/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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.
// EXTERNAL INCLUDES
#include <cmath>
-#include <dali/public-api/events/touch-point.h>
+#include <dali/devel-api/events/touch-point.h>
#include <dali/public-api/math/vector2.h>
-#include <dali/internal/event/events/pinch-gesture/pinch-gesture-event.h>
#include <dali/integration-api/events/touch-event-integ.h>
#include <dali/internal/event/common/scene-impl.h>
+#include <dali/internal/event/events/pinch-gesture/pinch-gesture-event.h>
// INTERNAL INCLUDES
-
namespace Dali
{
-
namespace Internal
{
-
namespace
{
const float MINIMUM_DISTANCE_IN_MILLIINCH = 45.0f; // This value is used for measuring minimum pinch distance in pixel.
-const float MINIMUM_DISTANCE_IN_PIXEL = 10.0f; // This value is for devices that do not provide a valid dpi value. (assumes 220dpi)
+const float MINIMUM_DISTANCE_IN_PIXEL = 10.0f; // This value is for devices that do not provide a valid dpi value. (assumes 220dpi)
inline float GetDistance(const Integration::Point& point1, const Integration::Point& point2)
{
return Vector2(point1.GetScreenPosition() + point2.GetScreenPosition()) * 0.5f;
}
-inline bool IsValidDpi( const Vector2& dpi )
+inline bool IsValidDpi(const Vector2& dpi)
{
return dpi.x > 0.f && dpi.y > 0.f;
}
-inline float GetDefaultMinimumPinchDistance( const Vector2& dpi )
+inline float GetDefaultMinimumPinchDistance(const Vector2& dpi)
{
- return IsValidDpi( dpi ) ? ( ( MINIMUM_DISTANCE_IN_MILLIINCH * std::min( dpi.x, dpi.y ) ) / 1000.f ) : MINIMUM_DISTANCE_IN_PIXEL;
+ return IsValidDpi(dpi) ? ((MINIMUM_DISTANCE_IN_MILLIINCH * std::min(dpi.x, dpi.y)) / 1000.f) : MINIMUM_DISTANCE_IN_PIXEL;
}
} // unnamed namespace
-PinchGestureRecognizer::PinchGestureRecognizer( Observer& observer, Vector2 screenSize, Vector2 screenDpi, float minimumPinchDistance, uint32_t minimumTouchEvents, uint32_t minimumTouchEventsAfterStart )
-: GestureRecognizer( screenSize, Gesture::Pinch ),
- mObserver( observer ),
- mState( Clear ),
+PinchGestureRecognizer::PinchGestureRecognizer(Observer& observer, Vector2 screenSize, Vector2 screenDpi, float minimumPinchDistance, uint32_t minimumTouchEvents, uint32_t minimumTouchEventsAfterStart)
+: GestureRecognizer(screenSize, GestureType::PINCH),
+ mObserver(observer),
+ mState(CLEAR),
mTouchEvents(),
- mDefaultMinimumDistanceDelta( GetDefaultMinimumPinchDistance( screenDpi ) ),
- mStartingDistance( 0.0f ),
- mMinimumTouchEvents( minimumTouchEvents ),
- mMinimumTouchEventsAfterStart( minimumTouchEventsAfterStart )
+ mDefaultMinimumDistanceDelta(GetDefaultMinimumPinchDistance(screenDpi)),
+ mStartingDistance(0.0f),
+ mMinimumTouchEvents(minimumTouchEvents),
+ mMinimumTouchEventsAfterStart(minimumTouchEventsAfterStart)
{
- SetMinimumPinchDistance( minimumPinchDistance );
+ SetMinimumPinchDistance(minimumPinchDistance);
}
-PinchGestureRecognizer::~PinchGestureRecognizer()
-{
-}
+PinchGestureRecognizer::~PinchGestureRecognizer() = default;
void PinchGestureRecognizer::SetMinimumPinchDistance(float value)
{
void PinchGestureRecognizer::SendEvent(const Integration::TouchEvent& event)
{
- int pointCount = event.GetPointCount();
+ int pointCount = event.GetPointCount();
+ GestureRecognizerPtr ptr(this); // To keep us from being destroyed during the life-time of this method
- switch (mState)
+ switch(mState)
{
- case Clear:
+ case CLEAR:
{
- if (pointCount == 2)
+ if(pointCount == 2)
{
// Change state to possible as we have two touch points.
- mState = Possible;
+ mState = POSSIBLE;
mTouchEvents.push_back(event);
}
break;
}
- case Possible:
+ case POSSIBLE:
{
- if (pointCount != 2)
+ if(pointCount != 2)
{
- // We no longer have two touch points so change state back to Clear.
- mState = Clear;
+ // We no longer have two touch points so change state back to CLEAR.
+ mState = CLEAR;
mTouchEvents.clear();
}
else
const Integration::Point& currentPoint1 = event.points[0];
const Integration::Point& currentPoint2 = event.points[1];
- if (currentPoint1.GetState() == PointState::UP || currentPoint2.GetState() == PointState::UP)
+ if(currentPoint1.GetState() == PointState::UP || currentPoint2.GetState() == PointState::UP || currentPoint1.GetState() == PointState::INTERRUPTED)
{
- // One of our touch points has an Up event so change our state back to Clear.
- mState = Clear;
+ // One of our touch points has an Up event so change our state back to CLEAR.
+ mState = CLEAR;
mTouchEvents.clear();
}
else
mTouchEvents.push_back(event);
// We can only determine a pinch after a certain number of touch points have been collected.
- if( mTouchEvents.size() >= mMinimumTouchEvents )
+ if(mTouchEvents.size() >= mMinimumTouchEvents)
{
const Integration::Point& firstPoint1 = mTouchEvents[0].points[0];
const Integration::Point& firstPoint2 = mTouchEvents[0].points[1];
- float firstDistance = GetDistance(firstPoint1, firstPoint2);
+ float firstDistance = GetDistance(firstPoint1, firstPoint2);
float currentDistance = GetDistance(currentPoint1, currentPoint2);
float distanceChanged = firstDistance - currentDistance;
// Check if distance has changed enough
- if (fabsf(distanceChanged) > mMinimumDistanceDelta)
+ if(fabsf(distanceChanged) > mMinimumDistanceDelta)
{
// Remove the first few events from the vector otherwise values are exaggerated
- mTouchEvents.erase( mTouchEvents.begin(), mTouchEvents.end() - mMinimumTouchEvents );
+ mTouchEvents.erase(mTouchEvents.begin(), mTouchEvents.end() - mMinimumTouchEvents);
- if ( !mTouchEvents.empty() )
+ if(!mTouchEvents.empty())
{
mStartingDistance = GetDistance(mTouchEvents.begin()->points[0], mTouchEvents.begin()->points[1]);
// Send pinch started
- SendPinch(Gesture::Started, event);
+ SendPinch(GestureState::STARTED, event);
- mState = Started;
+ mState = STARTED;
}
mTouchEvents.clear();
}
- if (mState == Possible)
+ if(mState == POSSIBLE)
{
// No pinch, so restart detection
- mState = Clear;
+ mState = CLEAR;
mTouchEvents.clear();
}
}
break;
}
- case Started:
+ case STARTED:
{
- if (pointCount != 2)
+ if(event.points[0].GetState() == PointState::INTERRUPTED)
+ {
+ // System interruption occurred, pinch should be cancelled
+ mTouchEvents.clear();
+ SendPinch(GestureState::CANCELLED, event);
+ mState = CLEAR;
+ mTouchEvents.clear();
+ }
+ else if(pointCount != 2)
{
// Send pinch finished event
- SendPinch(Gesture::Finished, event);
+ SendPinch(GestureState::FINISHED, event);
- mState = Clear;
+ mState = CLEAR;
mTouchEvents.clear();
}
else
const Integration::Point& currentPoint1 = event.points[0];
const Integration::Point& currentPoint2 = event.points[1];
- if (currentPoint1.GetState() == PointState::UP || currentPoint2.GetState() == PointState::UP)
+ if(currentPoint1.GetState() == PointState::UP || currentPoint2.GetState() == PointState::UP)
{
mTouchEvents.push_back(event);
// Send pinch finished event
- SendPinch(Gesture::Finished, event);
+ SendPinch(GestureState::FINISHED, event);
- mState = Clear;
+ mState = CLEAR;
mTouchEvents.clear();
}
else
{
mTouchEvents.push_back(event);
- if( mTouchEvents.size() >= mMinimumTouchEventsAfterStart )
+ if(mTouchEvents.size() >= mMinimumTouchEventsAfterStart)
{
// Send pinch continuing
- SendPinch(Gesture::Continuing, event);
+ SendPinch(GestureState::CONTINUING, event);
mTouchEvents.clear();
}
// Nothing to do.
}
-void PinchGestureRecognizer::SendPinch(Gesture::State state, const Integration::TouchEvent& currentEvent)
+void PinchGestureRecognizer::SendPinch(GestureState state, const Integration::TouchEvent& currentEvent)
{
PinchGestureEvent gesture(state);
- if ( !mTouchEvents.empty() )
+ if(!mTouchEvents.empty())
{
const Integration::TouchEvent& firstEvent = mTouchEvents[0];
// Assert if we have been holding TouchEvents that do not have 2 points
- DALI_ASSERT_DEBUG( firstEvent.GetPointCount() == 2 );
+ DALI_ASSERT_DEBUG(firstEvent.GetPointCount() == 2);
// We should use the current event in our calculations unless it does not have two points.
// If it does not have two points, then we should use the last point in mTouchEvents.
- Integration::TouchEvent event( currentEvent );
- if ( event.GetPointCount() != 2 )
+ Integration::TouchEvent event(currentEvent);
+ if(event.GetPointCount() != 2)
{
event = *mTouchEvents.rbegin();
}
- const Integration::Point& firstPoint1( firstEvent.points[0] );
- const Integration::Point& firstPoint2( firstEvent.points[1] );
- const Integration::Point& currentPoint1( event.points[0] );
- const Integration::Point& currentPoint2( event.points[1] );
+ const Integration::Point& firstPoint1(firstEvent.points[0]);
+ const Integration::Point& firstPoint2(firstEvent.points[1]);
+ const Integration::Point& currentPoint1(event.points[0]);
+ const Integration::Point& currentPoint2(event.points[1]);
- float firstDistance = GetDistance(firstPoint1, firstPoint2);
+ float firstDistance = GetDistance(firstPoint1, firstPoint2);
float currentDistance = GetDistance(currentPoint1, currentPoint2);
- gesture.scale = currentDistance / mStartingDistance;
+ gesture.scale = currentDistance / mStartingDistance;
float distanceDelta = fabsf(firstDistance - currentDistance);
- float timeDelta = static_cast<float> ( currentEvent.time - firstEvent.time );
- gesture.speed = ( distanceDelta / timeDelta ) * 1000.0f;
+ float timeDelta = static_cast<float>(currentEvent.time - firstEvent.time);
+ gesture.speed = (distanceDelta / timeDelta) * 1000.0f;
gesture.centerPoint = GetCenterPoint(currentPoint1, currentPoint2);
}
else
{
// Something has gone wrong, just cancel the gesture.
- gesture.state = Gesture::Cancelled;
+ gesture.state = GestureState::CANCELLED;
}
gesture.time = currentEvent.time;
- if( mScene )
+ if(mScene)
{
// Create another handle so the recognizer cannot be destroyed during process function
GestureRecognizerPtr recognizerHandle = this;
}
}
-void PinchGestureRecognizer::SetMinimumTouchEvents( uint32_t value )
+void PinchGestureRecognizer::SetMinimumTouchEvents(uint32_t value)
{
mMinimumTouchEvents = value;
}
-void PinchGestureRecognizer::SetMinimumTouchEventsAfterStart( uint32_t value )
+void PinchGestureRecognizer::SetMinimumTouchEventsAfterStart(uint32_t value)
{
mMinimumTouchEventsAfterStart = value;
}