egui/egui_demo_lib/src/apps/demo/multi_touch.rs
Emil Ernerfeldt 9def6ef6df All Ui:s must now have a finite max_rect
Deprecated `max_rect_finite`, `available_size_before_wrap_finite`
and `available_rect_before_wrap_finite`.
2021-08-28 16:02:16 +02:00

140 lines
6.5 KiB
Rust

use egui::{
emath::{RectTransform, Rot2},
vec2, Color32, Frame, Pos2, Rect, Sense, Stroke, Vec2,
};
pub struct MultiTouch {
previous_arrow_start_offset: Vec2,
rotation: f32,
smoothed_velocity: Vec2,
translation: Vec2,
zoom: f32,
}
impl Default for MultiTouch {
fn default() -> Self {
Self {
previous_arrow_start_offset: Vec2::ZERO,
rotation: 0.,
smoothed_velocity: Vec2::ZERO,
translation: Vec2::ZERO,
zoom: 1.,
}
}
}
impl super::Demo for MultiTouch {
fn name(&self) -> &'static str {
"👌 Multi Touch"
}
fn show(&mut self, ctx: &egui::CtxRef, 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;
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.colored_label(
Color32::RED,
"This only works on devices which send native touch events (mostly mobiles).",
);
ui.separator();
ui.label("Try touch gestures Pinch/Stretch, Rotation, and Pressure with 2+ fingers.");
Frame::dark_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,
);
let dt = ui.input().unstable_dt;
// check for touch input (or the lack thereof) and update zoom and scale factors, plus
// color and width:
let mut stroke_width = 1.;
let mut color = Color32::GRAY;
if let Some(multi_touch) = ui.input().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 shall make the arrow thicker (not all touch devices support this):
stroke_width += 10. * multi_touch.force;
// the drawing color depends on the number of touches:
color = match multi_touch.num_touches {
2 => Color32::GREEN,
3 => Color32::BLUE,
4 => Color32::YELLOW,
_ => Color32::RED,
};
} else {
// 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:
const ZOOM_ROTATE_HALF_LIFE: f32 = 1.; // time[sec] after which half the amount of zoom/rotation will be reverted
let half_life_factor = (-(2_f32.ln()) / ZOOM_ROTATE_HALF_LIFE * dt).exp();
self.zoom = 1. + ((self.zoom - 1.) * half_life_factor);
self.rotation *= half_life_factor;
self.translation *= half_life_factor;
}
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);
let current_velocity = (arrow_start_offset - self.previous_arrow_start_offset) / dt;
self.previous_arrow_start_offset = arrow_start_offset;
// aggregate the average velocity of the arrow's start position from latest samples:
const NUM_SMOOTHING_SAMPLES: f32 = 10.;
self.smoothed_velocity = ((NUM_SMOOTHING_SAMPLES - 1.) * self.smoothed_velocity
+ current_velocity)
/ NUM_SMOOTHING_SAMPLES;
// 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),
);
// Paints a circle at the origin of the arrow. The size and opacity of the circle
// depend on the current velocity, and the circle is translated in the opposite
// direction of the movement, so it follows the origin's movement. Constant factors
// have been determined by trial and error.
let speed = self.smoothed_velocity.length();
painter.circle_filled(
to_screen * (arrow_start - 0.2 * self.smoothed_velocity),
2. + to_screen.scale().length() * 0.1 * speed,
Color32::RED.linear_multiply(1. / (1. + (5. * speed).powi(2))),
);
// we want continuous UI updates, so the circle can smoothly follow the arrow's origin:
ui.ctx().request_repaint();
});
}
}