Re-added a Gestures example 27/203327/2
authorAdeel Kazmi <adeel.kazmi@samsung.com>
Thu, 11 Apr 2019 18:45:12 +0000 (19:45 +0100)
committerAdeel Kazmi <adeel.kazmi@samsung.com>
Thu, 11 Apr 2019 18:48:16 +0000 (19:48 +0100)
Change-Id: If32bc937d6c308c482625ce79df5500bd67b1113

com.samsung.dali-demo.xml
examples-reel/dali-examples-reel.cpp
examples/gestures/gesture-example.cpp [new file with mode: 0644]
resources/po/en_GB.po
resources/po/en_US.po
shared/dali-demo-strings.h

index a53530e..85fcc28 100644 (file)
        <ui-application appid="simple-text-renderer.example" exec="/usr/apps/com.samsung.dali-demo/bin/simple-text-renderer.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true">
                <label>Simple Text Renderer</label>
        </ui-application>
+  <ui-application appid="gestures.example" exec="/usr/apps/com.samsung.dali-demo/bin/gestures.example" nodisplay="true" multiple="false" type="c++app" taskmanage="true">
+               <label>Gestures</label>
+       </ui-application>
 
        <privileges>
                <privilege>http://tizen.org/privilege/mediastorage</privilege>
index dd149fc..8d54c9e 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 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.
@@ -50,6 +50,7 @@ int DALI_EXPORT_API main(int argc, char **argv)
   demo.AddExample(Example("flex-container.example", DALI_DEMO_STR_TITLE_FLEXBOX_PLAYGROUND));
   demo.AddExample(Example("frame-callback.example", DALI_DEMO_STR_TITLE_FRAME_CALLBACK));
   demo.AddExample(Example("focus-integration.example", DALI_DEMO_STR_TITLE_FOCUS_INTEGRATION));
+  demo.AddExample(Example("gestures.example", DALI_DEMO_STR_TITLE_GESTURES));
   demo.AddExample(Example("gradients.example", DALI_DEMO_STR_TITLE_COLOR_GRADIENT));
   demo.AddExample(Example("hello-world.example", DALI_DEMO_STR_TITLE_HELLO_WORLD));
   demo.AddExample(Example("image-policies.example", DALI_DEMO_STR_TITLE_IMAGE_POLICIES));
diff --git a/examples/gestures/gesture-example.cpp b/examples/gestures/gesture-example.cpp
new file mode 100644 (file)
index 0000000..bbae267
--- /dev/null
@@ -0,0 +1,482 @@
+/*
+ * Copyright (c) 2019 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+// EXTERNAL INCLUDES
+#include <dali-toolkit/dali-toolkit.h>
+#include <string>
+
+using namespace Dali;
+using namespace Dali::Toolkit;
+
+namespace
+{
+const Vector4 BACKGROUND_GRADIENT_1 = Vector4( 167.0f, 207.0f, 223.0f, 255.0f ) / 255.0f;
+const Vector4 BACKGROUND_GRADIENT_2 = Vector4(   0.0f,  64.0f, 137.0f, 255.0f ) / 255.0f;
+const Vector2 BACKGROUND_GRADIENT_START_POSITION( 0.0f, -0.5f );
+const Vector2 BACKGROUND_GRADIENT_END_POSITION( 0.0f,  0.5f );
+
+const Vector4 CONTROL_GRADIENT_1 = Vector4( 234.0f, 185.0f,  45.0f, 255.0f ) / 255.0f;
+const Vector4 CONTROL_GRADIENT_2 = Vector4( 199.0f, 152.0f,  16.0f, 255.0f ) / 255.0f;
+const Vector2 CONTROL_GRADIENT_CENTER( Vector2::ZERO );
+const float CONTROL_GRADIENT_RADIUS( 0.5f );
+
+const float HELP_ANIMATION_DURATION( 25.0f );
+const float HELP_ANIMATION_SEGMENT_TIME( 5.0f );
+const float HELP_ANIMATION_TRANSITION_DURATION( 0.75f );
+const Vector2 HELP_TEXT_POSITION_MULTIPLIER( 0.25f, 0.13f );
+
+const float SHAKY_ANIMATION_DURATION( 0.1f );
+const float SHAKY_ANIMATION_SEGMENT_TIME( 0.05f );
+const float SHAKY_ANIMATION_ANGLE( 1.0f );
+
+const float TOUCH_MODE_ANIMATION_DURATION( 0.1f );
+const Vector4 TOUCH_MODE_COLOR( 1.0f, 0.7f, 0.7f, 1.0f );
+
+const float PAN_MODE_CHANGE_ANIMATION_DURATION( 0.25f );
+const Vector3 PAN_MODE_START_ANIMATION_SCALE( 1.2f, 1.2f, 1.0f );
+const Vector3 PAN_MODE_END_ANIMATION_SCALE( 0.8f, 0.8f, 1.0f );
+
+const float TAP_ANIMATION_DURATON( 0.5f );
+const Vector4 TAP_ANIMATION_COLOR( 0.8f, 0.5, 0.2f, 0.6f );
+
+const Vector3 MINIMUM_SCALE( Vector3::ONE );
+const Vector3 MAXIMUM_SCALE( Vector3::ONE * 2.0f );
+const float SCALE_BACK_ANIMATION_DURATION( 0.25f );
+
+/**
+ * @brief Creates a background with a linear gradient which matches parent size & is placed in the center.
+ */
+Actor CreateBackground()
+{
+  Actor background = Control::New();
+  background.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+  background.SetParentOrigin( ParentOrigin::CENTER );
+  background.SetProperty(
+      Control::Property::BACKGROUND,
+      Property::Map().Add( Toolkit::Visual::Property::TYPE, Visual::GRADIENT )
+                     .Add( GradientVisual::Property::STOP_COLOR, Property::Array().Add( BACKGROUND_GRADIENT_1 )
+                                                                                  .Add( BACKGROUND_GRADIENT_2 ) )
+                     .Add( GradientVisual::Property::START_POSITION, BACKGROUND_GRADIENT_START_POSITION )
+                     .Add( GradientVisual::Property::END_POSITION,   BACKGROUND_GRADIENT_END_POSITION ) );
+  return background;
+}
+
+/**
+ * @brief Create a control with a circular gradient & a specific size & is placed in the center of its parent.
+ *
+ * @param[in]  size  The size we want the control to be.
+ */
+Actor CreateTouchControl( const Vector2& size )
+{
+  Actor touchControl = Control::New();
+  touchControl.SetSize( size );
+  touchControl.SetParentOrigin( ParentOrigin::CENTER );
+  touchControl.SetProperty(
+      Control::Property::BACKGROUND,
+      Property::Map().Add( Toolkit::Visual::Property::TYPE, Visual::GRADIENT )
+                     .Add( GradientVisual::Property::STOP_COLOR, Property::Array().Add( CONTROL_GRADIENT_1 )
+                                                                                  .Add( CONTROL_GRADIENT_2 ) )
+                     .Add( GradientVisual::Property::CENTER, CONTROL_GRADIENT_CENTER )
+                     .Add( GradientVisual::Property::RADIUS, CONTROL_GRADIENT_RADIUS )
+  );
+  return touchControl;
+}
+
+/**
+ * @brief Shows the given string between the given start and end times.
+ *
+ * Appropriately animates the string into and out of the scene.
+ *
+ * @param[in]  string     The label to display, this is an rvalue reference & will be moved
+ * @param[in]  parent     The parent to add the label to
+ * @param[in]  animation  The animation to add the animators created in this function
+ * @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 )
+{
+  Actor text = TextLabel::New( std::move( string ) );
+  Vector3 position( Stage::GetCurrent().GetSize() * HELP_TEXT_POSITION_MULTIPLIER );
+
+  text.SetAnchorPoint( AnchorPoint::TOP_CENTER );
+  text.SetParentOrigin( ParentOrigin::TOP_CENTER );
+  text.SetPosition( position );
+  text.SetOpacity( 0.0f );
+  text.SetProperty( TextLabel::Property::HORIZONTAL_ALIGNMENT, Text::HorizontalAlignment::CENTER );
+  parent.Add( text );
+
+  // Animate IN
+  TimePeriod timePeriod( startTime, HELP_ANIMATION_TRANSITION_DURATION );
+  animation.AnimateTo( Property( text, Actor::Property::COLOR_ALPHA ),  1.0f,       timePeriod );
+  animation.AnimateBy( Property( text, Actor::Property::POSITION_X ),  -position.x, timePeriod );
+
+  // Animate OUT
+  timePeriod.delaySeconds = endTime;
+  animation.AnimateTo( Property( text, Actor::Property::COLOR_ALPHA ),  0.0f,       timePeriod );
+  animation.AnimateBy( Property( text, Actor::Property::POSITION_X ),  -position.x, timePeriod );
+}
+
+} // unnamed namespace
+
+/**
+ * @brief This example shows how to use the different gesture detectors available.
+ *
+ * - Tapping on the control shows a small rotation animation.
+ * - A Long press on the control puts it into Pan Mode.
+ * - When in Pan mode, the control can be panned (moved).
+ * - When the pan ends, we exit the Pan mode via an animation.
+ * - Pinching the control changes the scale of the control.
+ */
+class GestureExample : public ConnectionTracker
+{
+public:
+
+  /**
+   * @brief Constructor.
+   *
+   * @param[in]  application  Reference to the application
+   */
+  GestureExample( Application &application )
+  : mApplication( application )
+  {
+    // Connect to the Application's Init signal
+    application.InitSignal().Connect( this, &GestureExample::Create );
+  }
+
+private:
+
+  /**
+   * @brief Creates the scene as described in this class' description.
+   *
+   * @param[in]  application  Reference to the application class
+   */
+  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);
+
+    // Create a background with a gradient
+    Actor background = CreateBackground();
+    stage.Add( background );
+
+    // Create a control that we'll use for the gestures to be a quarter of the size of the stage
+    Actor touchControl = CreateTouchControl( stage.GetSize() * 0.25f );
+    background.Add( touchControl );
+
+    // Connect to the touch signal
+    touchControl.TouchSignal().Connect( this, &GestureExample::OnTouch );
+    touchControl.SetLeaveRequired( true );
+
+    // Create a long press gesture detector, attach the actor & connect
+    mLongPressDetector = LongPressGestureDetector::New();
+    mLongPressDetector.Attach( touchControl );
+    mLongPressDetector.DetectedSignal().Connect( this, &GestureExample::OnLongPress );
+
+    // Create a pan gesture detector, attach the actor & connect
+    mPanDetector = PanGestureDetector::New();
+    mPanDetector.Attach( touchControl );
+    mPanDetector.DetectedSignal().Connect( this, &GestureExample::OnPan );
+
+    // Create a tap gesture detector, attach the actor & connect
+    mTapDetector = TapGestureDetector::New();
+    mTapDetector.Attach( touchControl );
+    mTapDetector.DetectedSignal().Connect( this, &GestureExample::OnTap );
+
+    // Create a pinch gesture detector, attach the actor & connect
+    mPinchDetector = PinchGestureDetector::New();
+    mPinchDetector.Attach( touchControl );
+    mPinchDetector.DetectedSignal().Connect( this, &GestureExample::OnPinch );
+
+    // Create an animation which shakes the actor when in Pan mode
+    mShakeAnimation = Animation::New( SHAKY_ANIMATION_DURATION );
+    mShakeAnimation.AnimateBy( Property( touchControl, Actor::Property::ORIENTATION ),
+                               Quaternion( Degree(  SHAKY_ANIMATION_ANGLE ), Vector3::ZAXIS ),
+                               AlphaFunction::BOUNCE,
+                               TimePeriod( 0.0f, SHAKY_ANIMATION_SEGMENT_TIME ) );
+    mShakeAnimation.AnimateBy( Property( touchControl, Actor::Property::ORIENTATION ),
+                               Quaternion( Degree( -SHAKY_ANIMATION_ANGLE ), Vector3::ZAXIS ),
+                               AlphaFunction::BOUNCE,
+                               TimePeriod( SHAKY_ANIMATION_SEGMENT_TIME, SHAKY_ANIMATION_SEGMENT_TIME ) );
+
+    // Animate help information
+    // Here we just animate some text on the screen to show tips on how to use this example
+    // The help animation loops
+    Animation helpAnimation = Animation::New( HELP_ANIMATION_DURATION );
+
+    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 );
+    helpAnimation.SetLooping( true );
+    helpAnimation.Play();
+  }
+
+  /**
+   * @brief Called when our actor is touched.
+   *
+   * @param[in]  actor  The touched actor
+   * @param[in]  touch  The touch event
+   */
+  bool OnTouch( Actor actor, const TouchData& touch )
+  {
+    switch( touch.GetState( 0 ) )
+    {
+      case PointState::DOWN:
+      {
+        // When we get a touch point, change the color of the actor.
+
+        Animation anim = Animation::New( TOUCH_MODE_ANIMATION_DURATION );
+        anim.AnimateTo( Property( actor, Actor::Property::COLOR ), TOUCH_MODE_COLOR );
+        anim.Play();
+        break;
+      }
+
+      case PointState::LEAVE:
+      case PointState::UP:
+      case PointState::INTERRUPTED:
+      {
+        if( ! mPanStarted )
+        {
+          // If we're not panning, change the color back to normal.
+
+          Animation anim = Animation::New( TOUCH_MODE_ANIMATION_DURATION );
+          anim.AnimateTo( Property( actor, Actor::Property::COLOR ), Vector4::ONE );
+          anim.Play();
+
+          // Stop the shake animation from looping.
+          mShakeAnimation.SetLooping( false );
+        }
+        break;
+      }
+
+      default:
+      {
+        break;
+      }
+    }
+    return true;
+  }
+
+  /**
+   * @brief Called when a long-press gesture is detected on our control.
+   *
+   * @param[in]  actor      The actor that's been long-pressed
+   * @param[in]  longPress  The long-press gesture information
+   */
+  void OnLongPress( Actor actor, const LongPressGesture& longPress )
+  {
+    switch( longPress.state )
+    {
+      case Gesture::Started:
+      {
+        // When we first receive a long press, change state to pan mode.
+
+        // 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.Play();
+        mPanMode = true;
+
+        // Start the shake animation so the user knows when they are in pan mode.
+        mShakeAnimation.SetLooping( true );
+        mShakeAnimation.Play();
+        break;
+      }
+
+      case Gesture::Finished:
+      case Gesture::Cancelled:
+      {
+        // We get this state when all touches are released after a long press. We end pan mode...
+        mPanMode = false;
+        break;
+      }
+
+      default:
+      {
+        break;
+      }
+    }
+  }
+
+  /**
+   * @brief Called when a pan gesture is detected on our control.
+   *
+   * @param[in]  actor  The actor that's been panned
+   * @param[in]  pan    The pan gesture information
+   */
+  void OnPan( Actor actor, const PanGesture& pan )
+  {
+    if( mPanMode || mPanStarted )
+    {
+      // When we are in Pan mode, just move the actor by the displacement.
+
+      // 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();
+
+      Vector3 currentPosition;
+      actor.GetProperty( Actor::Property::POSITION ).Get( currentPosition );
+
+      Vector3 newPosition = currentPosition + scaledDisplacement;
+      actor.SetPosition( newPosition );
+
+      switch( pan.state )
+      {
+        case Gesture::Started:
+        {
+          mPanStarted = true;
+          break;
+        }
+
+        case Gesture::Finished:
+        case Gesture::Cancelled:
+        {
+          // If we cancel or finish the pan, do an animation to indicate this and stop the shake animation.
+
+          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 );
+
+          // Move actor back to center if we're out of bounds
+          Vector2 halfStageSize = Stage::GetCurrent().GetSize() * 0.5f;
+          if( ( std::abs( newPosition.x ) > halfStageSize.width  ) ||
+              ( std::abs( newPosition.y ) > halfStageSize.height ) )
+          {
+            anim.AnimateTo( Property( actor, Actor::Property::POSITION ), Vector3::ZERO, AlphaFunction::EASE_IN );
+          }
+          anim.Play();
+
+          mShakeAnimation.SetLooping( false );
+          mPanStarted = false;
+          break;
+        }
+
+        default:
+        {
+          break;
+        }
+      }
+    }
+  }
+
+  /**
+   * @brief Called when a tap gesture is detected on our control.
+   *
+   * @param[in]  actor The actor that's been tapped
+   * @param[in]  tap   The tap gesture information
+   */
+  void OnTap( Actor actor, const TapGesture& tap )
+  {
+    // Do a short animation to show a tap has happened.
+
+    Animation anim = Animation::New( TAP_ANIMATION_DURATON );
+    anim.AnimateBy( Property( actor, Actor::Property::ORIENTATION ), Quaternion( Degree( 360.0f ), Vector3::ZAXIS ) );
+    anim.AnimateTo( Property( actor, Actor::Property::SCALE ), Vector3::ONE, AlphaFunction::LINEAR );
+    anim.AnimateTo( Property( actor, Actor::Property::COLOR ), TAP_ANIMATION_COLOR, AlphaFunction::BOUNCE );
+    anim.Play();
+  }
+
+  /**
+   * @brief Called when a pinch gesture is detected on our control.
+   *
+   * @param[in]  actor  The actor that's been pinched
+   * @param[in]  pinch  The pinch gesture information
+   */
+  void OnPinch( Actor actor, const PinchGesture& pinch )
+  {
+    switch( pinch.state )
+    {
+      case Gesture::Started:
+      {
+        // Starting scale is required so that we know what to multiply the pinch.scale by.
+        mStartingScale = actor.GetCurrentScale();
+        break;
+      }
+
+      case Gesture::Finished:
+      case Gesture::Cancelled:
+      {
+        Vector3 scale( actor.GetCurrentScale() );
+
+        // Ensure the actor sizes itself to be within the limits defined.
+        if ( scale.x < MINIMUM_SCALE.x )
+        {
+          scale = MINIMUM_SCALE;
+        }
+        else if ( scale.x > MAXIMUM_SCALE.x )
+        {
+          scale = MAXIMUM_SCALE;
+        }
+
+        // Do an animation to come back to go back to the limits.
+        Animation anim = Animation::New( SCALE_BACK_ANIMATION_DURATION );
+        anim.AnimateTo( Property( actor, Actor::Property::SCALE ), scale, AlphaFunction::LINEAR );
+        anim.Play();
+        break;
+      }
+
+      default:
+      {
+        break;
+      }
+    }
+
+    actor.SetScale( mStartingScale * pinch.scale );
+  }
+
+  /**
+   * @brief Called when any key event is received.
+   *
+   * Will use this to quit the application if Back or the Escape key is received.
+   * @param[in] event The key event information
+   */
+  void OnKeyEvent( const KeyEvent& event )
+  {
+    if( event.state == KeyEvent::Down )
+    {
+      if( IsKey( event, Dali::DALI_KEY_ESCAPE ) || IsKey( event, Dali::DALI_KEY_BACK ) )
+      {
+        mApplication.Quit();
+      }
+    }
+  }
+
+private:
+  Application&  mApplication;
+
+  PanGestureDetector mPanDetector;
+  LongPressGestureDetector mLongPressDetector;
+  TapGestureDetector mTapDetector;
+  PinchGestureDetector mPinchDetector;
+
+  Vector3 mStartingScale; ///< Set to the scale of the control when pinch starts.
+  Animation mShakeAnimation; ///< "Shake" animation to show when we are in panning mode.
+  bool mPanMode = false; ///< Set to true when we have long-pressed to put us into panning mode.
+  bool mPanStarted = false; ///< Set to true to state that panning has started.
+};
+
+int DALI_EXPORT_API main( int argc, char **argv )
+{
+  Application application = Application::New( &argc, &argv );
+  GestureExample controller( application );
+  application.MainLoop();
+  return 0;
+}
index bdfeeed..9b51947 100755 (executable)
@@ -40,6 +40,9 @@ msgstr "Clipping"
 msgid "DALI_DEMO_STR_TITLE_CLIPPING_DRAW_ORDER"
 msgstr "Clipping Draw Order"
 
+msgid "DALI_DEMO_STR_TITLE_GESTURES"
+msgstr "Gestures"
+
 msgid "DALI_DEMO_STR_TITLE_COLOR_GRADIENT"
 msgstr "Colour Gradient"
 
index 875c3d8..6e8104f 100755 (executable)
@@ -40,6 +40,9 @@ msgstr "Clipping"
 msgid "DALI_DEMO_STR_TITLE_CLIPPING_DRAW_ORDER"
 msgstr "Clipping Draw Order"
 
+msgid "DALI_DEMO_STR_TITLE_GESTURES"
+msgstr "Gestures"
+
 msgid "DALI_DEMO_STR_TITLE_COLOR_GRADIENT"
 msgstr "Color Gradient"
 
index 2e76c41..d8e51aa 100644 (file)
@@ -46,6 +46,7 @@ extern "C"
 #define DALI_DEMO_STR_TITLE_CARD_ACTIVE                 dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_CARD_ACTIVE")
 #define DALI_DEMO_STR_TITLE_CLIPPING                    dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_CLIPPING")
 #define DALI_DEMO_STR_TITLE_CLIPPING_DRAW_ORDER         dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_CLIPPING_DRAW_ORDER")
+#define DALI_DEMO_STR_TITLE_GESTURES                    dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_GESTURES")
 #define DALI_DEMO_STR_TITLE_COLOR_GRADIENT              dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_COLOR_GRADIENT")
 #define DALI_DEMO_STR_TITLE_COMPRESSED_TEXTURE_FORMATS  dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_COMPRESSED_TEXTURE_FORMATS")
 #define DALI_DEMO_STR_TITLE_CONTACT_CARDS               dgettext(DALI_DEMO_DOMAIN_LOCAL, "DALI_DEMO_STR_TITLE_CONTACT_CARDS")
@@ -139,6 +140,7 @@ extern "C"
 #define DALI_DEMO_STR_TITLE_CARD_ACTIVE                 "Card Active"
 #define DALI_DEMO_STR_TITLE_CLIPPING                    "Clipping"
 #define DALI_DEMO_STR_TITLE_CLIPPING_DRAW_ORDER         "Clipping Draw Order"
+#define DALI_DEMO_STR_TITLE_GESTURES                    "Gestures"
 #define DALI_DEMO_STR_TITLE_COLOR_GRADIENT              "Color Gradient"
 #define DALI_DEMO_STR_TITLE_COMPRESSED_TEXTURE_FORMATS  "Compressed Texture Formats"
 #define DALI_DEMO_STR_TITLE_CONTACT_CARDS               "Contact Cards"