webengine/webkitutils/stmgesturefw/inc/statemachine_v2.h
changeset 65 5bfc169077b2
parent 42 d39add9822e2
child 66 cacf6ee57968
--- a/webengine/webkitutils/stmgesturefw/inc/statemachine_v2.h	Tue Feb 02 00:56:45 2010 +0200
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,117 +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 STATEMACHINE_V2_H_
-#define STATEMACHINE_V2_H_
-
-namespace stmUiEventEngine
-{
-/**
- * the next templates define the static callbacks required to pass the this object to the member function
- * There are two definitions, one for the TBool is*() method checking the message,
- * the other one returning void for entry, event and action methods.
- */
-template<class T, bool (T::*F)()>
-bool isF(void *p)
-{
-    return ((reinterpret_cast<T*>(p))->*F)();
-}
-
-template<class T, void (T::*F)()>
-void aF(void *p)
-{
-    ((reinterpret_cast<T*>(p))->*F)();
-}
-
-/////////////////////////////////////////////////////////////////////////////////////
-// We define the state machine in C fashion so that we get the initialized state table
-// already at compilation phase.  The message checking methods, event methods  and action methods are
-// then passed to the C++ object to be processed.
-// The currently defined states are the following, at the same time they are used as the index to the array of states.
-enum TStateMachineState {
-            Eignore, 
-            EInit, 
-            EDispatch, 
-            EInTouchTime, 
-            EInHoldTime_U, 
-            EInHoldTime_D, 
-            EInTouchArea, 
-            ESuppress_D
-        } ;
-// Using these kind of functions the state machine is of course single threaded
-// the necessary parameters need to be passed in the member variables
-typedef bool  (*condition_t)(void* ) ;
-typedef void  (*action_t)(void*) ;
-
-/*
- * The possible events to the state machine.  The pointer and timer events are possible.
- */
-enum TStateMachineEvent {
-            EDown, 
-            EDrag, 
-            ECapacitiveUP, 
-            EResistiveUP, 
-            ETouchTimer, 
-            EHoldTimer, 
-            ESuppressTimer
-        } ;
-/*!
- * STATE_ELEMENT defines one line in the state/event instance.
- * It contains three fields: ConditionFunction, ActionFunction and NextState.
- * The generic state machine will call the ConditionFunction (if it is != NULL)
- * and if the result is true, it will call ActionFunction (if it is != NULL).
- * Then it will continue to NextState.
- * If NextState is Eignore, it will try the next line of state/event.
- */
-typedef struct _STATE_ELEMENT {
-    /*!
-     * Condition function contains the pointer to the method used to check some condition.
-     * If the pointer is non-NULL the state machine will call the function and based on the result
-     * (if true) calls the ActionFunction.
-     */
-    const condition_t conditionFunction ;
-    /*!
-     * ActionFunction contains a pointer to a method performing some action.  The state machine
-     * will call the method if the pointer is non-NULL.
-     */
-    const action_t    actionFunction ;
-    /*!
-     * NextState contains either the next state or Eignore.  The state machine will process state elements
-     * until the NextState != Eignroe is found.
-     */
-    const TStateMachineState  nextState ;
-} STATE_ELEMENT ;
-
-/*!
- * Each state contains an array defining the possible event and the state elements
- * that are processed if the event happens.
- */
-typedef struct _STATE {
-    /*!
-     * The event defines the pointer event or timer event being processed
-     */
-    const TStateMachineEvent    theEvent ;        //
-    /*!
-     * StateElements points to the array of STATE_ELEMENT entries which define the
-     * condition and action functions to be processed and the resulting nesxt state.
-     */
-    const STATE_ELEMENT* const   stateElements ;
-} STATE ;
-
-} // namespace
-
-#endif /* STATEMACHINE_V2_H_ */