Bug 2137 - Remove unnecessary method qualifiers.
/*
* 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_ */