/* * Clutter. * * An OpenGL based 'interactive canvas' library. * * Copyright (C) 2012 Intel Corporation. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library. If not, see . * * Author: * Lionel Landwerlin */ /** * SECTION:clutter-rotate-action * @Title: ClutterRotateAction * @Short_Description: Action to rotate an actor * * #ClutterRotateAction is a sub-class of #ClutterGestureAction that implements * the logic for recognizing rotate gestures. * * Since: 1.12 */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include #include "clutter-rotate-action.h" #include "clutter-debug.h" #include "clutter-enum-types.h" #include "clutter-marshal.h" #include "clutter-private.h" struct _ClutterRotateActionPrivate { gfloat initial_vector[2]; gdouble initial_vector_norm; gdouble initial_rotation; }; enum { ROTATE, LAST_SIGNAL }; static guint rotate_signals[LAST_SIGNAL] = { 0, }; G_DEFINE_TYPE (ClutterRotateAction, clutter_rotate_action, CLUTTER_TYPE_GESTURE_ACTION); static gboolean clutter_rotate_action_real_rotate (ClutterRotateAction *action, ClutterActor *actor, gdouble angle) { clutter_actor_set_rotation_angle (actor, CLUTTER_Z_AXIS, action->priv->initial_rotation + angle); return TRUE; } static gboolean clutter_rotate_action_gesture_begin (ClutterGestureAction *action, ClutterActor *actor) { ClutterRotateActionPrivate *priv = CLUTTER_ROTATE_ACTION (action)->priv; gfloat p1[2], p2[2]; /* capture initial vector */ clutter_gesture_action_get_motion_coords (action, 0, &p1[0], &p1[1]); clutter_gesture_action_get_motion_coords (action, 1, &p2[0], &p2[1]); priv->initial_vector[0] = p2[0] - p1[0]; priv->initial_vector[1] = p2[1] - p1[1]; priv->initial_vector_norm = sqrt (priv->initial_vector[0] * priv->initial_vector[0] + priv->initial_vector[1] * priv->initial_vector[1]); priv->initial_rotation = clutter_actor_get_rotation_angle (actor, CLUTTER_Z_AXIS); return TRUE; } static gboolean clutter_rotate_action_gesture_progress (ClutterGestureAction *action, ClutterActor *actor) { ClutterRotateActionPrivate *priv = CLUTTER_ROTATE_ACTION (action)->priv; gfloat p1[2], p2[2]; gfloat vector[2]; gboolean retval; /* capture current vector */ clutter_gesture_action_get_motion_coords (action, 0, &p1[0], &p1[1]); clutter_gesture_action_get_motion_coords (action, 1, &p2[0], &p2[1]); vector[0] = p2[0] - p1[0]; vector[1] = p2[1] - p1[1]; if ((vector[0] == priv->initial_vector[0]) && (vector[1] == priv->initial_vector[1])) { g_signal_emit (action, rotate_signals[ROTATE], 0, actor, (gdouble) 0.0, &retval); } else { gfloat mult[2]; gfloat norm; gdouble angle; /* Computes angle between the 2 initial touch points and the current position of the 2 touch points. */ norm = sqrt (vector[0] * vector[0] + vector[1] * vector[1]); norm = (priv->initial_vector[0] * vector[0] + priv->initial_vector[1] * vector[1]) / (priv->initial_vector_norm * norm); if ((norm >= -1.0) && (norm <= 1.0)) angle = acos (norm); else angle = 0; /* The angle given is comprise between 0 and 180 degrees, we need some logic on top to get a value between 0 and 360. */ mult[0] = priv->initial_vector[0] * vector[1] - priv->initial_vector[1] * vector[0]; mult[1] = priv->initial_vector[1] * vector[0] - priv->initial_vector[0] * vector[1]; if (mult[0] < 0) angle = -angle; /* Convert radians to degrees */ angle = angle * 180.0 / M_PI; g_signal_emit (action, rotate_signals[ROTATE], 0, actor, angle, &retval); } return TRUE; } static void clutter_rotate_action_gesture_cancel (ClutterGestureAction *action, ClutterActor *actor) { gboolean retval; g_signal_emit (action, rotate_signals[ROTATE], 0, actor, (gdouble) 0.0, &retval); } static void clutter_rotate_action_class_init (ClutterRotateActionClass *klass) { ClutterGestureActionClass *gesture_class = CLUTTER_GESTURE_ACTION_CLASS (klass); g_type_class_add_private (klass, sizeof (ClutterRotateActionPrivate)); klass->rotate = clutter_rotate_action_real_rotate; gesture_class->gesture_begin = clutter_rotate_action_gesture_begin; gesture_class->gesture_progress = clutter_rotate_action_gesture_progress; gesture_class->gesture_cancel = clutter_rotate_action_gesture_cancel; /** * ClutterRotateAction::rotate: * @action: the #ClutterRotateAction that emitted the signal * @actor: the #ClutterActor attached to the @action * @angle: the difference of angle of rotation between the initial * rotation and the current rotation * * The ::rotate signal is emitted when a rotate gesture is * recognized on the attached actor and when the gesture is * cancelled (in this case with an angle value of 0). * * Return value: %TRUE if the rotation should continue, and %FALSE if * the rotation should be cancelled. * * Since: 1.12 */ rotate_signals[ROTATE] = g_signal_new (I_("rotate"), G_TYPE_FROM_CLASS (klass), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterRotateActionClass, rotate), _clutter_boolean_continue_accumulator, NULL, _clutter_marshal_VOID__OBJECT_DOUBLE, G_TYPE_BOOLEAN, 2, CLUTTER_TYPE_ACTOR, G_TYPE_DOUBLE); } static void clutter_rotate_action_init (ClutterRotateAction *self) { self->priv = G_TYPE_INSTANCE_GET_PRIVATE (self, CLUTTER_TYPE_ROTATE_ACTION, ClutterRotateActionPrivate); clutter_gesture_action_set_n_touch_points (CLUTTER_GESTURE_ACTION (self), 2); } /** * clutter_rotate_action_new: * * Creates a new #ClutterRotateAction instance * * Return value: the newly created #ClutterRotateAction * * Since: 1.12 */ ClutterAction * clutter_rotate_action_new (void) { return g_object_new (CLUTTER_TYPE_ROTATE_ACTION, NULL); }