void OnRotationMove(RotationGestureRecognizer source)
    {
        UI.StatusText = "Rotation updated by " + source.RotationDelta + " degrees";

        // apply a rotation around the Z axis by rotationAngleDelta degrees on our target object
        target.Rotate(0, 0, source.RotationDelta);
    }
    void OnRotationMove( RotationGestureRecognizer source )
    {
        UI.StatusText = "Rotation updated by " + source.RotationDelta + " degrees";

        // apply a rotation around the Z axis by rotationAngleDelta degrees on our target object
        target.Rotate( 0, 0, source.RotationDelta );
    }
		public void UpdateGestureRecognizers(List<IGestureRecognizer> gestureRecognizers)
		{
			this.tapGestureRecognizer = (TapGestureRecognizer)gestureRecognizers.FirstOrDefault(s => s is TapGestureRecognizer);
			this.longPressGestureRecognizer = (LongPressGestureRecognizer)gestureRecognizers.FirstOrDefault(s => s is LongPressGestureRecognizer);
			this.panGestureRecognizer = (PanGestureRecognizer)gestureRecognizers.FirstOrDefault(s => s is PanGestureRecognizer);
			this.pinchGestureRecognizer = (PinchGestureRecognizer)gestureRecognizers.FirstOrDefault(s => s is PinchGestureRecognizer);
			this.rotationGestureRecognizer = (RotationGestureRecognizer)gestureRecognizers.FirstOrDefault(s => s is RotationGestureRecognizer);
			this.swipeGestureRecognizer = (SwipeGestureRecognizer)gestureRecognizers.FirstOrDefault(s => s is SwipeGestureRecognizer);
		}
		public iOS_RotateGestureEventArgs(RotationGestureRecognizer gestureRecognizer, UIRotationGestureRecognizer platformGestureRecognizer)
		{
			this.gestureRecognizer = gestureRecognizer;
			this.platformGestureRecognizer = platformGestureRecognizer;
		}
Esempio n. 5
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        private void HandleTouchInput(Camera uicamera)
        {
            //TODO: this method is now extremely unwieldly - now that we have the basics down, refactor and consolidate the various checks
            if (GamePadInput.ActiveMode != GamePadInput.InputMode.Touch)
            {
                return;
            }

            // If the mouse took over from the touch, it should clear any
            // highlights the touch had going.
            Boku.InGame.inGame.MouseEdit.Clear();

            Camera    camera    = Boku.InGame.inGame.shared.camera;
            TouchEdit touchEdit = Boku.InGame.inGame.TouchEdit;

            TouchEdit.TouchHitInfo hitInfo = null;

            //keep track of previous focus actor for comparisons this frame
            GameActor previousFocusActor = FocusActor;

            hitInfo = TouchEdit.HitInfo;

            //Check for color pallet hits
            if (Boku.InGame.ColorPalette.Active && (FocusActor != null) && !actorMenu.Active && !noActorMenu.Active)
            {
                Classification.Colors touchColor = Boku.InGame.ColorPalette.GetColorFromTouch();
                if ((touchColor != Classification.Colors.None) && (FocusActor.ClassColor != touchColor))
                {
                    FocusActor.ClassColor = touchColor;
                    focusColorIndex       = ColorPalette.GetIndexFromColor(touchColor);
                    Foley.PlayColorChange();
                    Boku.InGame.IsLevelDirty = true;
                }
                // For the duration of the color palette handling touch, all touch inputs are deferred.
                if (Boku.InGame.ColorPalette.HandlingTouch)
                {
                    return;
                }
            }

            bool hasNonUITouch = touchEdit.HasNonUITouch();
            bool hasValidTap   = TouchGestureManager.Get().TapGesture.WasValidEditObjectTap;

            touchEdit.DoObject(camera);

            //check for tap to adjust hit actor
            if (hasValidTap ||
                TouchGestureManager.Get().DoubleTapGesture.WasRecognized ||
                TouchGestureManager.Get().TouchHoldGesture.WasRecognized ||
                TouchGestureManager.Get().TouchHoldGesture.SlightHoldMade ||
                (TouchGestureManager.Get().DragGesture.IsDragging&& TouchInput.InitialActorHit != null))
            {
                if (hasNonUITouch && TouchGestureManager.Get().DragGesture.IsDragging&& TouchInput.InitialActorHit != null)
                {
                    FocusActor      = TouchInput.InitialActorHit;
                    focusColorIndex = ColorPalette.GetIndexFromColor(FocusActor.Classification.Color);
                    Boku.InGame.ColorPalette.Active = true;
                }
                else if (hasNonUITouch && hitInfo.HaveActor)
                {
                    FocusActor      = hitInfo.ActorHit;
                    focusColorIndex = ColorPalette.GetIndexFromColor(FocusActor.Classification.Color);
                    Boku.InGame.ColorPalette.Active = true;
                }
                else
                {
                    FocusActor = null;
                    Boku.InGame.ColorPalette.Active = false;
                }
            }

            //check for double tap on terrain to bring up add actor
            if (hasNonUITouch &&
                TouchGestureManager.Get().DoubleTapGesture.WasRecognized&&
                FocusActor == null &&
                !MenusActive && !SliderActive && inGame.editObjectUpdateObj.newItemSelectorShim.State != UIShim.States.Active)
            {
                // No actor in focus so activate AddItem menu.
                Vector2 position = new Vector2(hitInfo.TerrainPosition.X, hitInfo.TerrainPosition.Y);
                inGame.editObjectUpdateObj.ActivateNewItemSelector(position, true);
            }

            //handle dragging an actor
            if (TouchGestureManager.Get().DragGesture.IsDragging&& TouchInput.InitialActorHit != null && FocusActor != null)
            {
                //clear out menu if up
                actorMenu.Deactivate();
                noActorMenu.Deactivate();

                //select the focus actor when we start dragging
                if (selectedActor == null)
                {
                    // Start draggin if over actor.
                    selectedActor = FocusActor;
                    actorOffset   = selectedActor.Movement.Position - hitInfo.TerrainPosition;
                }

                Vector3 position = hitInfo.TerrainPosition + actorOffset;
                selectedActor.Movement.Position = Boku.InGame.SnapPosition(position);

                // Try and keep the bot directly under the mouse cursor while still being at the correct height.
                // A possible alternative would be to use the cursor's 2d position for the bot and just have the
                // bot float at the appropriate height over the cursor.  This would allow more exact placement of
                // bots over terrain but it would mean a visual disconnect between where the cursor is and where
                // the bot is.  There would also be a jump when the bot is first clicked on since the terrain
                // position of the cursor is most likely further back than the bot's current position.
                if (hitInfo.VerticalOffset == 0.0f)
                {
                    Vector3 terrainToCameraDir = hitInfo.TerrainPosition - camera.From;
                    terrainToCameraDir.Normalize();
                    position = hitInfo.TerrainPosition + terrainToCameraDir * (selectedActor.EditHeight / terrainToCameraDir.Z);
                    selectedActor.Movement.Position = Boku.InGame.SnapPosition(position);
                }

                // If the actor is supposed to stay above water, try to enforce that.
                // This can have some strange visual effects since it forces the actor to
                // float above where the mouse cursor is but the alternative is to have
                // actor get dragged under water.
                if (selectedActor.StayAboveWater)
                {
                    float waterAlt = Terrain.GetWaterBase(position);
                    if (waterAlt != 0)
                    {
                        position.Z = waterAlt + selectedActor.EditHeight;
                        selectedActor.Movement.Position = Boku.InGame.SnapPosition(position);
                    }
                }

                Boku.InGame.IsLevelDirty = true;
            }
            else
            {
                selectedActor = null;


                //rules for context menus:
                // tap + hold -> always bring up menu (terrain or actor accordingly)
                // double tap -> bring up menu if over an actor (actor only)
                // single tap -> bring up menu if over an actor that was already selected (actor only)
                if (hasNonUITouch &&
                    (TouchGestureManager.Get().TouchHoldGesture.WasRecognized ||
                     (FocusActor != null && TouchGestureManager.Get().DoubleTapGesture.WasRecognized) ||
                     (FocusActor != null && hasValidTap && FocusActor == previousFocusActor)))
                {
                    menuActor          = FocusActor;
                    menuCursorPosition = hitInfo.TerrainPosition;

                    // We need to do this repeatedly since the Paste option will
                    // change depending on what's in the cut/paste buffer.
                    SetUpMenus();

                    if (FocusActor == null)
                    {
                        actorMenu.Deactivate();
                        noActorMenu.Activate(TouchInput.GetOldestTouch().position);
                    }
                    else
                    {
                        noActorMenu.Deactivate();
                        actorMenu.Activate(TouchInput.GetOldestTouch().position);
                        // Turn off any thought balloons so they don't clutter the menu.
                        ThoughtBalloonManager.RemoveThoughts(FocusActor);
                    }
                }

                // Handle two finger actions. Only enabled when not dragging.
                if (hasNonUITouch && TouchInput.TouchCount == 2 && selectedActor == null)
                {
                    PinchGestureRecognizer pinchGesture = TouchGestureManager.Get().GetActiveGesture(TouchGestureType.Pinch, TouchGestureType.Rotate) as PinchGestureRecognizer;
                    if (pinchGesture != null && pinchGesture.IsPinching)
                    {
                        //Debug.WriteLine("Pinching... Scale: "+ pinchGesture.Scale );
                        DoScaleActor(pinchGesture.DeltaScale, FocusActor);
                    }

                    RotationGestureRecognizer rotationGesture = TouchGestureManager.Get().GetActiveGesture(TouchGestureType.Rotate, TouchGestureType.Pinch) as RotationGestureRecognizer;
                    if (null != rotationGesture && rotationGesture.IsRotating)
                    {
                        DoRotateActor(rotationGesture.RotationDelta, FocusActor);
                    }
                }
            }

            if (TouchGestureManager.Get().RotateGesture.IsValidated ||
                TouchGestureManager.Get().PinchGesture.IsValidated ||
                TouchGestureManager.Get().DoubleDragGesture.IsValidated)
            {
                //turn off menu if rotating, pinching or double dragging (i.e. terrain manipulation)
                actorMenu.Deactivate();
                noActorMenu.Deactivate();
            }

            noActorMenu.Update();
            actorMenu.Update();

            // Support for changing tree types via up/down arrow keys.
            if (FocusActor != null && FocusActor.Classification.name == "tree")
            {
                inGame.editObjectUpdateObj.MakeTreeChange(FocusActor);
            }

            //
            // Figure out help overlay mode.
            //
            if (inGame.editObjectUpdateObj.newItemSelectorShim.State == UIShim.States.Active)
            {
                // The pie menu is active.
                HelpOverlay.ReplaceTop("MouseEditAddItemMenu");
            }
            else if (hitInfo != null && hitInfo.HaveActor)
            {
                // We have an actor in focus.
                if (FocusActor != null && FocusActor.Classification.name == "tree")
                {
                    HelpOverlay.ReplaceTop("MouseEditEditObjectFocusTree");
                }
                else
                {
                    HelpOverlay.ReplaceTop("MouseEditEditObjectFocus");
                }
            }
        }
		private readonly Android_GestureListener androidGestureListener;