use egui::{ emath::{RectTransform, Rot2}, vec2, Color32, Frame, Pos2, Rect, Sense, Stroke, Vec2, }; pub struct MultiTouch { rotation: f32, translation: Vec2, zoom: f32, last_touch_time: f64, } impl Default for MultiTouch { fn default() -> Self { Self { rotation: 0., translation: Vec2::ZERO, zoom: 1., last_touch_time: 0.0, } } } impl super::Demo for MultiTouch { fn name(&self) -> &'static str { "👌 Multi Touch" } fn show(&mut self, ctx: &egui::Context, open: &mut bool) { egui::Window::new(self.name()) .open(open) .default_size(vec2(512.0, 512.0)) .resizable(true) .show(ctx, |ui| { use super::View as _; self.ui(ui); }); } } impl super::View for MultiTouch { fn ui(&mut self, ui: &mut egui::Ui) { ui.vertical_centered(|ui| { ui.add(crate::egui_github_link_file!()); }); ui.strong( "This demo only works on devices with multitouch support (e.g. mobiles and tablets).", ); ui.separator(); ui.label("Try touch gestures Pinch/Stretch, Rotation, and Pressure with 2+ fingers."); let num_touches = ui.input().multi_touch().map_or(0, |mt| mt.num_touches); ui.label(format!("Current touches: {}", num_touches)); let color = if ui.visuals().dark_mode { Color32::WHITE } else { Color32::BLACK }; Frame::canvas(ui.style()).show(ui, |ui| { // Note that we use `Sense::drag()` although we do not use any pointer events. With // the current implementation, the fact that a touch event of two or more fingers is // recognized, does not mean that the pointer events are suppressed, which are always // generated for the first finger. Therefore, if we do not explicitly consume pointer // events, the window will move around, not only when dragged with a single finger, but // also when a two-finger touch is active. I guess this problem can only be cleanly // solved when the synthetic pointer events are created by egui, and not by the // backend. // set up the drawing canvas with normalized coordinates: let (response, painter) = ui.allocate_painter(ui.available_size_before_wrap(), Sense::drag()); // normalize painter coordinates to ±1 units in each direction with [0,0] in the center: let painter_proportions = response.rect.square_proportions(); let to_screen = RectTransform::from_to( Rect::from_min_size(Pos2::ZERO - painter_proportions, 2. * painter_proportions), response.rect, ); // check for touch input (or the lack thereof) and update zoom and scale factors, plus // color and width: let mut stroke_width = 1.; if let Some(multi_touch) = ui.ctx().multi_touch() { // This adjusts the current zoom factor and rotation angle according to the dynamic // change (for the current frame) of the touch gesture: self.zoom *= multi_touch.zoom_delta; self.rotation += multi_touch.rotation_delta; // the translation we get from `multi_touch` needs to be scaled down to the // normalized coordinates we use as the basis for painting: self.translation += to_screen.inverse().scale() * multi_touch.translation_delta; // touch pressure will make the arrow thicker (not all touch devices support this): stroke_width += 10. * multi_touch.force; self.last_touch_time = ui.input().time; } else { self.slowly_reset(ui); } let zoom_and_rotate = self.zoom * Rot2::from_angle(self.rotation); let arrow_start_offset = self.translation + zoom_and_rotate * vec2(-0.5, 0.5); // Paints an arrow pointing from bottom-left (-0.5, 0.5) to top-right (0.5, -0.5), but // scaled, rotated, and translated according to the current touch gesture: let arrow_start = Pos2::ZERO + arrow_start_offset; let arrow_direction = zoom_and_rotate * vec2(1., -1.); painter.arrow( to_screen * arrow_start, to_screen.scale() * arrow_direction, Stroke::new(stroke_width, color), ); }); } } impl MultiTouch { fn slowly_reset(&mut self, ui: &egui::Ui) { // This has nothing to do with the touch gesture. It just smoothly brings the // painted arrow back into its original position, for a nice visual effect: let time_since_last_touch = (ui.input().time - self.last_touch_time) as f32; let delay = 0.5; if time_since_last_touch < delay { ui.ctx().request_repaint(); } else { // seconds after which half the amount of zoom/rotation will be reverted: let half_life = egui::remap_clamp(time_since_last_touch, delay..=1.0, 1.0..=0.0).powf(4.0); if half_life <= 1e-3 { self.zoom = 1.0; self.rotation = 0.0; self.translation = Vec2::ZERO; } else { let dt = ui.input().unstable_dt; let half_life_factor = (-(2_f32.ln()) / half_life * dt).exp(); self.zoom = 1. + ((self.zoom - 1.) * half_life_factor); self.rotation *= half_life_factor; self.translation *= half_life_factor; ui.ctx().request_repaint(); } } } }