--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/webengine/webkitutils/stmgesturefw/inc/rt_gestureengineif.h Tue Feb 02 00:56:45 2010 +0200
@@ -0,0 +1,256 @@
+/*
+* 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_ */