gesture-example.cpp 17.9 KB
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/*
 * Copyright (c) 2022 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;
using namespace std;

namespace
{
const Property::Value BACKGROUND{
  {Toolkit::Visual::Property::TYPE, Visual::GRADIENT},
  {GradientVisual::Property::STOP_COLOR, Property::Array{Vector4(167.0f, 207.0f, 223.0f, 255.0f) / 255.0f, Vector4(0.0f, 64.0f, 137.0f, 255.0f) / 255.0f}},
  {GradientVisual::Property::START_POSITION, Vector2(0.0f, -0.5f)},
  {GradientVisual::Property::END_POSITION, Vector2(0.0f, 0.5f)}};

const Property::Value CONTROL_BACKGROUND{
  {Toolkit::Visual::Property::TYPE, Visual::GRADIENT},
  {GradientVisual::Property::STOP_COLOR, Property::Array{Vector4(234.0f, 185.0f, 45.0f, 255.0f) / 255.0f, Vector4(199.0f, 152.0f, 16.0f, 255.0f) / 255.0f}},
  {GradientVisual::Property::CENTER, Vector2::ZERO},
  {GradientVisual::Property::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_DURATION(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);
const float   ROTATE_BACK_ANIMATION_DURATION(0.25f);

/**
 * @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, const Vector2& windowSize, Actor parent, Animation animation, float startTime, float endTime)
{
  Actor   text = TextLabel::New(string);
  Vector3 position(windowSize * HELP_TEXT_POSITION_MULTIPLIER);

  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);

  // 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 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.SetProperty(Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER);
    background.SetProperty(Control::Property::BACKGROUND, 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 window.
    Actor touchControl = Control::New();
    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.TouchedSignal().Connect(this, &GestureExample::OnTouch);
    touchControl.SetProperty(Actor::Property::LEAVE_REQUIRED, 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 & connect, don't attach the actor as we'll attach it when we detect a long-press
    mPanDetector = PanGestureDetector::New();
    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 a rotation gesture detector, attach the actor & connect
    mRotationDetector = RotationGestureDetector::New();
    mRotationDetector.Attach(touchControl);
    mRotationDetector.DetectedSignal().Connect(this, &GestureExample::OnRotation);

    // 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", 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();
  }

  /**
   * @brief Called when our actor is touched.
   *
   * @param[in]  actor  The touched actor
   * @param[in]  touch  The touch event
   */
  bool OnTouch(Actor actor, const TouchEvent& 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 false;
  }

  /**
   * @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)
  {
    if(longPress.GetState() == GestureState::STARTED)
    {
      // When we first receive a long press, attach the actor to the pan detector.
      mPanDetector.Attach(actor);

      // 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.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.
      mShakeAnimation.SetLooping(true);
      mShakeAnimation.Play();
    }
  }

  /**
   * @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)
  {
    // 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.GetDisplacement());
    scaledDisplacement *= actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE);

    Vector3 currentPosition;
    actor.GetProperty(Actor::Property::POSITION).Get(currentPosition);

    Vector3 newPosition = currentPosition + scaledDisplacement;
    actor.SetProperty(Actor::Property::POSITION, newPosition);

    switch(pan.GetState())
    {
      case GestureState::STARTED:
      {
        mPanStarted = true;
        break;
      }

      case GestureState::FINISHED:
      case GestureState::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.GetCurrentProperty<Vector3>(Actor::Property::SCALE) * PAN_MODE_END_ANIMATION_SCALE, AlphaFunction::BOUNCE);

        // Move actor back to center if we're out of bounds
        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);
        }
        anim.Play();

        // Set end of pan configuration and disconnect the actor from the pan detector
        mShakeAnimation.SetLooping(false);
        mPanStarted = false;
        mPanDetector.Detach(actor);
        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_DURATION);
    anim.AnimateBy(Property(actor, Actor::Property::ORIENTATION), Quaternion(ANGLE_360, 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.AnimateTo(Property(actor, Actor::Property::POSITION), Vector3::ZERO, AlphaFunction::EASE_OUT_SQUARE);
    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.GetState())
    {
      case GestureState::STARTED:
      {
        // Starting scale is required so that we know what to multiply the pinch.scale by.
        mStartingScale = actor.GetCurrentProperty<Vector3>(Actor::Property::SCALE);
        break;
      }

      case GestureState::FINISHED:
      case GestureState::CANCELLED:
      {
        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)
        {
          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.SetProperty(Actor::Property::SCALE, mStartingScale * pinch.GetScale());
  }

  /**
   * @brief Called when a rotation gesture is detected on our control.
   *
   * @param[in]  actor     The actor that's been pinched
   * @param[in]  rotation  The rotation gesture information
   */
  void OnRotation(Actor actor, const RotationGesture& rotation)
  {
    switch(rotation.GetState())
    {
      case GestureState::STARTED:
      {
        // Starting orientation is required so that we know what to multiply the rotation.rotation by.
        mStartingOrientation = actor.GetCurrentProperty<Quaternion>(Actor::Property::ORIENTATION);
        break;
      }

      case GestureState::FINISHED:
      case GestureState::CANCELLED:
      {
        // Do an animation to come back to go back to the original orientation.
        Animation anim = Animation::New(ROTATE_BACK_ANIMATION_DURATION);
        anim.AnimateTo(Property(actor, Actor::Property::ORIENTATION), Quaternion::IDENTITY, AlphaFunction::LINEAR);
        anim.Play();
        break;
      }

      default:
      {
        break;
      }
    }

    actor.SetProperty(Actor::Property::ORIENTATION, Quaternion(mStartingOrientation * Quaternion(rotation.GetRotation(), Vector3::ZAXIS)));
  }

  /**
   * @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.GetState() == 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;
  RotationGestureDetector  mRotationDetector;

  Vector3    mStartingScale;       ///< Set to the scale of the control when pinch starts.
  Quaternion mStartingOrientation; ///< Set to the orientation of the control when the rotation starts.
  Animation  mShakeAnimation;      ///< "Shake" animation to show when we are in 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;
}