--- 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_ */