/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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 <dali-toolkit/dali-toolkit.h>
#include <string>
-#include <dali/devel-api/events/rotation-gesture.h>
-#include <dali/devel-api/events/rotation-gesture-detector.h>
using namespace Dali;
using namespace Dali::Toolkit;
* @param[in] startTime When to start the animators
* @param[in] endTime When to end the animators
*/
-void AddHelpInfo( const std::string&& string, Actor parent, Animation animation, float startTime, float endTime )
+void AddHelpInfo( const std::string&& string, const Vector2& windowSize, Actor parent, Animation animation, float startTime, float endTime )
{
Actor text = TextLabel::New( std::move( string ) );
- Vector3 position( Stage::GetCurrent().GetSize() * HELP_TEXT_POSITION_MULTIPLIER );
+ Vector3 position( windowSize * HELP_TEXT_POSITION_MULTIPLIER );
- text.SetAnchorPoint( AnchorPoint::TOP_CENTER );
- text.SetParentOrigin( ParentOrigin::TOP_CENTER );
- text.SetPosition( position );
- text.SetOpacity( 0.0f );
+ text.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_CENTER );
+ text.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::TOP_CENTER );
+ text.SetProperty( Actor::Property::POSITION, position );
+ text.SetProperty( Actor::Property::OPACITY, 0.0f );
text.SetProperty( TextLabel::Property::HORIZONTAL_ALIGNMENT, Text::HorizontalAlignment::CENTER );
text.SetProperty( TextLabel::Property::MULTI_LINE, true );
parent.Add( text );
*/
void Create( Application& application )
{
- // Get a handle to the stage & connect to the key event signal
- Stage stage = Stage::GetCurrent();
- stage.KeyEventSignal().Connect(this, &GestureExample::OnKeyEvent);
+ // Get a handle to the window & connect to the key event signal
+ auto window = application.GetWindow();
+ Vector2 windowSize = window.GetSize();
+ window.KeyEventSignal().Connect(this, &GestureExample::OnKeyEvent);
// Create a background with a linear gradient which matches parent size & is placed in the center.
Actor background = Control::New();
background.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
- background.SetParentOrigin( ParentOrigin::CENTER );
+ background.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
background.SetProperty( Control::Property::BACKGROUND, BACKGROUND );
- stage.Add( background );
+ window.Add( background );
- // Create a control with a circular gradient that we'll use for the gestures and be a quarter of the size of the stage.
+ // Create a control with a circular gradient that we'll use for the gestures and be a quarter of the size of the window.
Actor touchControl = Control::New();
- touchControl.SetSize( stage.GetSize() * 0.25f );
- touchControl.SetParentOrigin( ParentOrigin::CENTER );
+ touchControl.SetProperty( Actor::Property::SIZE, windowSize * 0.25f );
+ touchControl.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
touchControl.SetProperty( Control::Property::BACKGROUND, CONTROL_BACKGROUND );
background.Add( touchControl );
// Connect to the touch signal
touchControl.TouchSignal().Connect( this, &GestureExample::OnTouch );
- touchControl.SetLeaveRequired( true );
+ touchControl.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
// Create a long press gesture detector, attach the actor & connect
mLongPressDetector = LongPressGestureDetector::New();
float startTime( 0.0f );
float endTime( startTime + HELP_ANIMATION_SEGMENT_TIME );
- AddHelpInfo( "Tap image for animation", background, helpAnimation, startTime, endTime );
- AddHelpInfo( "Press & Hold image to drag", background, helpAnimation, startTime += HELP_ANIMATION_SEGMENT_TIME, endTime += HELP_ANIMATION_SEGMENT_TIME );
- AddHelpInfo( "Pinch image to resize", background, helpAnimation, startTime += HELP_ANIMATION_SEGMENT_TIME, endTime += HELP_ANIMATION_SEGMENT_TIME );
- AddHelpInfo( "Move fingers in a circular motion on image to rotate", background, helpAnimation, startTime += HELP_ANIMATION_SEGMENT_TIME, endTime += HELP_ANIMATION_SEGMENT_TIME );
+ AddHelpInfo( "Tap image for animation", windowSize, background, helpAnimation, startTime, endTime );
+ AddHelpInfo( "Press & Hold image to drag", windowSize, background, helpAnimation, startTime += HELP_ANIMATION_SEGMENT_TIME, endTime += HELP_ANIMATION_SEGMENT_TIME );
+ AddHelpInfo( "Pinch image to resize", windowSize, background, helpAnimation, startTime += HELP_ANIMATION_SEGMENT_TIME, endTime += HELP_ANIMATION_SEGMENT_TIME );
+ AddHelpInfo( "Move fingers in a circular motion on image to rotate", windowSize, background, helpAnimation, startTime += HELP_ANIMATION_SEGMENT_TIME, endTime += HELP_ANIMATION_SEGMENT_TIME );
helpAnimation.SetLooping( true );
helpAnimation.Play();
}
* @param[in] actor The touched actor
* @param[in] touch The touch event
*/
- bool OnTouch( Actor actor, const TouchData& touch )
+ bool OnTouch( Actor actor, const TouchEvent& touch )
{
switch( touch.GetState( 0 ) )
{
break;
}
}
- return true;
+ return false;
}
/**
// Do a small animation to indicate to the user that we are in pan mode.
Animation anim = Animation::New( PAN_MODE_CHANGE_ANIMATION_DURATION );
- anim.AnimateTo( Property( actor, Actor::Property::SCALE ), actor.GetCurrentScale() * PAN_MODE_START_ANIMATION_SCALE, AlphaFunction::BOUNCE );
+ anim.AnimateTo( Property( actor, Actor::Property::SCALE ), actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) * PAN_MODE_START_ANIMATION_SCALE, AlphaFunction::BOUNCE );
anim.Play();
// Start the shake animation so the user knows when they are in pan mode.
// As the displacement is in local actor coords, we will have to multiply the displacement by the
// actor's scale so that it moves the correct amount in the parent's coordinate system.
Vector3 scaledDisplacement( pan.displacement );
- scaledDisplacement *= actor.GetCurrentScale();
+ scaledDisplacement *= actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE );
Vector3 currentPosition;
actor.GetProperty( Actor::Property::POSITION ).Get( currentPosition );
Vector3 newPosition = currentPosition + scaledDisplacement;
- actor.SetPosition( newPosition );
+ actor.SetProperty( Actor::Property::POSITION, newPosition );
switch( pan.state )
{
Animation anim = Animation::New( PAN_MODE_CHANGE_ANIMATION_DURATION );
anim.AnimateTo( Property( actor, Actor::Property::COLOR ), Vector4::ONE );
- anim.AnimateTo( Property( actor, Actor::Property::SCALE ), actor.GetCurrentScale() * PAN_MODE_END_ANIMATION_SCALE, AlphaFunction::BOUNCE );
+ anim.AnimateTo( Property( actor, Actor::Property::SCALE ), actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) * PAN_MODE_END_ANIMATION_SCALE, AlphaFunction::BOUNCE );
// Move actor back to center if we're out of bounds
- Vector2 halfStageSize = Stage::GetCurrent().GetSize() * 0.5f;
- if( ( abs( newPosition.x ) > halfStageSize.width ) ||
- ( abs( newPosition.y ) > halfStageSize.height ) )
+ Vector2 halfWindowSize = Vector2(mApplication.GetWindow().GetSize()) * 0.5f;
+ if( ( abs( newPosition.x ) > halfWindowSize.width ) ||
+ ( abs( newPosition.y ) > halfWindowSize.height ) )
{
anim.AnimateTo( Property( actor, Actor::Property::POSITION ), Vector3::ZERO, AlphaFunction::EASE_IN );
}
case Gesture::Started:
{
// Starting scale is required so that we know what to multiply the pinch.scale by.
- mStartingScale = actor.GetCurrentScale();
+ mStartingScale = actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE );
break;
}
case Gesture::Finished:
case Gesture::Cancelled:
{
- Vector3 scale( actor.GetCurrentScale() );
+ Vector3 scale( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) );
// Ensure the actor sizes itself to be within the limits defined.
if ( scale.x < MINIMUM_SCALE.x )
}
}
- actor.SetScale( mStartingScale * pinch.scale );
+ actor.SetProperty( Actor::Property::SCALE, mStartingScale * pinch.scale );
}
/**
case Gesture::Started:
{
// Starting orientation is required so that we know what to multiply the rotation.rotation by.
- mStartingOrientation = actor.GetCurrentOrientation();
+ mStartingOrientation = actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION );
break;
}
}
}
- actor.SetOrientation( mStartingOrientation * Quaternion( rotation.rotation, Vector3::ZAXIS ) );
+ actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( mStartingOrientation * Quaternion( rotation.rotation, Vector3::ZAXIS ) ) );
}
/**
*/
void OnKeyEvent( const KeyEvent& event )
{
- if( event.state == KeyEvent::Down )
+ if( event.GetState() == KeyEvent::DOWN )
{
if( IsKey( event, Dali::DALI_KEY_ESCAPE ) || IsKey( event, Dali::DALI_KEY_BACK ) )
{