diff -r d39add9822e2 -r 5bfc169077b2 webengine/webkitutils/stmgesturefw/inc/rt_gestureengineif.h --- a/webengine/webkitutils/stmgesturefw/inc/rt_gestureengineif.h Tue Feb 02 00:56:45 2010 +0200 +++ /dev/null Thu Jan 01 00:00:00 1970 +0000 @@ -1,256 +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 RT_GESTUREENGINEIF_H_ -#define RT_GESTUREENGINEIF_H_ - -#include -#include - -// 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_ */