DALi Version 1.4.40
[platform/core/uifw/dali-core.git] / dali / internal / event / events / pinch-gesture-processor.cpp
1 /*
2  * Copyright (c) 2019 Samsung Electronics Co., Ltd.
3  *
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
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
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.
15  *
16  */
17
18 // CLASS HEADER
19 #include <dali/internal/event/events/pinch-gesture-processor.h>
20
21 // EXTERNAL INCLUDES
22 #include <algorithm>
23
24 // INTERNAL INCLUDES
25 #include <dali/public-api/actors/actor.h>
26 #include <dali/public-api/events/pinch-gesture.h>
27 #include <dali/public-api/math/vector2.h>
28 #include <dali/internal/event/events/pinch-gesture-event.h>
29 #include <dali/integration-api/debug.h>
30 #include <dali/internal/event/common/scene-impl.h>
31 #include <dali/internal/event/render-tasks/render-task-impl.h>
32 #include <dali/internal/event/events/pinch-gesture-recognizer.h>
33 #include <dali/internal/event/events/gesture-requests.h>
34
35 namespace Dali
36 {
37
38 namespace Internal
39 {
40
41 namespace
42 {
43
44 /**
45  * Creates a PinchGesture and asks the specified detector to emit its detected signal.
46  * @param[in]  actor             The actor that has been pinched.
47  * @param[in]  gestureDetectors  The gesture detector container that should emit the signal.
48  * @param[in]  pinchEvent        The pinchEvent received from the adaptor.
49  * @param[in]  localCenter       Relative to the actor attached to the detector.
50  */
51 void EmitPinchSignal(
52     Actor* actor,
53     const GestureDetectorContainer& gestureDetectors,
54     const PinchGestureEvent& pinchEvent,
55     Vector2 localCenter)
56 {
57   PinchGesture pinch(pinchEvent.state);
58   pinch.time = pinchEvent.time;
59
60   pinch.scale = pinchEvent.scale;
61   pinch.speed = pinchEvent.speed;
62   pinch.screenCenterPoint = pinchEvent.centerPoint;
63
64   pinch.localCenterPoint = localCenter;
65
66   Dali::Actor actorHandle( actor );
67   const GestureDetectorContainer::const_iterator endIter = gestureDetectors.end();
68   for ( GestureDetectorContainer::const_iterator iter = gestureDetectors.begin(); iter != endIter; ++iter )
69   {
70     static_cast< PinchGestureDetector* >( *iter )->EmitPinchGestureSignal( actorHandle, pinch );
71   }
72 }
73
74 /**
75  * Functor which checks whether the specified actor is attached to the gesture detector.
76  * It returns true if it is no longer attached.  This can be used in remove_if functions.
77  */
78 struct IsNotAttachedFunctor
79 {
80   /**
81    * Constructor
82    * @param[in]  actor  The actor to check whether it is attached.
83    */
84   IsNotAttachedFunctor(Actor* actor)
85   : actorToCheck(actor)
86   {
87   }
88
89   /**
90    * Returns true if not attached, false if it is still attached.
91    * @param[in]  detector  The detector to check.
92    * @return true, if not attached, false otherwise.
93    */
94   bool operator()(const GestureDetector* detector) const
95   {
96     return !detector->IsAttached(*actorToCheck);
97   }
98
99   Actor* actorToCheck; ///< The actor to check whether it is attached or not.
100 };
101
102 } // unnamed namespace
103
104 PinchGestureProcessor::PinchGestureProcessor()
105 : GestureProcessor( Gesture::Pinch ),
106   mPinchGestureDetectors(),
107   mCurrentPinchEmitters(),
108   mCurrentPinchEvent(NULL),
109   mMinimumPinchDistance(-1.0f)
110 {
111 }
112
113 PinchGestureProcessor::~PinchGestureProcessor()
114 {
115 }
116
117 void PinchGestureProcessor::SetMinimumPinchDistance( float value )
118 {
119   mMinimumPinchDistance = value;
120
121   if( mGestureRecognizer )
122   {
123     PinchGestureRecognizer* pinchRecognizer = dynamic_cast<PinchGestureRecognizer*>(mGestureRecognizer.Get());
124     if( pinchRecognizer )
125     {
126       pinchRecognizer->SetMinimumPinchDistance(value);
127     }
128   }
129 }
130
131 void PinchGestureProcessor::Process( Scene& scene, const PinchGestureEvent& pinchEvent )
132 {
133   switch ( pinchEvent.state )
134   {
135     case Gesture::Started:
136     {
137       // The pinch gesture should only be sent to the gesture detector which first received it so that
138       // it can be told when the gesture ends as well.
139
140       mCurrentPinchEmitters.clear();
141       ResetActor();
142
143       HitTestAlgorithm::Results hitTestResults;
144       if( HitTest( scene, pinchEvent.centerPoint, hitTestResults ) )
145       {
146         // Record the current render-task for Screen->Actor coordinate conversions
147         mCurrentRenderTask = hitTestResults.renderTask;
148
149         // Set mCurrentPinchEvent to use inside overridden methods called from ProcessAndEmit()
150         mCurrentPinchEvent = &pinchEvent;
151         ProcessAndEmit( hitTestResults );
152         mCurrentPinchEvent = NULL;
153       }
154       break;
155     }
156
157     case Gesture::Continuing:
158     case Gesture::Finished:
159     case Gesture::Cancelled:
160     {
161       // Only send subsequent pinch gesture signals if we processed the pinch gesture when it started.
162       // Check if actor is still touchable.
163
164       Actor* currentGesturedActor = GetCurrentGesturedActor();
165       if ( currentGesturedActor )
166       {
167         if ( currentGesturedActor->IsHittable() && !mCurrentPinchEmitters.empty() && mCurrentRenderTask )
168         {
169           // Ensure actor is still attached to the emitters, if it is not then remove the emitter.
170           GestureDetectorContainer::iterator endIter = std::remove_if( mCurrentPinchEmitters.begin(), mCurrentPinchEmitters.end(), IsNotAttachedFunctor(currentGesturedActor) );
171           mCurrentPinchEmitters.erase( endIter, mCurrentPinchEmitters.end() );
172
173           if ( !mCurrentPinchEmitters.empty() )
174           {
175             Vector2 actorCoords;
176             RenderTask& renderTaskImpl( *mCurrentRenderTask.Get() );
177             currentGesturedActor->ScreenToLocal( renderTaskImpl, actorCoords.x, actorCoords.y, pinchEvent.centerPoint.x, pinchEvent.centerPoint.y );
178
179             EmitPinchSignal( currentGesturedActor, mCurrentPinchEmitters, pinchEvent, actorCoords );
180           }
181           else
182           {
183             // If we have no current emitters then clear pinched actor as well.
184             ResetActor();
185           }
186
187           // Clear current emitters if pinch gesture has ended or been cancelled.
188           if ( pinchEvent.state == Gesture::Finished || pinchEvent.state == Gesture::Cancelled )
189           {
190             mCurrentPinchEmitters.clear();
191             ResetActor();
192           }
193         }
194         else
195         {
196           mCurrentPinchEmitters.clear();
197           ResetActor();
198         }
199       }
200       break;
201     }
202
203     case Gesture::Clear:
204     {
205       DALI_ABORT( "Incorrect state received from Integration layer: Clear\n" );
206       break;
207     }
208     case Gesture::Possible:
209     {
210       DALI_ABORT( "Incorrect state received from Integration layer: Possible\n" );
211       break;
212     }
213   }
214 }
215
216 void PinchGestureProcessor::AddGestureDetector( PinchGestureDetector* gestureDetector, Scene& scene )
217 {
218   bool createRecognizer(mPinchGestureDetectors.empty());
219
220   mPinchGestureDetectors.push_back(gestureDetector);
221
222   if (createRecognizer)
223   {
224     Size size = scene.GetSize();
225     mGestureRecognizer = new PinchGestureRecognizer( *this, Vector2(size.width, size.height), mMinimumPinchDistance);
226   }
227 }
228
229 void PinchGestureProcessor::RemoveGestureDetector( PinchGestureDetector* gestureDetector )
230 {
231   if ( !mCurrentPinchEmitters.empty() )
232   {
233     // Check if the removed detector was one that is currently being pinched and remove it from emitters.
234     GestureDetectorContainer::iterator endIter = std::remove( mCurrentPinchEmitters.begin(), mCurrentPinchEmitters.end(), gestureDetector );
235     mCurrentPinchEmitters.erase( endIter, mCurrentPinchEmitters.end() );
236
237     // If we no longer have any emitters, then we should clear mCurrentGesturedActor as well
238     if ( mCurrentPinchEmitters.empty() )
239     {
240       ResetActor();
241     }
242   }
243
244   // Find the detector...
245   PinchGestureDetectorContainer::iterator endIter = std::remove( mPinchGestureDetectors.begin(), mPinchGestureDetectors.end(), gestureDetector );
246   DALI_ASSERT_DEBUG( endIter != mPinchGestureDetectors.end() );
247
248   // ...and remove it
249   mPinchGestureDetectors.erase(endIter, mPinchGestureDetectors.end());
250
251   if (mPinchGestureDetectors.empty())
252   {
253     mGestureRecognizer.Detach();
254   }
255 }
256
257 void PinchGestureProcessor::GestureDetectorUpdated( PinchGestureDetector* gestureDetector )
258 {
259   // Nothing to do as PinchGestureDetector does not have any specific parameters.
260 }
261
262 void PinchGestureProcessor::OnGesturedActorStageDisconnection()
263 {
264   mCurrentPinchEmitters.clear();
265 }
266
267 bool PinchGestureProcessor::CheckGestureDetector( GestureDetector* detector, Actor* actor )
268 {
269   // No special case required for pinch.
270   return true;
271 }
272
273 void PinchGestureProcessor::EmitGestureSignal( Actor* actor, const GestureDetectorContainer& gestureDetectors, Vector2 actorCoordinates )
274 {
275   DALI_ASSERT_DEBUG( mCurrentPinchEvent );
276
277   EmitPinchSignal( actor, gestureDetectors, *mCurrentPinchEvent, actorCoordinates );
278
279   if ( actor->OnStage() )
280   {
281     mCurrentPinchEmitters = gestureDetectors;
282     SetActor( actor );
283   }
284 }
285
286 } // namespace Internal
287
288 } // namespace Dali