Commit 3818d79b8ecc810cca0300c83c49de0363582849

Authored by Joogab Yun
Committed by Adeel Kazmi
1 parent b0f915f0

Refactoring Gestures Class

Change-Id: Ic67c98e5bcc58d5f0ce812b043fb7ebff204d41a
examples/cube-transition-effect/cube-transition-effect-example.cpp 100644 → 100755
@@ -296,9 +296,10 @@ void CubeTransitionApp::OnPanGesture( Actor actor, const PanGesture& gesture ) @@ -296,9 +296,10 @@ void CubeTransitionApp::OnPanGesture( Actor actor, const PanGesture& gesture )
296 return; 296 return;
297 } 297 }
298 298
299 - if( gesture.state == Gesture::Continuing ) 299 + if( gesture.GetState() == Gesture::Continuing )
300 { 300 {
301 - if( gesture.displacement.x < 0) 301 + const Vector2& displacement = gesture.GetDisplacement();
  302 + if( displacement.x < 0)
302 { 303 {
303 mIndex = (mIndex + 1)%NUM_IMAGES; 304 mIndex = (mIndex + 1)%NUM_IMAGES;
304 } 305 }
@@ -307,8 +308,8 @@ void CubeTransitionApp::OnPanGesture( Actor actor, const PanGesture&amp; gesture ) @@ -307,8 +308,8 @@ void CubeTransitionApp::OnPanGesture( Actor actor, const PanGesture&amp; gesture )
307 mIndex = (mIndex + NUM_IMAGES -1)%NUM_IMAGES; 308 mIndex = (mIndex + NUM_IMAGES -1)%NUM_IMAGES;
308 } 309 }
309 310
310 - mPanPosition = gesture.position;  
311 - mPanDisplacement = gesture.displacement; 311 + mPanPosition = gesture.GetPosition();
  312 + mPanDisplacement = displacement;
312 GoToNextImage(); 313 GoToNextImage();
313 } 314 }
314 } 315 }
examples/deferred-shading/deferred-shading.cpp 100644 → 100755
@@ -770,8 +770,9 @@ private: @@ -770,8 +770,9 @@ private:
770 void OnPan(Actor, PanGesture const& gesture) 770 void OnPan(Actor, PanGesture const& gesture)
771 { 771 {
772 Quaternion q = mAxis.GetProperty(Actor::Property::ORIENTATION).Get<Quaternion>(); 772 Quaternion q = mAxis.GetProperty(Actor::Property::ORIENTATION).Get<Quaternion>();
773 - Quaternion qx(Radian(Degree(gesture.screenDisplacement.y) * -.5f), Vector3::XAXIS);  
774 - Quaternion qy(Radian(Degree(gesture.screenDisplacement.x) * .5f), Vector3::YAXIS); 773 + const Vector2& displacement = gesture.GetScreenDisplacement();
  774 + Quaternion qx(Radian(Degree(displacement.y) * -.5f), Vector3::XAXIS);
  775 + Quaternion qy(Radian(Degree(displacement.x) * .5f), Vector3::YAXIS);
775 mAxis.SetProperty(Actor::Property::ORIENTATION, qy * qx * q); 776 mAxis.SetProperty(Actor::Property::ORIENTATION, qy * qx * q);
776 } 777 }
777 778
examples/dissolve-effect/dissolve-effect-example.cpp 100644 → 100755
@@ -276,9 +276,10 @@ void DissolveEffectApp::OnPanGesture( Actor actor, const PanGesture&amp; gesture ) @@ -276,9 +276,10 @@ void DissolveEffectApp::OnPanGesture( Actor actor, const PanGesture&amp; gesture )
276 return; 276 return;
277 } 277 }
278 278
279 - if( gesture.state == Gesture::Continuing ) 279 + if( gesture.GetState() == Gesture::Continuing )
280 { 280 {
281 - if( gesture.displacement.x < 0) 281 + const Vector2& displacement = gesture.GetDisplacement();
  282 + if( displacement.x < 0)
282 { 283 {
283 mIndex = (mIndex + 1)%NUM_IMAGES; 284 mIndex = (mIndex + 1)%NUM_IMAGES;
284 } 285 }
@@ -294,7 +295,7 @@ void DissolveEffectApp::OnPanGesture( Actor actor, const PanGesture&amp; gesture ) @@ -294,7 +295,7 @@ void DissolveEffectApp::OnPanGesture( Actor actor, const PanGesture&amp; gesture )
294 mNextImage.SetProperty( Actor::Property::POSITION_Z, INITIAL_DEPTH); 295 mNextImage.SetProperty( Actor::Property::POSITION_Z, INITIAL_DEPTH);
295 mParent.Add( mNextImage ); 296 mParent.Add( mNextImage );
296 Vector2 size = Vector2( mCurrentImage.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ) ); 297 Vector2 size = Vector2( mCurrentImage.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ) );
297 - StartTransition( gesture.position / size, gesture.displacement * Vector2(1.0, size.x/size.y)); 298 + StartTransition( gesture.GetPosition() / size, displacement * Vector2(1.0, size.x/size.y));
298 } 299 }
299 } 300 }
300 301
examples/gestures/gesture-example.cpp 100644 → 100755
@@ -266,7 +266,7 @@ private: @@ -266,7 +266,7 @@ private:
266 */ 266 */
267 void OnLongPress( Actor actor, const LongPressGesture& longPress ) 267 void OnLongPress( Actor actor, const LongPressGesture& longPress )
268 { 268 {
269 - if( longPress.state == Gesture::Started ) 269 + if( longPress.GetState() == Gesture::Started )
270 { 270 {
271 // When we first receive a long press, attach the actor to the pan detector. 271 // When we first receive a long press, attach the actor to the pan detector.
272 mPanDetector.Attach( actor ); 272 mPanDetector.Attach( actor );
@@ -294,7 +294,7 @@ private: @@ -294,7 +294,7 @@ private:
294 294
295 // As the displacement is in local actor coords, we will have to multiply the displacement by the 295 // As the displacement is in local actor coords, we will have to multiply the displacement by the
296 // actor's scale so that it moves the correct amount in the parent's coordinate system. 296 // actor's scale so that it moves the correct amount in the parent's coordinate system.
297 - Vector3 scaledDisplacement( pan.displacement ); 297 + Vector3 scaledDisplacement( pan.GetDisplacement() );
298 scaledDisplacement *= actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ); 298 scaledDisplacement *= actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE );
299 299
300 Vector3 currentPosition; 300 Vector3 currentPosition;
@@ -303,7 +303,7 @@ private: @@ -303,7 +303,7 @@ private:
303 Vector3 newPosition = currentPosition + scaledDisplacement; 303 Vector3 newPosition = currentPosition + scaledDisplacement;
304 actor.SetProperty( Actor::Property::POSITION, newPosition ); 304 actor.SetProperty( Actor::Property::POSITION, newPosition );
305 305
306 - switch( pan.state ) 306 + switch( pan.GetState() )
307 { 307 {
308 case Gesture::Started: 308 case Gesture::Started:
309 { 309 {
@@ -369,7 +369,7 @@ private: @@ -369,7 +369,7 @@ private:
369 */ 369 */
370 void OnPinch( Actor actor, const PinchGesture& pinch ) 370 void OnPinch( Actor actor, const PinchGesture& pinch )
371 { 371 {
372 - switch( pinch.state ) 372 + switch( pinch.GetState() )
373 { 373 {
374 case Gesture::Started: 374 case Gesture::Started:
375 { 375 {
@@ -406,7 +406,7 @@ private: @@ -406,7 +406,7 @@ private:
406 } 406 }
407 } 407 }
408 408
409 - actor.SetProperty( Actor::Property::SCALE, mStartingScale * pinch.scale ); 409 + actor.SetProperty( Actor::Property::SCALE, mStartingScale * pinch.GetScale() );
410 } 410 }
411 411
412 /** 412 /**
@@ -417,7 +417,7 @@ private: @@ -417,7 +417,7 @@ private:
417 */ 417 */
418 void OnRotation( Actor actor, const RotationGesture& rotation ) 418 void OnRotation( Actor actor, const RotationGesture& rotation )
419 { 419 {
420 - switch( rotation.state ) 420 + switch( rotation.GetState() )
421 { 421 {
422 case Gesture::Started: 422 case Gesture::Started:
423 { 423 {
@@ -442,7 +442,7 @@ private: @@ -442,7 +442,7 @@ private:
442 } 442 }
443 } 443 }
444 444
445 - actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( mStartingOrientation * Quaternion( rotation.rotation, Vector3::ZAXIS ) ) ); 445 + actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( mStartingOrientation * Quaternion( rotation.GetRotation(), Vector3::ZAXIS ) ) );
446 } 446 }
447 447
448 /** 448 /**
examples/image-scaling-and-filtering/image-scaling-and-filtering-example.cpp 100644 → 100755
@@ -530,11 +530,11 @@ public: @@ -530,11 +530,11 @@ public:
530 530
531 void OnPinch( Actor actor, const PinchGesture& pinch ) 531 void OnPinch( Actor actor, const PinchGesture& pinch )
532 { 532 {
533 - if( pinch.state == Gesture::Started ) 533 + if( pinch.GetState() == Gesture::Started )
534 { 534 {
535 - mLastPinchScale = pinch.scale; 535 + mLastPinchScale = pinch.GetScale();
536 } 536 }
537 - const float scale = pinch.scale; 537 + const float scale = pinch.GetScale();
538 538
539 if( ! Equals( scale, mLastPinchScale ) ) 539 if( ! Equals( scale, mLastPinchScale ) )
540 { 540 {
@@ -557,9 +557,11 @@ public: @@ -557,9 +557,11 @@ public:
557 { 557 {
558 Window window = mApplication.GetWindow(); 558 Window window = mApplication.GetWindow();
559 Vector2 windowSize = window.GetSize(); 559 Vector2 windowSize = window.GetSize();
  560 + const Vector2& displacement = gesture.GetDisplacement();
  561 +
560 // 1.0f and 0.75f are the maximum size caps of the resized image, as a factor of window-size. 562 // 1.0f and 0.75f are the maximum size caps of the resized image, as a factor of window-size.
561 - mImageWindowScale.x = std::max( 0.05f, std::min( 0.95f, mImageWindowScale.x + ( gesture.displacement.x * 2.0f / windowSize.width ) ) );  
562 - mImageWindowScale.y = std::max( 0.05f, std::min( 0.70f, mImageWindowScale.y + ( gesture.displacement.y * 2.0f / windowSize.height ) ) ); 563 + mImageWindowScale.x = std::max( 0.05f, std::min( 0.95f, mImageWindowScale.x + ( displacement.x * 2.0f / windowSize.width ) ) );
  564 + mImageWindowScale.y = std::max( 0.05f, std::min( 0.70f, mImageWindowScale.y + ( displacement.y * 2.0f / windowSize.height ) ) );
563 565
564 ResizeImage(); 566 ResizeImage();
565 } 567 }
examples/image-view-svg/image-view-svg-example.cpp 100644 → 100755
@@ -153,11 +153,11 @@ public: @@ -153,11 +153,11 @@ public:
153 // Callback of pan gesture, for moving the actors 153 // Callback of pan gesture, for moving the actors
154 void OnPanGesture( Actor actor, const PanGesture& gesture ) 154 void OnPanGesture( Actor actor, const PanGesture& gesture )
155 { 155 {
156 - if( gesture.state == Gesture::Continuing ) 156 + if( gesture.GetState() == Gesture::Continuing )
157 { 157 {
158 for( unsigned int i = 0; i < NUM_IMAGES_DISPLAYED; i++ ) 158 for( unsigned int i = 0; i < NUM_IMAGES_DISPLAYED; i++ )
159 { 159 {
160 - mSvgActor[i].TranslateBy(Vector3(gesture.displacement)); 160 + mSvgActor[i].TranslateBy(Vector3(gesture.GetDisplacement()));
161 } 161 }
162 } 162 }
163 } 163 }
@@ -165,14 +165,14 @@ public: @@ -165,14 +165,14 @@ public:
165 // Callback of pinch gesture, for resizing the actors 165 // Callback of pinch gesture, for resizing the actors
166 void OnPinch(Actor actor, const PinchGesture& gesture) 166 void OnPinch(Actor actor, const PinchGesture& gesture)
167 { 167 {
168 - switch( gesture.state ) 168 + switch( gesture.GetState() )
169 { 169 {
170 // Only scale the image when we start or continue pinching 170 // Only scale the image when we start or continue pinching
171 171
172 case Gesture::Started: 172 case Gesture::Started:
173 case Gesture::Continuing: 173 case Gesture::Continuing:
174 { 174 {
175 - float scale = std::max( gesture.scale, MIN_SCALE / mScale ); 175 + float scale = std::max( gesture.GetScale(), MIN_SCALE / mScale );
176 scale = std::min( MAX_SCALE / mScale, scale ); 176 scale = std::min( MAX_SCALE / mScale, scale );
177 177
178 for( unsigned int i = 0; i < NUM_IMAGES_DISPLAYED; i++ ) 178 for( unsigned int i = 0; i < NUM_IMAGES_DISPLAYED; i++ )
@@ -186,7 +186,7 @@ public: @@ -186,7 +186,7 @@ public:
186 { 186 {
187 // Resize the image when pinching is complete, this will rasterize the SVG to the new size 187 // Resize the image when pinching is complete, this will rasterize the SVG to the new size
188 188
189 - mScale = mScale * gesture.scale; 189 + mScale = mScale * gesture.GetScale();
190 mScale = mScale > MAX_SCALE ? MAX_SCALE : mScale; 190 mScale = mScale > MAX_SCALE ? MAX_SCALE : mScale;
191 mScale = mScale < MIN_SCALE ? MIN_SCALE : mScale; 191 mScale = mScale < MIN_SCALE ? MIN_SCALE : mScale;
192 for( unsigned int i = 0; i < NUM_IMAGES_DISPLAYED; i++ ) 192 for( unsigned int i = 0; i < NUM_IMAGES_DISPLAYED; i++ )
examples/item-view/item-view-example.cpp 100644 → 100755
@@ -549,7 +549,7 @@ public: @@ -549,7 +549,7 @@ public:
549 549
550 void OnLongPress( Actor actor, const LongPressGesture& gesture ) 550 void OnLongPress( Actor actor, const LongPressGesture& gesture )
551 { 551 {
552 - switch( gesture.state ) 552 + switch( gesture.GetState() )
553 { 553 {
554 case Gesture::Started: 554 case Gesture::Started:
555 { 555 {
@@ -558,7 +558,7 @@ public: @@ -558,7 +558,7 @@ public:
558 ItemRange range( 0u, 0u ); 558 ItemRange range( 0u, 0u );
559 mItemView.GetItemsRange( range ); 559 mItemView.GetItemsRange( range );
560 560
561 - const unsigned int item = ( gesture.screenPoint.y < 0.5f * size.height ) ? range.begin : range.end; 561 + const unsigned int item = ( gesture.GetScreenPoint().y < 0.5f * size.height ) ? range.begin : range.end;
562 mItemView.ScrollToItem( item, SCROLL_TO_ITEM_ANIMATION_TIME ); 562 mItemView.ScrollToItem( item, SCROLL_TO_ITEM_ANIMATION_TIME );
563 563
564 break; 564 break;
examples/model3d-view/model3d-view-example.cpp 100644 → 100755
@@ -179,9 +179,10 @@ public: @@ -179,9 +179,10 @@ public:
179 Window window = mApplication.GetWindow(); 179 Window window = mApplication.GetWindow();
180 Vector2 screenSize = window.GetSize(); 180 Vector2 screenSize = window.GetSize();
181 181
  182 + const Vector2& screenPoint = tap.GetScreenPoint();
182 Vector2 position; 183 Vector2 position;
183 - position.x = tap.screenPoint.x - screenSize.x * 0.5;  
184 - position.y = tap.screenPoint.y - screenSize.y * 0.5; 184 + position.x = screenPoint.x - screenSize.x * 0.5;
  185 + position.y = screenPoint.y - screenSize.y * 0.5;
185 186
186 float size = 2.5; 187 float size = 2.5;
187 188
examples/motion-blur/motion-blur-example.cpp 100644 → 100755
@@ -285,8 +285,9 @@ public: @@ -285,8 +285,9 @@ public:
285 actor.ScreenToLocal(originOffsetX, originOffsetY, windowSize.width * 0.5f, windowSize.height * 0.5f); 285 actor.ScreenToLocal(originOffsetX, originOffsetY, windowSize.width * 0.5f, windowSize.height * 0.5f);
286 286
287 // get dest point in local actor space 287 // get dest point in local actor space
288 - destPos.x = tapGesture.localPoint.x - originOffsetX;  
289 - destPos.y = tapGesture.localPoint.y - originOffsetY; 288 + const Vector2& localPoint = tapGesture.GetLocalPoint();
  289 + destPos.x = localPoint.x - originOffsetX;
  290 + destPos.y = localPoint.y - originOffsetY;
290 destPos.z = 0.0f; 291 destPos.z = 0.0f;
291 292
292 float animDuration = 0.5f; 293 float animDuration = 0.5f;
examples/motion-stretch/motion-stretch-example.cpp 100644 → 100755
@@ -257,8 +257,9 @@ public: @@ -257,8 +257,9 @@ public:
257 actor.ScreenToLocal(originOffsetX, originOffsetY, windowSize.width * 0.5f, windowSize.height * 0.5f); 257 actor.ScreenToLocal(originOffsetX, originOffsetY, windowSize.width * 0.5f, windowSize.height * 0.5f);
258 258
259 // get dest point in local actor space 259 // get dest point in local actor space
260 - destPos.x = tapGesture.localPoint.x - originOffsetX;  
261 - destPos.y = tapGesture.localPoint.y - originOffsetY; 260 + const Vector2& localPoint = tapGesture.GetLocalPoint();
  261 + destPos.x = localPoint.x - originOffsetX;
  262 + destPos.y = localPoint.y - originOffsetY;
262 destPos.z = 0.0f; 263 destPos.z = 0.0f;
263 264
264 float animDuration = 0.5f; 265 float animDuration = 0.5f;
examples/primitive-shapes/primitive-shapes-example.cpp 100644 → 100755
@@ -631,7 +631,7 @@ public: @@ -631,7 +631,7 @@ public:
631 //Panning around the shape rotates it. 631 //Panning around the shape rotates it.
632 void OnPan( Actor actor, const PanGesture& gesture ) 632 void OnPan( Actor actor, const PanGesture& gesture )
633 { 633 {
634 - switch( gesture.state ) 634 + switch( gesture.GetState() )
635 { 635 {
636 case Gesture::Started: 636 case Gesture::Started:
637 { 637 {
@@ -643,8 +643,9 @@ public: @@ -643,8 +643,9 @@ public:
643 case Gesture::Continuing: 643 case Gesture::Continuing:
644 { 644 {
645 //Rotate based off the gesture. 645 //Rotate based off the gesture.
646 - mRotation.x -= gesture.displacement.y / X_ROTATION_DISPLACEMENT_FACTOR; // Y displacement rotates around X axis  
647 - mRotation.y += gesture.displacement.x / Y_ROTATION_DISPLACEMENT_FACTOR; // X displacement rotates around Y axis 646 + const Vector2& displacement = gesture.GetDisplacement();
  647 + mRotation.x -= displacement.y / X_ROTATION_DISPLACEMENT_FACTOR; // Y displacement rotates around X axis
  648 + mRotation.y += displacement.x / Y_ROTATION_DISPLACEMENT_FACTOR; // X displacement rotates around Y axis
648 Quaternion rotation = Quaternion( Radian( mRotation.x ), Vector3::XAXIS) * 649 Quaternion rotation = Quaternion( Radian( mRotation.x ), Vector3::XAXIS) *
649 Quaternion( Radian( mRotation.y ), Vector3::YAXIS); 650 Quaternion( Radian( mRotation.y ), Vector3::YAXIS);
650 651
examples/reflection-demo/reflection-example.cpp 100644 → 100755
@@ -610,7 +610,7 @@ private: @@ -610,7 +610,7 @@ private:
610 610
611 void OnPan( Actor actor, const PanGesture& panGesture ) 611 void OnPan( Actor actor, const PanGesture& panGesture )
612 { 612 {
613 - auto displacement = panGesture.screenDisplacement; 613 + const auto& displacement = panGesture.GetScreenDisplacement();
614 mCenterActor.RotateBy( Degree( displacement.y *0.1f ), Vector3( 0.0, 0.0, 1.0) ); 614 mCenterActor.RotateBy( Degree( displacement.y *0.1f ), Vector3( 0.0, 0.0, 1.0) );
615 mCenterActor.RotateBy( Degree( displacement.x *0.1f ), Vector3( 0.0, 1.0, 0.0) ); 615 mCenterActor.RotateBy( Degree( displacement.x *0.1f ), Vector3( 0.0, 1.0, 0.0) );
616 Quaternion q; 616 Quaternion q;
examples/shadows-and-lights/shadows-and-lights-example.cpp 100644 → 100755
@@ -335,17 +335,18 @@ public: @@ -335,17 +335,18 @@ public:
335 335
336 void OnPan(Actor actor, const PanGesture& gesture) 336 void OnPan(Actor actor, const PanGesture& gesture)
337 { 337 {
338 - switch (gesture.state) 338 + switch (gesture.GetState())
339 { 339 {
340 case Gesture::Continuing: 340 case Gesture::Continuing:
341 { 341 {
  342 + const Vector2& displacement = gesture.GetDisplacement();
342 switch(mPanState) 343 switch(mPanState)
343 { 344 {
344 case PAN_LIGHT: 345 case PAN_LIGHT:
345 { 346 {
346 - mLightXRotation = mLightXRotation - gesture.displacement.y * LIGHT_PAN_X_DISPLACEMENT_FACTOR; // X displacement rotates around Y axis 347 + mLightXRotation = mLightXRotation - displacement.y * LIGHT_PAN_X_DISPLACEMENT_FACTOR; // X displacement rotates around Y axis
347 mLightXRotation = Clamp(mLightXRotation, -Dali::ANGLE_45, Dali::ANGLE_45 ); 348 mLightXRotation = Clamp(mLightXRotation, -Dali::ANGLE_45, Dali::ANGLE_45 );
348 - mLightYRotation = mLightYRotation + gesture.displacement.x * LIGHT_PAN_Y_DISPLACEMENT_FACTOR; // Y displacement rotates around X axis 349 + mLightYRotation = mLightYRotation + displacement.x * LIGHT_PAN_Y_DISPLACEMENT_FACTOR; // Y displacement rotates around X axis
349 mLightYRotation = Clamp(mLightYRotation, -Dali::ANGLE_45, Dali::ANGLE_45 ); 350 mLightYRotation = Clamp(mLightYRotation, -Dali::ANGLE_45, Dali::ANGLE_45 );
350 mLightAnchor.SetProperty( Actor::Property::ORIENTATION, CalculateWorldRotation( mLightXRotation, mLightYRotation ) ); 351 mLightAnchor.SetProperty( Actor::Property::ORIENTATION, CalculateWorldRotation( mLightXRotation, mLightYRotation ) );
351 break; 352 break;
@@ -353,16 +354,16 @@ public: @@ -353,16 +354,16 @@ public:
353 354
354 case PAN_SCENE: 355 case PAN_SCENE:
355 { 356 {
356 - mTranslation += Vector3(gesture.displacement.x, gesture.displacement.y, 0.f); 357 + mTranslation += Vector3(displacement.x, displacement.y, 0.f);
357 mContents.SetProperty( Actor::Property::POSITION, mTranslation ); 358 mContents.SetProperty( Actor::Property::POSITION, mTranslation );
358 break; 359 break;
359 } 360 }
360 361
361 case ROTATE_SCENE: 362 case ROTATE_SCENE:
362 { 363 {
363 - mSceneXRotation = mSceneXRotation - gesture.displacement.y / X_ROTATION_DISPLACEMENT_FACTOR; // X displacement rotates around Y axis 364 + mSceneXRotation = mSceneXRotation - displacement.y / X_ROTATION_DISPLACEMENT_FACTOR; // X displacement rotates around Y axis
364 mSceneXRotation = Clamp( mSceneXRotation, -Dali::ANGLE_90, Dali::ANGLE_90 ); 365 mSceneXRotation = Clamp( mSceneXRotation, -Dali::ANGLE_90, Dali::ANGLE_90 );
365 - mSceneYRotation = mSceneYRotation + gesture.displacement.x / Y_ROTATION_DISPLACEMENT_FACTOR; // Y displacement rotates around X axis 366 + mSceneYRotation = mSceneYRotation + displacement.x / Y_ROTATION_DISPLACEMENT_FACTOR; // Y displacement rotates around X axis
366 mSceneYRotation = Clamp( mSceneYRotation, -Dali::ANGLE_90, Dali::ANGLE_90 ); 367 mSceneYRotation = Clamp( mSceneYRotation, -Dali::ANGLE_90, Dali::ANGLE_90 );
367 mContents.SetProperty( Actor::Property::ORIENTATION, CalculateWorldRotation( mSceneXRotation, mSceneYRotation ) ); 368 mContents.SetProperty( Actor::Property::ORIENTATION, CalculateWorldRotation( mSceneXRotation, mSceneYRotation ) );
368 break; 369 break;
@@ -370,8 +371,8 @@ public: @@ -370,8 +371,8 @@ public:
370 371
371 case ROTATE_OBJECT: 372 case ROTATE_OBJECT:
372 { 373 {
373 - mObjectXRotation = mObjectXRotation - gesture.displacement.y / X_ROTATION_DISPLACEMENT_FACTOR; // X displacement rotates around Y axis  
374 - mObjectYRotation = mObjectYRotation + gesture.displacement.x / Y_ROTATION_DISPLACEMENT_FACTOR; // Y displacement rotates around X axis 374 + mObjectXRotation = mObjectXRotation - displacement.y / X_ROTATION_DISPLACEMENT_FACTOR; // X displacement rotates around Y axis
  375 + mObjectYRotation = mObjectYRotation + displacement.x / Y_ROTATION_DISPLACEMENT_FACTOR; // Y displacement rotates around X axis
375 mSceneActor.SetProperty( Actor::Property::ORIENTATION, CalculateWorldRotation( mObjectXRotation, mObjectYRotation ) ); 376 mSceneActor.SetProperty( Actor::Property::ORIENTATION, CalculateWorldRotation( mObjectXRotation, mObjectYRotation ) );
376 break; 377 break;
377 } 378 }
@@ -390,11 +391,11 @@ public: @@ -390,11 +391,11 @@ public:
390 391
391 void OnPinch(Actor actor, const PinchGesture& gesture) 392 void OnPinch(Actor actor, const PinchGesture& gesture)
392 { 393 {
393 - if (gesture.state == Gesture::Started) 394 + if (gesture.GetState() == Gesture::Started)
394 { 395 {
395 mScaleAtPinchStart = mContents.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).x; 396 mScaleAtPinchStart = mContents.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).x;
396 } 397 }
397 - mPinchScale = Clamp(mScaleAtPinchStart * gesture.scale, MIN_PINCH_SCALE, MAX_PINCH_SCALE); 398 + mPinchScale = Clamp(mScaleAtPinchStart * gesture.GetScale(), MIN_PINCH_SCALE, MAX_PINCH_SCALE);
398 399
399 mContents.SetProperty( Actor::Property::SCALE, Vector3( mPinchScale, mPinchScale, mPinchScale ) ); 400 mContents.SetProperty( Actor::Property::SCALE, Vector3( mPinchScale, mPinchScale, mPinchScale ) );
400 } 401 }
examples/sparkle/sparkle-effect-example.cpp 100644 → 100755
@@ -263,7 +263,7 @@ private: @@ -263,7 +263,7 @@ private:
263 void OnTap( Actor actor, const TapGesture& tap ) 263 void OnTap( Actor actor, const TapGesture& tap )
264 { 264 {
265 { 265 {
266 - PlayTapAnimation(5.f, tap.localPoint); 266 + PlayTapAnimation(5.f, tap.GetLocalPoint());
267 } 267 }
268 } 268 }
269 269
@@ -272,7 +272,7 @@ private: @@ -272,7 +272,7 @@ private:
272 */ 272 */
273 void OnPan( Actor actor, const PanGesture& gesture ) 273 void OnPan( Actor actor, const PanGesture& gesture )
274 { 274 {
275 - if( gesture.state == Gesture::Finished ) 275 + if( gesture.GetState() == Gesture::Finished )
276 { 276 {
277 switch(mAnimationIndex) 277 switch(mAnimationIndex)
278 { 278 {
examples/styling/styling-application.cpp 100644 → 100755
@@ -628,7 +628,7 @@ void StylingApplication::PopupHidden() @@ -628,7 +628,7 @@ void StylingApplication::PopupHidden()
628 void StylingApplication::OnPan( Actor actor, const PanGesture& gesture ) 628 void StylingApplication::OnPan( Actor actor, const PanGesture& gesture )
629 { 629 {
630 Vector3 size = mContentPane.GetTargetSize(); 630 Vector3 size = mContentPane.GetTargetSize();
631 - mContentPane.SetProperty( Actor::Property::SIZE, Vector2( size.GetVectorXY() + gesture.displacement * 2.0f ) ); 631 + mContentPane.SetProperty( Actor::Property::SIZE, Vector2( size.GetVectorXY() + gesture.GetDisplacement() * 2.0f ) );
632 } 632 }
633 633
634 void StylingApplication::OnKeyEvent( const KeyEvent& keyEvent ) 634 void StylingApplication::OnKeyEvent( const KeyEvent& keyEvent )
examples/text-label/text-label-example.cpp 100644 → 100755
@@ -572,7 +572,8 @@ public: @@ -572,7 +572,8 @@ public:
572 void OnPan( Actor actor, const PanGesture& gesture ) 572 void OnPan( Actor actor, const PanGesture& gesture )
573 { 573 {
574 // Reset mLayoutSize when the pan starts 574 // Reset mLayoutSize when the pan starts
575 - if( gesture.state == Gesture::Started ) 575 + Gesture::State state = gesture.GetState();
  576 + if( state == Gesture::Started )
576 { 577 {
577 if( mLayoutSize.x < 2.0f ) 578 if( mLayoutSize.x < 2.0f )
578 { 579 {
@@ -590,8 +591,9 @@ public: @@ -590,8 +591,9 @@ public:
590 HideStyleAndColorButtons(); 591 HideStyleAndColorButtons();
591 } 592 }
592 593
593 - mLayoutSize.x += gesture.displacement.x * 2.0f;  
594 - mLayoutSize.y += gesture.displacement.y * 2.0f; 594 + const Vector2& displacement = gesture.GetDisplacement();
  595 + mLayoutSize.x += displacement.x * 2.0f;
  596 + mLayoutSize.y += displacement.y * 2.0f;
595 597
596 if( mLayoutSize.x >= 2.0f || 598 if( mLayoutSize.x >= 2.0f ||
597 mLayoutSize.y >= 2.0f ) 599 mLayoutSize.y >= 2.0f )
@@ -606,7 +608,7 @@ public: @@ -606,7 +608,7 @@ public:
606 mContainer.SetProperty( Actor::Property::SIZE, clampedSize ); 608 mContainer.SetProperty( Actor::Property::SIZE, clampedSize );
607 } 609 }
608 610
609 - if( gesture.state == Gesture::Cancelled || gesture.state == Gesture::Finished ) 611 + if( state == Gesture::Cancelled || state == Gesture::Finished )
610 { 612 {
611 // Resize the text label to match the container size when panning is finished 613 // Resize the text label to match the container size when panning is finished
612 mLabel.SetProperty( Actor::Property::SIZE, mLayoutSize ); 614 mLabel.SetProperty( Actor::Property::SIZE, mLayoutSize );
examples/text-overlap/text-overlap-example.cpp 100644 → 100755
@@ -75,25 +75,29 @@ void TextOverlapController::Create( Application&amp; app ) @@ -75,25 +75,29 @@ void TextOverlapController::Create( Application&amp; app )
75 75
76 void TextOverlapController::OnPan( Actor actor, const PanGesture& gesture ) 76 void TextOverlapController::OnPan( Actor actor, const PanGesture& gesture )
77 { 77 {
78 - if( ! mGrabbedActor || gesture.state == PanGesture::Started ) 78 + const Gesture::State state = gesture.GetState();
  79 + if( ! mGrabbedActor || state == PanGesture::Started )
79 { 80 {
  81 + const Vector2& gesturePosition = gesture.GetPosition();
80 for( int i=0; i<NUMBER_OF_LABELS; ++i ) 82 for( int i=0; i<NUMBER_OF_LABELS; ++i )
81 { 83 {
82 Vector3 position = mLabels[i].GetCurrentProperty< Vector3 >( Actor::Property::POSITION ); 84 Vector3 position = mLabels[i].GetCurrentProperty< Vector3 >( Actor::Property::POSITION );
83 Vector3 size = mLabels[i].GetCurrentProperty< Vector3 >( Actor::Property::SIZE ); 85 Vector3 size = mLabels[i].GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
84 - if( gesture.position.y > position.y - size.y * 0.5f &&  
85 - gesture.position.y <= position.y + size.y * 0.5f ) 86 + if( gesturePosition.y > position.y - size.y * 0.5f &&
  87 + gesturePosition.y <= position.y + size.y * 0.5f )
86 { 88 {
87 mGrabbedActor = mLabels[i]; 89 mGrabbedActor = mLabels[i];
88 break; 90 break;
89 } 91 }
90 } 92 }
91 } 93 }
92 - else if( mGrabbedActor && gesture.state == PanGesture::Continuing ) 94 + else if( mGrabbedActor && state == PanGesture::Continuing )
93 { 95 {
94 Vector2 windowSize = mApplication.GetWindow().GetSize(); 96 Vector2 windowSize = mApplication.GetWindow().GetSize();
95 Vector3 size = mGrabbedActor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ); 97 Vector3 size = mGrabbedActor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
96 - float y = Clamp( gesture.position.y, size.y * 0.5f, windowSize.y - size.y*0.5f ); 98 + const Vector2& gesturePosition = gesture.GetPosition();
  99 +
  100 + float y = Clamp( gesturePosition.y, size.y * 0.5f, windowSize.y - size.y*0.5f );
97 mGrabbedActor.SetProperty( Actor::Property::POSITION, Vector2( 0, y )); 101 mGrabbedActor.SetProperty( Actor::Property::POSITION, Vector2( 0, y ));
98 } 102 }
99 else 103 else
examples/text-scrolling/text-scrolling-example.cpp 100644 → 100755
@@ -377,10 +377,9 @@ public: @@ -377,10 +377,9 @@ public:
377 377
378 void OnPanGesture( Actor actor, const PanGesture& gesture ) 378 void OnPanGesture( Actor actor, const PanGesture& gesture )
379 { 379 {
380 - if( gesture.state == Gesture::Continuing ) 380 + if( gesture.GetState() == Gesture::Continuing )
381 { 381 {
382 - Vector2 position = Vector2( gesture.displacement );  
383 - mTargetActorPosition.y = mTargetActorPosition.y + position.y; 382 + mTargetActorPosition.y = mTargetActorPosition.y + gesture.GetDisplacement().y;
384 mTargetActorPosition.y = std::min( mTargetActorPosition.y, -mTargetActorSize.height ); 383 mTargetActorPosition.y = std::min( mTargetActorPosition.y, -mTargetActorSize.height );
385 mTargetActorPosition.y = std::max( mTargetActorPosition.y, ( mTargetActorSize.height - mWindowSize.height*0.25f ) ); 384 mTargetActorPosition.y = std::max( mTargetActorPosition.y, ( mTargetActorSize.height - mWindowSize.height*0.25f ) );
386 actor.SetProperty( Actor::Property::POSITION, Vector2( 0.0f, mTargetActorPosition.y )); 385 actor.SetProperty( Actor::Property::POSITION, Vector2( 0.0f, mTargetActorPosition.y ));
examples/video-view/video-view-example.cpp 100644 → 100755
@@ -221,22 +221,23 @@ class VideoViewController: public ConnectionTracker @@ -221,22 +221,23 @@ class VideoViewController: public ConnectionTracker
221 221
222 void OnPan( Actor actor, const PanGesture& gesture ) 222 void OnPan( Actor actor, const PanGesture& gesture )
223 { 223 {
224 - if( !mIsFullScreen && gesture.state == Gesture::Continuing ) 224 + if( !mIsFullScreen && gesture.GetState() == Gesture::Continuing )
225 { 225 {
226 - mVideoView.TranslateBy( Vector3( gesture.displacement ) ); 226 + mVideoView.TranslateBy( Vector3( gesture.GetDisplacement() ) );
227 } 227 }
228 } 228 }
229 229
230 void OnPinch( Actor actor, const PinchGesture& gesture ) 230 void OnPinch( Actor actor, const PinchGesture& gesture )
231 { 231 {
232 - if( gesture.state == Gesture::Started ) 232 + Gesture::State state = gesture.GetState();
  233 + if( state == Gesture::Started )
233 { 234 {
234 mPinchStartScale = mScale; 235 mPinchStartScale = mScale;
235 } 236 }
236 237
237 - if( gesture.state == Gesture::Finished ) 238 + if( state == Gesture::Finished )
238 { 239 {
239 - mScale = mPinchStartScale * gesture.scale; 240 + mScale = mPinchStartScale * gesture.GetScale();
240 mVideoView.SetProperty( Actor::Property::SCALE, mScale ); 241 mVideoView.SetProperty( Actor::Property::SCALE, mScale );
241 } 242 }
242 } 243 }