void PinchGestureProcessor::RemoveGestureDetector( PinchGestureDetector* gestureDetector )
{
  if ( !mCurrentPinchEmitters.empty() )
  {
    // Check if the removed detector was one that is currently being pinched and remove it from emitters.
    PinchGestureDetectorContainer::iterator endIter = std::remove( mCurrentPinchEmitters.begin(), mCurrentPinchEmitters.end(), gestureDetector );
    mCurrentPinchEmitters.erase( endIter, mCurrentPinchEmitters.end() );

    // If we no longer have any emitters, then we should clear mCurrentGesturedActor as well
    if ( mCurrentPinchEmitters.empty() )
    {
      ResetActor();
    }
  }

  // Find the detector...
  PinchGestureDetectorContainer::iterator endIter = std::remove( mGestureDetectors.begin(), mGestureDetectors.end(), gestureDetector );
  DALI_ASSERT_DEBUG( endIter != mGestureDetectors.end() );

  // ...and remove it
  mGestureDetectors.erase(endIter, mGestureDetectors.end());

  if (mGestureDetectors.empty())
  {
    Integration::GestureRequest request(Gesture::Pinch);
    mGestureManager.Unregister(request);
  }
}
Esempio n. 2
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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 );
    }
}
Esempio n. 3
0
/***********************************************************
respawn
***********************************************************/
void NPCHandler::Respawn()
{
	if(!_agentState->IsDead())
		return;

	if(!ChangeState(1)) 
		return;


	// reset life
	_lifeinfo.CurrentLife = _lifeinfo.MaxLife;
	_lifeinfo.CurrentMana = _lifeinfo.MaxMana;


	// reset position - reset and start script
	ResetActor();

	// unhide
	ShowHideInternal(true);
}
void PinchGestureProcessor::Process( const Integration::PinchGestureEvent& pinchEvent )
{
  switch ( pinchEvent.state )
  {
    case Gesture::Started:
    {
      // The pinch gesture should only be sent to the gesture detector which first received it so that
      // it can be told when the gesture ends as well.

      mCurrentPinchEmitters.clear();
      ResetActor();

      HitTestAlgorithm::Results hitTestResults;
      if( HitTest( mStage, pinchEvent.centerPoint, hitTestResults ) )
      {
        // Record the current render-task for Screen->Actor coordinate conversions
        mCurrentRenderTask = hitTestResults.renderTask;

        PinchEventFunctor functor( pinchEvent, *this ); // Sets mCurrentGesturedActor
        GestureDetectorContainer gestureDetectors;
        UpCastContainer<PinchGestureDetector>( mGestureDetectors, gestureDetectors );
        ProcessAndEmit( hitTestResults, gestureDetectors, functor );
      }
      break;
    }

    case Gesture::Continuing:
    case Gesture::Finished:
    case Gesture::Cancelled:
    {
      // Only send subsequent pinch gesture signals if we processed the pinch gesture when it started.
      // Check if actor is still touchable.

      if ( mCurrentGesturedActor )
      {
        if ( mCurrentGesturedActor->IsHittable() && !mCurrentPinchEmitters.empty() && mCurrentRenderTask )
        {
          // Ensure actor is still attached to the emitters, if it is not then remove the emitter.
          PinchGestureDetectorContainer::iterator endIter = std::remove_if( mCurrentPinchEmitters.begin(), mCurrentPinchEmitters.end(), IsNotAttachedFunctor(mCurrentGesturedActor) );
          mCurrentPinchEmitters.erase( endIter, mCurrentPinchEmitters.end() );

          if ( !mCurrentPinchEmitters.empty() )
          {
            Vector2 actorCoords;
            RenderTask& renderTaskImpl( GetImplementation(mCurrentRenderTask) );
            mCurrentGesturedActor->ScreenToLocal( renderTaskImpl, actorCoords.x, actorCoords.y, pinchEvent.centerPoint.x, pinchEvent.centerPoint.y );

            EmitPinchSignal( Dali::Actor(mCurrentGesturedActor), mCurrentPinchEmitters, pinchEvent, actorCoords );
          }
          else
          {
            // If we have no current emitters then clear pinched actor as well.
            ResetActor();
          }

          // Clear current emitters if pinch gesture has ended or been cancelled.
          if ( pinchEvent.state == Gesture::Finished || pinchEvent.state == Gesture::Cancelled )
          {
            mCurrentPinchEmitters.clear();
            ResetActor();
          }
        }
        else
        {
          mCurrentPinchEmitters.clear();
          ResetActor();
        }
      }
      break;
    }

    case Gesture::Clear:
      DALI_ASSERT_ALWAYS( false && "Incorrect state received from Integration layer: Clear\n" );
      break;

    case Gesture::Possible:
      DALI_ASSERT_ALWAYS( false && "Incorrect state received from Integration layer: Possible\n" );
      break;
  }
}
Esempio n. 5
0
void PanGestureProcessor::Process( const Integration::PanGestureEvent& panEvent )
{
    switch( panEvent.state )
    {
    case Gesture::Possible:
    {
        mCurrentPanEmitters.clear();
        ResetActor();

        HitTestAlgorithm::Results hitTestResults;
        if( HitTest( mStage, panEvent.currentPosition, hitTestResults ) )
        {
            SetActor( &GetImplementation( hitTestResults.actor ) );
            mPossiblePanPosition = panEvent.currentPosition;
        }

        break;
    }

    case Gesture::Started:
    {
        if ( GetCurrentGesturedActor() )
        {
            // The pan gesture should only be sent to the gesture detector which first received it so that
            // it can be told when the gesture ends as well.

            HitTestAlgorithm::Results hitTestResults;
            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;

                // Set mCurrentPanEvent to use inside overridden methods called in ProcessAndEmit()
                mCurrentPanEvent = &panEvent;
                ProcessAndEmit( hitTestResults );
                mCurrentPanEvent = NULL;
            }
            else
            {
                ResetActor();
                mCurrentPanEmitters.clear();
            }
        }
        break;
    }

    case Gesture::Continuing:
    case Gesture::Finished:
    case Gesture::Cancelled:
    {
        // Only send subsequent pan gesture signals if we processed the pan gesture when it started.
        // Check if actor is still touchable.

        Actor* currentGesturedActor = GetCurrentGesturedActor();
        if ( currentGesturedActor )
        {
            if ( currentGesturedActor->IsHittable() && !mCurrentPanEmitters.empty() && mCurrentRenderTask )
            {
                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
                GestureDetectorContainer::iterator endIter = std::remove_if( mCurrentPanEmitters.begin(), mCurrentPanEmitters.end(),
                        IsNotAttachedAndOutsideTouchesRangeFunctor(currentGesturedActor, panEvent.numberOfTouches, outsideTouchesRangeEmitters) );
                mCurrentPanEmitters.erase( endIter, mCurrentPanEmitters.end() );

                Vector2 actorCoords;

                if ( !outsideTouchesRangeEmitters.empty() || !mCurrentPanEmitters.empty() )
                {
                    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( currentGesturedActor, outsideTouchesRangeEmitters, panEvent, actorCoords, Gesture::Finished, mCurrentRenderTask);
                    EmitPanSignal( currentGesturedActor, mCurrentPanEmitters, panEvent, actorCoords, panEvent.state, mCurrentRenderTask);
                }

                if ( mCurrentPanEmitters.empty() )
                {
                    // If we have no emitters attached then clear pan actor as well.
                    ResetActor();
                }

                // Clear current gesture detectors if pan gesture has ended or been cancelled.
                if ( ( panEvent.state == Gesture::Finished ) || ( panEvent.state == Gesture::Cancelled ) )
                {
                    mCurrentPanEmitters.clear();
                    ResetActor();
                }
            }
            else
            {
                mCurrentPanEmitters.clear();
                ResetActor();
            }
        }
        break;
    }

    case Gesture::Clear:
        DALI_ASSERT_ALWAYS( false && "Incorrect state received from Integration layer: Clear\n" );
        break;
    }
}