/*
* 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 GESTUREENGINE_H_
#define GESTUREENGINE_H_
#include <coemain.h>
#include <e32property.h>
#include <w32std.h>
#include "rt_gestureengineif.h"
#include "rt_uievent.h"
namespace stmGesture
{
/*!
* CGEstureEngine handles the processing of the UI events.
* It acts as a stmUiEventEngine::MUiEventObserver to receive the UI events.
* The gesture recognisers are stored in a list, and at each HandleUiEventL the
* list of gesture recognisers is processed. The first one to return EGestureActive
* from the recognise method "owns" the gesture. If some other recogniser owned it
* previously, its release method is called. Gesture recogniser can also lock the gesture
* by returning ELockToThisGesture. Then only that gesture recogniser will be called
* until release is detected or the recogniser returns something else than ELockToThisGesture.
*/
NONSHARABLE_CLASS( CGestureEngine ): public CBase,
public MGestureEngineIf,
public stmUiEventEngine::MUiEventObserver
{
public:
CGestureEngine();
virtual ~CGestureEngine();
/*!
* add gesture to the end of the list of gestures
*/
virtual bool addGesture(const MGestureRecogniserIf* aNewGesture) ;
/*!
* inset a gesture to the beginning of the list of gestures
*/
virtual bool insertGesture(const MGestureRecogniserIf* aNewGesture) ;
/*!
* inset a gesture to the specific position
*/
virtual bool insertGestureAt(const MGestureRecogniserIf* aNewGesture, int position) ;
/*!
* remove a gesture from the list
*/
virtual bool removeGesture(const MGestureRecogniserIf* aOldGesture) ;
/*!
* 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 ;
/*!
* 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 ;
/*!
* enable/disable logging
*/
virtual void enableLogging(bool aLoggingEnabled) {m_loggingEnabled = aLoggingEnabled;} ;
/*!
* The stmUiEventEngine::MUiEventObserver interface
*/
virtual void HandleUiEventL( const stmUiEventEngine::MUiEvent& aEvent ) ;
private:
/*!
* The list of available gesture recognisers
*/
RPointerArray< MGestureRecogniserIf > m_gestures;
/*!
* Is 5 UI event streams enough? Jos tulee Torvisen voittaja?
* We need to store only the latest event since the interface has
* methods to walk trough the events. The current (sept 2009) 9.2 seems to have dual-touch support
*/
const stmUiEventEngine::MUiEvent* m_uiEventStream[stmUiEventEngine::KMaxNumberOfPointers] ;
void storeUiEvent(const stmUiEventEngine::MUiEvent& aEvent) ;
void walkTroughGestures() ;
void updateUiEvents() ;
int m_numOfActiveStreams ;
int m_currentGestureOwner ;
int m_currentLockedGesture ;
bool m_loggingEnabled ;
};
}
#endif /* GESTUREENGINE_H_ */