} // unnamed namespace
-struct PanGestureProcessor::PanEventFunctor : public GestureProcessor::Functor
-{
- /**
- * Constructor
- * @param[in] panEvent The current gesture event.
- * @param[in] processor Reference to the processor.
- */
- PanEventFunctor( const Integration::PanGestureEvent& panEvent, PanGestureProcessor& processor )
- : panEvent( panEvent ),
- processor( processor )
- {
- }
-
- /**
- * Check if the detector meets the current gesture event parameters.
- */
- virtual bool operator() ( GestureDetector* detector, Actor* actor )
- {
- bool retVal( false );
-
- PanGestureDetector* panDetector( static_cast< PanGestureDetector* >( detector ) );
-
- if ( ( panEvent.numberOfTouches >= panDetector->GetMinimumTouchesRequired() ) &&
- ( panEvent.numberOfTouches <= panDetector->GetMaximumTouchesRequired() ) )
- {
- // Check if the detector requires directional panning.
- if ( panDetector->RequiresDirectionalPan() && processor.mCurrentRenderTask )
- {
- // It does, calculate the angle of the pan in local actor coordinates and ensures it fits
- // the detector's criteria.
- RenderTask& renderTaskImpl( GetImplementation( processor.mCurrentRenderTask ) );
-
- Vector2 startPosition, currentPosition;
- actor->ScreenToLocal( renderTaskImpl, startPosition.x, startPosition.y, processor.mPossiblePanPosition.x, processor.mPossiblePanPosition.y );
- actor->ScreenToLocal( renderTaskImpl, currentPosition.x, currentPosition.y, panEvent.currentPosition.x, panEvent.currentPosition.y );
- Vector2 displacement( currentPosition - startPosition );
-
- Radian angle( atan( displacement.y / displacement.x ) );
-
- /////////////////////////////
- // | //
- // | //
- // Q3 (-,-) | Q4 (+,-) //
- // | //
- // ----------------- +x //
- // | //
- // Q2 (-,+) | Q1 (+,+) //
- // | //
- // | //
- // +y //
- /////////////////////////////
- // Quadrant 1: As is
- // Quadrant 2: 180 degrees + angle
- // Quadrant 3: angle - 180 degrees
- // Quadrant 4: As is
- /////////////////////////////
-
- if ( displacement.x < 0.0f )
- {
- if ( displacement.y >= 0.0f )
- {
- // Quadrant 2
- angle += Math::PI;
- }
- else
- {
- // Quadrant 3
- angle -= Math::PI;
- }
- }
-
- if ( panDetector->CheckAngleAllowed( angle ) )
- {
- retVal = true;
- }
- }
- else
- {
- // Directional panning not required so we can use this actor and gesture detector.
- retVal = true;
- }
- }
-
- return retVal;
- }
-
- /**
- * Gestured actor and gesture detectors that meet the gesture's parameters found, emit and save required information.
- */
- virtual void operator() ( Actor* actor, const GestureDetectorContainer& gestureDetectors, Vector2 actorCoordinates )
- {
- processor.mCurrentPanEmitters.clear();
- processor.ResetActor();
-
- actor->ScreenToLocal( GetImplementation(processor.mCurrentRenderTask), actorCoordinates.x, actorCoordinates.y, panEvent.currentPosition.x, panEvent.currentPosition.y );
-
- processor.EmitPanSignal( actor, gestureDetectors, panEvent, actorCoordinates, panEvent.state, processor.mCurrentRenderTask );
-
- if ( actor->OnStage() )
- {
- processor.mCurrentPanEmitters = gestureDetectors;
- processor.SetActor( actor );
- }
- }
-
- const Integration::PanGestureEvent& panEvent;
- PanGestureProcessor& processor;
-};
-
PanGestureProcessor::PanGestureProcessor( Stage& stage, Integration::GestureManager& gestureManager )
: GestureProcessor( Gesture::Pan ),
mStage( stage ),
mPossiblePanPosition(),
mMinTouchesRequired( 1 ),
mMaxTouchesRequired( 1 ),
+ mCurrentPanEvent( NULL ),
mSceneObject( SceneGraph::PanGesture::New() ) // Create scene object to store pan information.
{
// Pass ownership to scene-graph
// Record the current render-task for Screen->Actor coordinate conversions
mCurrentRenderTask = hitTestResults.renderTask;
- PanEventFunctor functor( panEvent, *this );
- ProcessAndEmit( hitTestResults, functor );
+ // Set mCurrentPanEvent to use inside overridden methods called in ProcessAndEmit()
+ mCurrentPanEvent = &panEvent;
+ ProcessAndEmit( hitTestResults );
+ mCurrentPanEvent = NULL;
}
else
{
mSceneObject->SetPredictionAmount(amount);
}
+void PanGestureProcessor::SetMaximumPredictionAmount(unsigned int amount)
+{
+ mSceneObject->SetMaximumPredictionAmount(amount);
+}
+
+void PanGestureProcessor::SetMinimumPredictionAmount(unsigned int amount)
+{
+ mSceneObject->SetMinimumPredictionAmount(amount);
+}
+
+void PanGestureProcessor::SetPredictionAmountAdjustment(unsigned int amount)
+{
+ mSceneObject->SetPredictionAmountAdjustment(amount);
+}
+
+void PanGestureProcessor::SetSmoothingMode(int mode)
+{
+ if( (mode < 0)
+ || (mode >= SceneGraph::PanGesture::NUM_SMOOTHING_MODES) )
+ {
+ mode = SceneGraph::PanGesture::DEFAULT_SMOOTHING_MODE;
+ }
+ SceneGraph::PanGesture::SmoothingMode modeEnum = static_cast<SceneGraph::PanGesture::SmoothingMode>(mode);
+ mSceneObject->SetSmoothingMode(modeEnum);
+}
+
+void PanGestureProcessor::SetSmoothingAmount(float amount)
+{
+ mSceneObject->SetSmoothingAmount(amount);
+}
+
void PanGestureProcessor::UpdateDetection()
{
DALI_ASSERT_DEBUG(!mGestureDetectors.empty());
pan.screenDisplacement = panEvent.currentPosition - previousPos;
- pan.velocity.x = pan.displacement.x / panEvent.timeDelta;
- pan.velocity.y = pan.displacement.y / panEvent.timeDelta;
+ // Avoid dividing by 0
+ if ( panEvent.timeDelta > 0 )
+ {
+ pan.velocity.x = pan.displacement.x / panEvent.timeDelta;
+ pan.velocity.y = pan.displacement.y / panEvent.timeDelta;
- pan.screenVelocity.x = pan.screenDisplacement.x / panEvent.timeDelta;
- pan.screenVelocity.y = pan.screenDisplacement.y / panEvent.timeDelta;
+ pan.screenVelocity.x = pan.screenDisplacement.x / panEvent.timeDelta;
+ pan.screenVelocity.y = pan.screenDisplacement.y / panEvent.timeDelta;
+ }
// When the gesture ends, we may incorrectly get a ZERO velocity (as we have lifted our finger without any movement)
// so we should use the last recorded velocity instead in this scenario.
mCurrentPanEmitters.clear();
}
+bool PanGestureProcessor::CheckGestureDetector( GestureDetector* detector, Actor* actor )
+{
+ DALI_ASSERT_DEBUG( mCurrentPanEvent );
+
+ bool retVal( false );
+ PanGestureDetector* panDetector( static_cast< PanGestureDetector* >( detector ) );
+
+ if ( ( mCurrentPanEvent->numberOfTouches >= panDetector->GetMinimumTouchesRequired() ) &&
+ ( mCurrentPanEvent->numberOfTouches <= panDetector->GetMaximumTouchesRequired() ) )
+ {
+ // Check if the detector requires directional panning.
+ if ( panDetector->RequiresDirectionalPan() && mCurrentRenderTask )
+ {
+ // It does, calculate the angle of the pan in local actor coordinates and ensures it fits
+ // the detector's criteria.
+ RenderTask& renderTaskImpl( GetImplementation( mCurrentRenderTask ) );
+
+ Vector2 startPosition, currentPosition;
+ actor->ScreenToLocal( renderTaskImpl, startPosition.x, startPosition.y, mPossiblePanPosition.x, mPossiblePanPosition.y );
+ actor->ScreenToLocal( renderTaskImpl, currentPosition.x, currentPosition.y, mCurrentPanEvent->currentPosition.x, mCurrentPanEvent->currentPosition.y );
+ Vector2 displacement( currentPosition - startPosition );
+
+ Radian angle( atan( displacement.y / displacement.x ) );
+
+ /////////////////////////////
+ // | //
+ // | //
+ // Q3 (-,-) | Q4 (+,-) //
+ // | //
+ // ----------------- +x //
+ // | //
+ // Q2 (-,+) | Q1 (+,+) //
+ // | //
+ // | //
+ // +y //
+ /////////////////////////////
+ // Quadrant 1: As is
+ // Quadrant 2: 180 degrees + angle
+ // Quadrant 3: angle - 180 degrees
+ // Quadrant 4: As is
+ /////////////////////////////
+
+ if ( displacement.x < 0.0f )
+ {
+ if ( displacement.y >= 0.0f )
+ {
+ // Quadrant 2
+ angle.radian += Math::PI;
+ }
+ else
+ {
+ // Quadrant 3
+ angle.radian -= Math::PI;
+ }
+ }
+
+ if ( panDetector->CheckAngleAllowed( angle ) )
+ {
+ retVal = true;
+ }
+ }
+ else
+ {
+ // Directional panning not required so we can use this actor and gesture detector.
+ retVal = true;
+ }
+ }
+ return retVal;
+}
+
+void PanGestureProcessor::EmitGestureSignal( Actor* actor, const GestureDetectorContainer& gestureDetectors, Vector2 actorCoordinates )
+{
+ DALI_ASSERT_DEBUG ( mCurrentPanEvent );
+
+ mCurrentPanEmitters.clear();
+ ResetActor();
+
+ actor->ScreenToLocal( GetImplementation(mCurrentRenderTask), actorCoordinates.x, actorCoordinates.y, mCurrentPanEvent->currentPosition.x, mCurrentPanEvent->currentPosition.y );
+
+ EmitPanSignal( actor, gestureDetectors, *mCurrentPanEvent, actorCoordinates, mCurrentPanEvent->state, mCurrentRenderTask );
+
+ if ( actor->OnStage() )
+ {
+ mCurrentPanEmitters = gestureDetectors;
+ SetActor( actor );
+ }
+}
+
} // namespace Internal
} // namespace Dali