webengine/webkitutils/stmgesturefw/inc/statemachine_v2.h
changeset 42 d39add9822e2
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/webengine/webkitutils/stmgesturefw/inc/statemachine_v2.h	Tue Feb 02 00:56:45 2010 +0200
@@ -0,0 +1,117 @@
+/*
+* 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_ */