/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 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.
* @param[in] touches The number of touches in the current pan event.
* @param[in] outsideRangeEmitters Reference to container where emitters outside of the touches range should be added.
*/
- IsNotAttachedAndOutsideTouchesRangeFunctor(Actor* actor, unsigned int touches, PanGestureDetectorContainer& outsideRangeEmitters)
+ IsNotAttachedAndOutsideTouchesRangeFunctor(Actor* actor, unsigned int touches, GestureDetectorContainer& outsideRangeEmitters)
: actorToCheck(actor),
numberOfTouches(touches),
outsideTouchesRangeEmitters(outsideRangeEmitters)
* @param[in] detector The detector to check.
* @return true, if not attached, false otherwise.
*/
- bool operator()(PanGestureDetector* detector) const
+ bool operator()(GestureDetector* detector) const
{
bool remove(!detector->IsAttached(*actorToCheck));
if (!remove)
{
+ PanGestureDetector* panDetector( static_cast< PanGestureDetector* >( detector ) );
+
// Ensure number of touch points is within the range of our emitter. If it isn't then remove
// this emitter and add it to the outsideTouchesRangeEmitters container
- if ( (numberOfTouches < detector->GetMinimumTouchesRequired()) ||
- (numberOfTouches > detector->GetMaximumTouchesRequired()) )
+ if ( (numberOfTouches < panDetector->GetMinimumTouchesRequired()) ||
+ (numberOfTouches > panDetector->GetMaximumTouchesRequired()) )
{
remove = true;
outsideTouchesRangeEmitters.push_back(detector);
Actor* actorToCheck; ///< The actor to check whether it is attached or not.
unsigned int numberOfTouches; ///< The number of touches in the pan event.
- PanGestureDetectorContainer& outsideTouchesRangeEmitters; ///< Emitters that are outside of the range of current pan.
+ GestureDetectorContainer& outsideTouchesRangeEmitters; ///< Emitters that are outside of the range of current pan.
};
} // 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() ( Dali::Actor actor, const GestureDetectorContainer& gestureDetectors, Vector2 actorCoordinates )
- {
- PanGestureDetectorContainer derivedContainer;
- DownCastContainer<PanGestureDetector>( gestureDetectors, derivedContainer );
-
- processor.mCurrentPanEmitters.clear();
- processor.ResetActor();
-
- Actor* actorImpl( &GetImplementation( actor ) );
- actorImpl->ScreenToLocal( GetImplementation(processor.mCurrentRenderTask), actorCoordinates.x, actorCoordinates.y, panEvent.currentPosition.x, panEvent.currentPosition.y );
-
- processor.EmitPanSignal( actor, derivedContainer, panEvent, actorCoordinates, panEvent.state, processor.mCurrentRenderTask );
-
- if ( actorImpl->OnStage() )
- {
- processor.mCurrentPanEmitters = derivedContainer;
- processor.SetActor( actor );
- }
- }
-
- const Integration::PanGestureEvent& panEvent;
- PanGestureProcessor& processor;
-};
-
-PanGestureProcessor::PanGestureProcessor( Stage& stage, Integration::GestureManager& gestureManager )
-: mStage( stage ),
+PanGestureProcessor::PanGestureProcessor( Stage& stage, Integration::GestureManager& gestureManager, SceneGraph::UpdateManager& updateManager )
+: GestureProcessor( Gesture::Pan ),
+ mStage( stage ),
mGestureManager( gestureManager ),
mGestureDetectors(),
mCurrentPanEmitters(),
mPossiblePanPosition(),
mMinTouchesRequired( 1 ),
mMaxTouchesRequired( 1 ),
+ mCurrentPanEvent( NULL ),
mSceneObject( SceneGraph::PanGesture::New() ) // Create scene object to store pan information.
{
- // Pass ownership to scene-graph
- AddGestureMessage( mStage.GetUpdateManager(), mSceneObject );
+ // Pass ownership to scene-graph; scene object lives for the lifecycle of UpdateManager
+ updateManager.SetPanGestureProcessor( mSceneObject );
}
PanGestureProcessor::~PanGestureProcessor()
{
- if( Stage::IsInstalled() && ( mSceneObject != NULL ) )
- {
- RemoveGestureMessage( mStage.GetUpdateManager(), mSceneObject );
- mSceneObject = NULL; // mSceneObject is about to be destroyed
- }
+ mSceneObject = NULL; // mSceneObject is owned and destroyed by update manager (there is only one of these for now)
}
void PanGestureProcessor::Process( const Integration::PanGestureEvent& panEvent )
HitTestAlgorithm::Results hitTestResults;
if( HitTest( mStage, panEvent.currentPosition, hitTestResults ) )
{
- SetActor( hitTestResults.actor );
+ SetActor( &GetImplementation( hitTestResults.actor ) );
mPossiblePanPosition = panEvent.currentPosition;
}
// it can be told when the gesture ends as well.
HitTestAlgorithm::Results hitTestResults;
- HitTestAlgorithm::HitTest( mStage, mPossiblePanPosition, hitTestResults ); // Hit test original possible position...
+ HitTest( mStage, mPossiblePanPosition, hitTestResults ); // Hit test original possible position...
if ( hitTestResults.actor && ( GetCurrentGesturedActor() == &GetImplementation( hitTestResults.actor ) ) )
{
// Record the current render-task for Screen->Actor coordinate conversions
mCurrentRenderTask = hitTestResults.renderTask;
- PanEventFunctor functor( panEvent, *this );
- GestureDetectorContainer gestureDetectors;
- UpCastContainer<PanGestureDetector>( mGestureDetectors, gestureDetectors );
- ProcessAndEmit( hitTestResults, gestureDetectors, functor );
+ // Set mCurrentPanEvent to use inside overridden methods called in ProcessAndEmit()
+ mCurrentPanEvent = &panEvent;
+ ProcessAndEmit( hitTestResults );
+ mCurrentPanEvent = NULL;
}
else
{
{
if ( currentGesturedActor->IsHittable() && !mCurrentPanEmitters.empty() && mCurrentRenderTask )
{
- PanGestureDetectorContainer outsideTouchesRangeEmitters;
+ GestureDetectorContainer outsideTouchesRangeEmitters;
// Removes emitters that no longer have the actor attached
// Also remove emitters whose touches are outside the range of the current pan event and add them to outsideTouchesRangeEmitters
- PanGestureDetectorContainer::iterator endIter = std::remove_if( mCurrentPanEmitters.begin(), mCurrentPanEmitters.end(),
- IsNotAttachedAndOutsideTouchesRangeFunctor(currentGesturedActor, panEvent.numberOfTouches, outsideTouchesRangeEmitters) );
+ GestureDetectorContainer::iterator endIter = std::remove_if( mCurrentPanEmitters.begin(), mCurrentPanEmitters.end(),
+ IsNotAttachedAndOutsideTouchesRangeFunctor(currentGesturedActor, panEvent.numberOfTouches, outsideTouchesRangeEmitters) );
mCurrentPanEmitters.erase( endIter, mCurrentPanEmitters.end() );
Vector2 actorCoords;
currentGesturedActor->ScreenToLocal( GetImplementation( mCurrentRenderTask ), actorCoords.x, actorCoords.y, panEvent.currentPosition.x, panEvent.currentPosition.y );
// EmitPanSignal checks whether we have a valid actor and whether the container we are passing in has emitters before it emits the pan.
- EmitPanSignal(Dali::Actor(currentGesturedActor), outsideTouchesRangeEmitters, panEvent, actorCoords, Gesture::Finished, mCurrentRenderTask);
- EmitPanSignal(Dali::Actor(currentGesturedActor), mCurrentPanEmitters, panEvent, actorCoords, panEvent.state, mCurrentRenderTask);
+ EmitPanSignal( currentGesturedActor, outsideTouchesRangeEmitters, panEvent, actorCoords, Gesture::Finished, mCurrentRenderTask);
+ EmitPanSignal( currentGesturedActor, mCurrentPanEmitters, panEvent, actorCoords, panEvent.state, mCurrentRenderTask);
}
if ( mCurrentPanEmitters.empty() )
}
case Gesture::Clear:
- DALI_ASSERT_ALWAYS( false && "Incorrect state received from Integration layer: Clear\n" );
+ {
+ DALI_ABORT( "Incorrect state received from Integration layer: Clear\n" );
break;
+ }
}
}
if (!mCurrentPanEmitters.empty())
{
// Check if the removed detector was one that is currently being panned and remove it from emitters.
- PanGestureDetectorContainer::iterator endIter = std::remove( mCurrentPanEmitters.begin(), mCurrentPanEmitters.end(), gestureDetector );
+ GestureDetectorContainer::iterator endIter = std::remove( mCurrentPanEmitters.begin(), mCurrentPanEmitters.end(), gestureDetector );
mCurrentPanEmitters.erase( endIter, mCurrentPanEmitters.end() );
// If we no longer have any emitters, then we should clear mCurrentGesturedActor as well
mSceneObject->SetPredictionMode(modeEnum);
}
+void PanGestureProcessor::SetPredictionAmount(unsigned int amount)
+{
+ 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::SetUseActualTimes( bool value )
+{
+ mSceneObject->SetUseActualTimes( value );
+}
+
+void PanGestureProcessor::SetInterpolationTimeRange( int value )
+{
+ mSceneObject->SetInterpolationTimeRange( value );
+}
+
+void PanGestureProcessor::SetScalarOnlyPredictionEnabled( bool value )
+{
+ mSceneObject->SetScalarOnlyPredictionEnabled( value );
+}
+
+void PanGestureProcessor::SetTwoPointPredictionEnabled( bool value )
+{
+ mSceneObject->SetTwoPointPredictionEnabled( value );
+}
+
+void PanGestureProcessor::SetTwoPointInterpolatePastTime( int value )
+{
+ mSceneObject->SetTwoPointInterpolatePastTime( value );
+}
+
+void PanGestureProcessor::SetTwoPointVelocityBias( float value )
+{
+ mSceneObject->SetTwoPointVelocityBias( value );
+}
+
+void PanGestureProcessor::SetTwoPointAccelerationBias( float value )
+{
+ mSceneObject->SetTwoPointAccelerationBias( value );
+}
+
+void PanGestureProcessor::SetMultitapSmoothingRange( int value )
+{
+ mSceneObject->SetMultitapSmoothingRange( value );
+}
+
void PanGestureProcessor::UpdateDetection()
{
DALI_ASSERT_DEBUG(!mGestureDetectors.empty());
{
PanGestureDetector* detector(*iter);
- unsigned int minimum = detector->GetMinimumTouchesRequired();
- if (minimum < minimumRequired)
+ if( detector )
{
- minimumRequired = minimum;
- }
+ unsigned int minimum = detector->GetMinimumTouchesRequired();
+ if (minimum < minimumRequired)
+ {
+ minimumRequired = minimum;
+ }
- unsigned int maximum = detector->GetMaximumTouchesRequired();
- if (maximum > maximumRequired)
- {
- maximumRequired = maximum;
+ unsigned int maximum = detector->GetMaximumTouchesRequired();
+ if (maximum > maximumRequired)
+ {
+ maximumRequired = maximum;
+ }
}
}
}
}
-void PanGestureProcessor::EmitPanSignal( Dali::Actor actorHandle,
- PanGestureDetectorContainer& gestureDetectors,
+void PanGestureProcessor::EmitPanSignal( Actor* actor,
+ const GestureDetectorContainer& gestureDetectors,
const Integration::PanGestureEvent& panEvent,
Vector2 localCurrent,
Gesture::State state,
Dali::RenderTask renderTask )
{
- if ( actorHandle && !gestureDetectors.empty() )
+ if ( actor && !gestureDetectors.empty() )
{
- Actor& actor = GetImplementation(actorHandle);
-
PanGesture pan(state);
pan.time = panEvent.time;
RenderTask& renderTaskImpl( GetImplementation( renderTask ) );
Vector2 localPrevious;
- actor.ScreenToLocal( renderTaskImpl, localPrevious.x, localPrevious.y, panEvent.previousPosition.x, panEvent.previousPosition.y );
+ actor->ScreenToLocal( renderTaskImpl, localPrevious.x, localPrevious.y, panEvent.previousPosition.x, panEvent.previousPosition.y );
pan.displacement = localCurrent - localPrevious;
Vector2 previousPos( panEvent.previousPosition );
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 / static_cast<float>( panEvent.timeDelta );
+ pan.velocity.y = pan.displacement.y / static_cast<float>( panEvent.timeDelta );
- pan.screenVelocity.x = pan.screenDisplacement.x / panEvent.timeDelta;
- pan.screenVelocity.y = pan.screenDisplacement.y / panEvent.timeDelta;
+ pan.screenVelocity.x = pan.screenDisplacement.x / static_cast<float>( panEvent.timeDelta );
+ pan.screenVelocity.y = pan.screenDisplacement.y / static_cast<float>( 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.
mSceneObject->AddGesture( pan );
}
- for ( PanGestureDetectorContainer::iterator iter = gestureDetectors.begin(), endIter = gestureDetectors.end(); iter != endIter; ++iter )
+ Dali::Actor actorHandle( actor );
+ const GestureDetectorContainer::const_iterator endIter = gestureDetectors.end();
+ for ( GestureDetectorContainer::const_iterator iter = gestureDetectors.begin(); iter != endIter; ++iter )
{
- (*iter)->EmitPanGestureSignal(actorHandle, pan);
+ static_cast< PanGestureDetector* >( *iter )->EmitPanGestureSignal( actorHandle, pan );
}
}
}
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( atanf( 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