--- a/webengine/webkitutils/stmgesturefw/inc/rt_gestureengineif.h Tue Feb 02 00:56:45 2010 +0200
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,256 +0,0 @@
-/*
-* Copyright (c) 2008 Nokia Corporation and/or its subsidiary(-ies).
-* All rights reserved.
-* This component and the accompanying materials are made available
-* under the terms of the License "Eclipse Public License v1.0"
-* which accompanies this distribution, and is available
-* at the URL "http://www.eclipse.org/legal/epl-v10.html".
-*
-* Initial Contributors:
-* Nokia Corporation - initial contribution.
-*
-* Contributors:
-*
-* Description:
-*
-*/
-
-#ifndef RT_GESTUREENGINEIF_H_
-#define RT_GESTUREENGINEIF_H_
-
-#include <rt_gesturelistener.h>
-#include <rt_gestureif.h>
-
-// Forward declarations
-class CCoeControl;
-
-namespace stmUiEventEngine
-{
- class MUiEvent ;
-}
-
-namespace stmGesture
-{
-
-// Forward declarations
-class MGestureRecogniserIf ;
-
-/*!
- * MGestureEngineIf defines the methods for the gesture recognisers
- * to be added to the gesture engine.
- * TODO: add rule based settings to position the gesture recognisers to the list.
- * The gesture recogniser order rules would be defined how?
- * - defining the order inside the application
- * - defining the order in some configuration file (maybe not)
- *
- * This requires:
- * - the gesture recognisers need to have an ID
- * - a type can also be defined if the rules can be set based on types.
- *
- * The gesture recognisers are arranged in a list so that the correct gesture recogniser
- * gets the opportunity to detect the gesture in time. An axample of a set of gesture recognisers
- * could be e.g.
- *
- * |---------------------------------------------|
- * | scrolling stop by tap -gesture recogniser | A is enabled only when needed, when enabled must precede all others
- * | | (note that locking partly can be used to achieve the same)
- * |---------------------------------------------|
- * | location specific: zoom + button tap gesture| B these must detect the location first
- * |---------------------------------------------|
- * | location specific: zoom - button tap gesture| B these must detect the location first
- * |---------------------------------------------|
- * | location specific: edge scroll gesture | B these must detect the location first
- * |---------------------------------------------|
- * | pinch zoom gesture | standard gesture, but application wide (spans windows)
- * | | C another requirement: disable all but me/restore state
- * | | so that other gestures will not meddle in while pinching
- * |---------------------------------------------|
- * | hover gesture | C standard gesture, needs to detect the EMove speed
- * |---------------------------------------------|
- * | pan gesture | C standard gesture, but must be after hover
- * |---------------------------------------------|
- * | tap/doubletap gesture | C standard gesture, order not that important, since
- * | | needs just to see certain events in history: touch/release
- * |---------------------------------------------|
- *
- * The order of gesture recognisers determine how the system behaves, so there must be an easy way
- * to define the order. The order could be defined either by specifying the IDs or just their types, if then the
- * order is not that important. TODO to study whether it would be a good idea to implement this so that
- * there are separate lists for the three different classes of gesture recognisers A, B and C; this might
- * make the implementation simpler.
- */
-class MGestureEngineIf
-{
-public:
- /*!
- * add gesture to the end of the list of gestures
- */
- virtual bool addGesture(const MGestureRecogniserIf* aNewGesture) = 0 ;
- /*!
- * inset a gesture to the beginning of the list of gestures
- */
- virtual bool insertGesture(const MGestureRecogniserIf* aNewGesture) = 0 ;
- /*!
- * inset a gesture to specific position
- */
- virtual bool insertGestureAt(const MGestureRecogniserIf* aNewGesture, int position) = 0 ;
-
- /*!
- * remove a gesture from the list
- */
- virtual bool removeGesture(const MGestureRecogniserIf* aOldGesture) = 0 ;
- /*!
- * get the number of non-empty event streams.
- * Event streams correspond UI events generated by one touch pointer (=finger).
- * The low level state machine handles the necessary filtering etc.
- * so that it is safe to remove the event stream after UI Release event has been processed.
- */
- virtual int activeStreamCount() const = 0 ;
- /*!
- * get the UI events of stream X
- * \param indexOfActiveStream defines which active stream is used.
- * Note that MUiEvent contains all the events from down up to the current event.
- * Assumption: the UI events contain the target "window handle", i.e.
- * the gesture recognition needs to be aware of all possible windows of the application.
- */
- virtual const stmUiEventEngine::MUiEvent* getUiEvents(int indexOfActiveStream) const = 0 ;
- /*!
- * Enable/disable logging
- */
- virtual void enableLogging(bool aLoggingEnabled) = 0 ;
-};
-
-/*!
- * Enumerated values for the gesture recogniser
- */
-enum TGestureRecognitionState
-{
- EGestureActive, /*! < gesture recognised and gesture notification sent */
- ELockToThisGesture, /*! < gesture recognised, and only this recogniser called until release/this returns something else */
- ENotMyGesture /*! < not this gesture, try the next one in the list */
-};
-
-/*!
- * The types of gesture recognisers. TODO to implement rule based gesture engine
- * where the recognisers can be added in any order, and the rules define the order of them.
- * The rules may define
- */
-enum TGestureRecogniserType
-{
- ECriticalGestureRecogniser, /*! < This kind of gestures should be at the beginning of the list */
- ELocationSpecificGestureRecogniser, /*! < This kind of gestures should be at the next in the list */
- EGenericGestureRecogniser /*! < This kind of gestures should be at the next in the list */
-};
-
-/*!
- * MGestureRecogniserIf defines the interface needed to be implemented by every gesture recognition element.
- * The gesture recogniser gets the UI events and needs to determine whether they define the expected gesture.
- *
- */
-class MGestureRecogniserIf
-{
-public:
- /*!
- * Virtual destuructor.
- */
- virtual ~MGestureRecogniserIf() {}
- /*!
- * Process the UI event.
- * \param numOfActiveStreams : indicates how many pointers are currently active.
- * \param ge the gesture engine. The Gesture recogniser uses this to get the current active events.
- *
- * \return EMaybeGesture if gesture was not yet recognised but can be possible (e.g. after first touch everyone returns this)
- * \return EGestureActive if gesture was recognised and a gesture notification was sent; this is then the active gesture
- * \return ENotMygesture if gesture can not be this one, e.g. TAP gesture after receiving Move UI event.
- *
- * Note that a gesture may take control only if it sends out a gesture notification. (or is it so?)
- * Until no gesture recogniser has sent a gesture notification, all recognisers who have not returned
- * ENotMyGesture are eligible, based on the order they are in the list.
- *
- * The gesture engine may be either in dynamic gestures mode or fixed gestures mode.
- * In dynamic gestures mode each time an UI event is processed, engine will call each
- * gesture recogniser until one of the recognisers returns EGestureActive.
- *
- * In fixed gestures mode the index of the gesture recogniser first returning EGestureActive is stored
- * and the subsequent UI events are processed so that only that recogniser is allowed to send gesture
- * notification. If it returns !=EGestureActive, it relinguishes the control.
- *
- */
- virtual TGestureRecognitionState recognise(int numOfActiveStreams, MGestureEngineIf* ge) = 0 ;
- /*!
- * In dynamic gestures mode the gesture engine will call release of the recogniser
- * who lost activation status because a preceding recogniser in the list took control.
- *
- * Note that the recogniser must then do whatever (if anything) is needed to cancel the gesture.
- */
- virtual void release(MGestureEngineIf* ge) = 0 ;
- /*!
- * Enable or disable recogniser. E.g. if two gestures are related so that
- * a gesture ending recogniser needs to be activated to stop a t5imer driven
- * behaviour it is useful to add the recogniser to the top of the list
- * and then disable it until needed.
- */
- virtual void enable(bool enableRecogniser) = 0 ;
- /*!
- * Get the state of the gesture recogniser, whether it is enabled or not
- * \return true, if the recogniser is enabled.
- */
- virtual bool isEnabled() = 0 ;
- /*!
- * Return the type of the gesture recogniser
- */
- virtual TGestureUid gestureUid() const = 0;
-
- /*!
- * for testing purposes
- */
- virtual void enableLogging(bool loggingEnabled) = 0 ;
-
- virtual void setOwner(CCoeControl* owner) = 0;
-};
-
-NONSHARABLE_CLASS( CGestureRecogniser ): public CBase, public MGestureRecogniserIf
-{
-public:
- virtual ~CGestureRecogniser()
- {
-
- }
- /*!
- * MGestureRecogniserIf methods; partial implementation
- */
- virtual void enable(bool enabled)
- {
- m_gestureEnabled = enabled ;
- }
- virtual bool isEnabled()
- {
- return m_gestureEnabled ;
- }
- virtual void enableLogging(bool loggingOn)
- {
- m_loggingenabled = loggingOn;
- }
- virtual void setOwner(CCoeControl* owner)
- {
- m_powner = owner;
- }
-protected:
- CGestureRecogniser(MGestureListener* aListener) :
- m_powner(aListener->getOwner()),
- m_listener(aListener),
- m_gestureEnabled(true),
- m_loggingenabled(false)
- {
-
- }
-
-protected:
- CCoeControl* m_powner ; // The owning control for this gesture
- MGestureListener* m_listener ;
- bool m_gestureEnabled ;
- bool m_loggingenabled ;
-};
-
-} // namespace
-#endif /* RT_GESTUREENGINEIF_H_ */