap )
355 // Do a short animation to show a tap has happened.
357 Animation anim = Animation::New( TAP_ANIMATION_DURATION );
358 anim.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( ANGLE_360, Vector3::ZAXIS ) );
359 anim.AnimateTo( Property( actor, Actor::Property::SCALE ), Vector3::ONE, AlphaFunction::LINEAR );
360 anim.AnimateTo( Property( actor, Actor::Property::COLOR ), TAP_ANIMATION_COLOR, AlphaFunction::BOUNCE );
361 anim.AnimateTo( Property( actor, Actor::Property::POSITION ), Vector3::ZERO, AlphaFunction::EASE_OUT_SQUARE );
366 * @brief Called when a pinch gesture is detected on our control.
368 * @param[in] actor The actor that's been pinched
369 * @param[in] pinch The pinch gesture information
371 void OnPinch( Actor actor, const PinchGesture& pinch )
373 switch( pinch.state )
375 case Gesture::Started:
377 // Starting scale is required so that we know what to multiply the pinch.scale by.
378 mStartingScale = actor.GetCurrentScale();
382 case Gesture::Finished:
383 case Gesture::Cancelled:
385 Vector3 scale( actor.GetCurrentScale() );
387 // Ensure the actor sizes itself to be within the limits defined.
388 if ( scale.x < MINIMUM_SCALE.x )
390 scale = MINIMUM_SCALE;
392 else if ( scale.x > MAXIMUM_SCALE.x )
394 scale = MAXIMUM_SCALE;
397 // Do an animation to come back to go back to the limits.
398 Animation anim = Animation::New( SCALE_BACK_ANIMATION_DURATION );
399 anim.AnimateTo( Property( actor, Actor::Property::SCALE ), scale, AlphaFunction::LINEAR );
410 actor.SetScale( mStartingScale * pinch.scale );
414 * @brief Called when a rotation gesture is detected on our control.
416 * @param[in] actor The actor that's been pinched
417 * @param[in] rotation The rotation gesture information
419 void OnRotation( Actor actor, const RotationGesture& rotation )
421 switch( rotation.state )
423 case Gesture::Started:
425 // Starting orientation is required so that we know what to multiply the rotation.rotation by.
426 mStartingOrientation = actor.GetCurrentOrientation();
430 case Gesture::Finished:
431 case Gesture::Cancelled:
433 // Do an animation to come back to go back to the original orientation.
434 Animation anim = Animation::New( ROTATE_BACK_ANIMATION_DURATION );
435 anim.AnimateTo( Property( actor, Actor::Property::ORIENTATION ), Quaternion::IDENTITY, AlphaFunction::LINEAR );
446 actor.SetOrientation( mStartingOrientation * Quaternion( rotation.rotation, Vector3::ZAXIS ) );
450 * @brief Called when any key event is received.
452 * Will use this to quit the application if Back or the Escape key is received.
453 * @param[in] event The key event information
455 void OnKeyEvent( const KeyEvent& event )
457 if( event.state == KeyEvent::Down )
459 if( IsKey( event, Dali::DALI_KEY_ESCAPE ) || IsKey( event, Dali::DALI_KEY_BACK ) )
467 Application& mApplication;
469 PanGestureDetector mPanDetector;
470 LongPressGestureDetector mLongPressDetector;
471 TapGestureDetector mTapDetector;
472 PinchGestureDetector mPinchDetector;
473 RotationGestureDetector mRotationDetector;
475 Vector3 mStartingScale; ///< Set to the scale of the control when pinch starts.
476 Quaternion mStartingOrientation; ///< Set to the orientation of the control when the rotation starts.
477 Animation mShakeAnimation; ///< "Shake" animation to show when we are in panning mode.
478 bool mPanStarted = false; ///< Set to true to state that panning has started.
481 int DALI_EXPORT_API main( int argc, char **argv )
483 Application application = Application::New( &argc, &argv );
484 GestureExample controller( application );
485 application.MainLoop();