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/*
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* Copyright (c) 2008 Nokia Corporation and/or its subsidiary(-ies).
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* All rights reserved.
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* This component and the accompanying materials are made available
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* under the terms of the License "Eclipse Public License v1.0"
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* which accompanies this distribution, and is available
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* at the URL "http://www.eclipse.org/legal/epl-v10.html".
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*
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* Initial Contributors:
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* Nokia Corporation - initial contribution.
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*
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* Contributors:
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*
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* Description:
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*
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*/
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#include "stateengine.h"
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#include "utils.h"
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#include "uievent.h"
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#include "uieventsender.h"
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#include "filelogger.h"
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//#include "flogger.h"
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using namespace stmUiEventEngine ;
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/*!
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State definitions glue together the methods of the stateengine.cpp
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so that it will behave as defined in the state machine specification.
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First define the separate elements for each possible event and then tie them together
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to create one state entry. The state entries then are put to array
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where the index is at the same time also the state ID.
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STATE_ELEMENT arrays define the methods called when handling a message.
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\sa STATE_ELEMENT.
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Note that the last row of STATE_ELEMENT array must NOT have a ConditionFunction entry
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and it must have a NextState entry != Eignore. Otherwise the state machine will
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not behave correctly.
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*/
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/*! Add macro with token pasting to make creation of the state machine tables easier
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and removing the necessity to write the classname twice.
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Maybe there would be some better way to do this using templates and typedefs?
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*/
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#define CND(x) isF<CStateEngine,&CStateEngine::##x>
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#define ACT(x) aF<CStateEngine,&CStateEngine::##x>
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/*********************************************************************************
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* empty statedef as a dummy entry
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* */
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const STATE_ELEMENT __ErrorEvent[1] = {
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0,
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ACT(ErrorEvent),
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EInit
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};
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const STATE Ignore__[1] = {
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EDown, __ErrorEvent
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} ;
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/*!
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:INIT state and its event specific elements
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See the spec in http://wikis.in.nokia.com/Runtimes/NewGestureLibrary
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Down is only valid event in :INIT state
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The event is consumed immediately, so that the state machine will process only these
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methods when processing the message.
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If touch timer has been set, the next state is InTouchTime.
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If no touch timer, but if hold timer has been defined, the next state is InHoldTime_U
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If no touch or hold timer have been defined, but touch area has been defined, next state is InTouchArea.
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11-May-2009: addition: add another touch area: one for touch time and one for touch area after touch time
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has elapsed. This allows "sloppy" touch to be handled properly without extra move if touchtimearea is larger,
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but after touch has been detected a smaller movement is allowed.
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*/
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const STATE_ELEMENT Init__Down[12] = {
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0, ACT(ConsumeEvent), Eignore,
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0, ACT(SetGestureStart), Eignore,
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0, ACT(SetCurrentPos), Eignore,
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CND(IsTouchTimer), ACT(InitTouchTimer), Eignore,
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CND(IsHoldTimer), ACT(InitHoldTimer), Eignore,
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CND(IsTouchTimeArea), ACT(PrepareTouchTimeArea),Eignore,
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CND(IsHoldArea), ACT(PrepareHoldArea) ,Eignore,
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CND(IsTouchTimer), 0, EInTouchTime,
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0, ACT(ProduceTouch), Eignore,
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CND(IsHoldTimer), 0, EInHoldTime_U,
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CND(IsTouchArea), ACT(PrepareTouchArea),EInTouchArea,
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0, 0, EDispatch // If nothing else happens, goto to Dispatch state
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};
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/**
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* All the rest of the events are errors so produce error entry to log and
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* stay in the Init state
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*/
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const STATE_ELEMENT Init__ErrorEvent[2] = {
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0, ACT(ConsumeEvent), Eignore, // remember to consume event, otherwise state machine will loop...
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0, ACT(ErrorEvent), EInit
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};
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/*!
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* :INIT
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* note that only valid event is DOWN, all the rest can be handled as errors
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*/
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const STATE Init__[7] = {
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EDown, Init__Down,
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EDrag, Init__ErrorEvent,
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ECapacitiveUP, Init__ErrorEvent,
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EResistiveUP, Init__ErrorEvent,
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ETouchTimer, Init__ErrorEvent,
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EHoldTimer, Init__ErrorEvent,
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ESuppressTimer, Init__ErrorEvent
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};
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/*!
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* :Dispatch state end its elements
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* Here the valid events are DRAG and the UP events.
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*/
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const STATE_ELEMENT Dispatch__Drag[7] = {
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0, ACT(StoreMovePos), Eignore,
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0, ACT(ConsumeEvent), Eignore,
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0, ACT(SetCurrentPos), Eignore,
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0, ACT(AddDraggingPos), Eignore,
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0, ACT(ProduceMove), Eignore,
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CND(LooksLikeHold), ACT(InitHoldTimer),EInHoldTime_U,
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0, 0, EDispatch
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} ;
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const STATE_ELEMENT Dispatch__CapacitiveUp[3] = {
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0, ACT(ConsumeEvent), Eignore,
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0, ACT(SetCurrentPos), Eignore,
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0, ACT(ProduceRelease), EInit
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} ;
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const STATE_ELEMENT Dispatch__ResistiveUp[4] = {
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0, ACT(ConsumeEvent), Eignore,
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0, ACT(SetCurrentPos), Eignore,
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CND(IsSuppressTimer),ACT(InitMoveSuppressTimer), ESuppress_D,
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0, ACT(ProduceRelease), EInit
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} ;
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/*!
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* All the rest of the events are errors so produce error entry to log and
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* stay in the Dispatch state
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* (TODO: note that in the future we may further
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* define the error cases so that they may change state; )
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*/
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const STATE_ELEMENT DispatchErrorEvent[2] = {
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0, ACT(ConsumeEvent), Eignore, // remember to consume event, otherwise state machine will loop...
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0, ACT(ErrorEvent), EDispatch
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};
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const STATE Dispatch__[7] = {
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EDown, DispatchErrorEvent,
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EDrag, Dispatch__Drag,
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ECapacitiveUP, Dispatch__CapacitiveUp,
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EResistiveUP, Dispatch__ResistiveUp,
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ETouchTimer, DispatchErrorEvent,
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EHoldTimer, DispatchErrorEvent,
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ESuppressTimer, DispatchErrorEvent
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};
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/*!
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* :InTouchTime state end its elements
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* Here the valid events are DRAG and the UP events and the TouchTimer
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*/
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const STATE_ELEMENT InTouchTime__Drag[6] = {
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0, ACT(StoreMovePos), Eignore,
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CND(InsideTouchTimeArea), ACT(ConsumeEvent), Eignore,
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CND(InsideTouchTimeArea), ACT(AddToTouch), EInTouchTime, // Calculate touch XY as average of the touches
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0, ACT(ClearTouchTimer), Eignore, // These lines are done only if InsideTouchArea returns false
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0, ACT(ClearHoldTimer), Eignore,
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0, ACT(ProduceTouch), EDispatch
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} ;
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/**
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* Note that ConsumeEvent is missing so after doing this the state engine will do EDispatch
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*/
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const STATE_ELEMENT InTouchTime__CapacitiveUp[4] = {
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0, ACT(SetCurrentPos), Eignore,
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0, ACT(ClearTouchTimer), Eignore,
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0, ACT(ClearHoldTimer), Eignore,
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0, ACT(ProduceTouch), EDispatch
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} ;
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/**
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* Note that ConsumeEvent is not called if IsHoldTimer returns false, so the Dispatch will be done
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* by the state machine.
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*/
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const STATE_ELEMENT InTouchTime__ResistiveUp[5] = {
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0, ACT(SetCurrentPos), Eignore,
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0, ACT(ClearTouchTimer), Eignore,
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0, ACT(ProduceTouch), Eignore,
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CND(IsHoldTimer), 0, /*ACT(ConsumeEvent),*/EInHoldTime_U, // Note that otherwise immediate UP is handled improperly
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0, 0, EDispatch
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} ;
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const STATE_ELEMENT InTouchTime__TouchTimer[6] = {
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0, ACT(ConsumeEvent), Eignore,
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0, ACT(ClearTouchTimer), Eignore,
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0, ACT(ProduceTouch), Eignore,
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CND(IsTouchArea), ACT(PrepareTouchArea),Eignore, // prepare the other touch area
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CND(IsHoldTimer), 0, EInHoldTime_U,
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0, 0, EInTouchArea
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} ;
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/**
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* All the rest of the events are errors so produce error entry to log and
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* stay in the InTouchTime state
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*/
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const STATE_ELEMENT InTouchTimeErrorEvent[2] = {
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0, ACT(ConsumeEvent), Eignore, // remember to consume event, otherwise state machine will loop...
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0, ACT(ErrorEvent), EInTouchTime
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};
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const STATE InTouchTime__[7] = {
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EDown, InTouchTimeErrorEvent,
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EDrag, InTouchTime__Drag,
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ECapacitiveUP, InTouchTime__CapacitiveUp,
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EResistiveUP, InTouchTime__ResistiveUp,
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ETouchTimer, InTouchTime__TouchTimer,
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EHoldTimer, InTouchTimeErrorEvent,
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ESuppressTimer, InTouchTimeErrorEvent
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};
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/*!
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* :InHoldTime_U state end its elements
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* Here only touch timer event is invalid
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*/
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const STATE_ELEMENT InHoldTime_U__Down[1] = {
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0, 0, EInHoldTime_D // Note that ConsumeEvent is not called
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} ;
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const STATE_ELEMENT InHoldTime_U__Drag[3] = {
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0, ACT(StoreMovePos), Eignore,
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CND(InsideHoldArea), ACT(ConsumeEvent), EInHoldTime_U,
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0, ACT(ClearHoldTimer), EDispatch // Note that in this case ConsumeEvent is not called
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} ;
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/**
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* Note that ConsumeEvent is missing so after doing this the state engine will do EDispatch
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*/
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const STATE_ELEMENT InHoldTime_U__CapacitiveUp[1] = {
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0, ACT(ClearHoldTimer), EDispatch // Note that ConsumeEvent not called
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} ;
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/**
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*
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*/
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const STATE_ELEMENT InHoldTime_U__ResistiveUp[5] = {
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0, ACT(ConsumeEvent), Eignore,
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0, ACT(SetCurrentPos), Eignore,
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CND(IsSuppressTimer),ACT(InitTouchSuppressTimer), EInHoldTime_D, // If suppression, start timer and wait for down or timer
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0, ACT(ClearHoldTimer), Eignore, // remember to do this
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0, ACT(ProduceRelease), EInit // No suppression, then this is immediate release
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} ;
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const STATE_ELEMENT InHoldTime_U__HoldTimer[3] = {
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0, ACT(ConsumeEvent), Eignore,
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0, ACT(ProduceHold), Eignore,
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0, ACT(RestartHoldTimer), EInHoldTime_U,
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} ;
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const STATE_ELEMENT InHoldTime_U__SuppressTimer[2] = {
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0, ACT(ConsumeEvent), Eignore, // remember to consume event, otherwise state machine will loop...
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0, ACT(ErrorEvent), EInHoldTime_U
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} ;
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/**
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* All the rest of the events are errors so produce error entry to log and
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* stay in the InHoldTime_U state
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*/
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const STATE_ELEMENT InHoldTime_UErrorEvent[2] = {
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0, ACT(ConsumeEvent), Eignore, // remember to consume event, otherwise state machine will loop...
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0, ACT(ErrorEvent), EInHoldTime_U
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};
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const STATE InHoldTime_U__[7] = {
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EDown, InHoldTime_U__Down,
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EDrag, InHoldTime_U__Drag,
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ECapacitiveUP, InHoldTime_U__CapacitiveUp,
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EResistiveUP, InHoldTime_U__ResistiveUp,
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ETouchTimer, InHoldTime_UErrorEvent,
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EHoldTimer, InHoldTime_U__HoldTimer,
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ESuppressTimer, InHoldTime_U__SuppressTimer
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};
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/*!
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* :InHoldTime_D state end its elements
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* Here drag, touch timer and suppress timer events are invalid
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*/
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const STATE_ELEMENT InHoldTime_D__Down[5] = {
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0, ACT(ClearSuppressTimer), Eignore,
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0, ACT(ConsumeEvent), Eignore,
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CND(InsideHoldArea), 0, EInHoldTime_U,
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0, ACT(ClearHoldTimer), Eignore,
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0, ACT(ProduceMove), EDispatch
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} ;
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/**
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* Note that ConsumeEvent is missing so after doing this the state engine will do InHoldTime_U
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*/
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const STATE_ELEMENT InHoldTime_D__CapacitiveUp[1] = {
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0, 0, EInHoldTime_U
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} ;
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/**
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* Note that ConsumeEvent is missing so after doing this the state engine will do InHoldTime_U
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*/
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const STATE_ELEMENT InHoldTime_D__ResistiveUp[1] = {
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0, 0, EInHoldTime_U // InHoldTime_U initialises timers etc. if needed
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} ;
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/*!
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* In case of hold timer has been elapsed stop the timers, generate Release UI event.
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*/
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const STATE_ELEMENT InHoldTime_D__HoldTimer[4] = {
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0, ACT(ConsumeEvent), Eignore,
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0, ACT(ClearSuppressTimer), Eignore,
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0, ACT(ClearHoldTimer), Eignore,
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0, ACT(ProduceRelease), EInit,
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} ;
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/*!
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* If suppress timer hits, stop the timers and generate Release UI event.
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*/
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const STATE_ELEMENT InHoldTime_D__SuppressTimer[4] = {
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0, ACT(ConsumeEvent), Eignore,
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0, ACT(ClearSuppressTimer), Eignore,
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0, ACT(ClearHoldTimer), Eignore,
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0, ACT(ProduceRelease), EInit,
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} ;
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/**
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* All the rest of the events are errors so produce error entry to log and
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* stay in the InHoldTime_D state
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*/
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const STATE_ELEMENT InHoldTime_DErrorEvent[2] = {
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0, ACT(ConsumeEvent), Eignore, // remember to consume event, otherwise state machine will loop...
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0, ACT(ErrorEvent), EInHoldTime_D
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};
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const STATE InHoldTime_D__[7] = {
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EDown, InHoldTime_D__Down,
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EDrag, InHoldTime_DErrorEvent,
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ECapacitiveUP, InHoldTime_D__CapacitiveUp,
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EResistiveUP, InHoldTime_D__ResistiveUp,
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ETouchTimer, InHoldTime_DErrorEvent,
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EHoldTimer, InHoldTime_D__HoldTimer,
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ESuppressTimer, InHoldTime_D__SuppressTimer
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};
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/*!
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* :InTouchArea state end its elements
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* Here Drag and Up events are valid.
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* If drag is inside touch are it is ignored, otherwise
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* the Dispatch state will handle the event.
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*/
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const STATE_ELEMENT InTouchArea__Drag[3] = {
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0, ACT(StoreMovePos), Eignore,
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CND(InsideTouchArea), ACT(ConsumeEvent), EInTouchArea,
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0, 0, EDispatch // Note that in this case ConsumeEvent has not been called so Dispatch state processes the message
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} ;
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/**
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* Note that ConsumeEvent is missing so after doing this the state engine will do Dispatch
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*/
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const STATE_ELEMENT InTouchArea__CapacitiveUp[1] = {
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0, 0, EDispatch
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} ;
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/**
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* Note that ConsumeEvent is missing so after doing this the state engine will do Dispatch
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*/
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const STATE_ELEMENT InTouchArea__ResistiveUp[1] = {
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0, 0, EDispatch
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} ;
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/**
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* All the rest of the events are errors so produce error entry to log and
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* stay in the InTouchArea state
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*/
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const STATE_ELEMENT InTouchAreaErrorEvent[2] = {
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0, ACT(ConsumeEvent), Eignore, // remember to consume event, otherwise state machine will loop...
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0, ACT(ErrorEvent), EInTouchArea
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};
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const STATE InTouchArea__[7] = {
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EDown, InTouchAreaErrorEvent,
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EDrag, InTouchArea__Drag,
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ECapacitiveUP, InTouchArea__CapacitiveUp,
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EResistiveUP, InTouchArea__ResistiveUp,
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390 |
ETouchTimer, InTouchAreaErrorEvent,
|
|
391 |
EHoldTimer, InTouchAreaErrorEvent,
|
|
392 |
ESuppressTimer, InTouchAreaErrorEvent
|
|
393 |
};
|
|
394 |
|
|
395 |
|
|
396 |
/*!
|
|
397 |
* :Suppress_D state end its elements
|
|
398 |
* Here Down and suppress timers are OK.
|
|
399 |
*/
|
|
400 |
|
|
401 |
/*!
|
|
402 |
* Down will be handled as a Drag event in the Dispatch state.
|
|
403 |
*/
|
|
404 |
const STATE_ELEMENT Suppress_D__Down[4] = {
|
|
405 |
0, ACT(ClearSuppressTimer), Eignore,
|
|
406 |
0, ACT(RenameToDrag), EDispatch
|
|
407 |
} ;
|
|
408 |
/*!
|
|
409 |
* Suppress timer will generate Release UI event.
|
|
410 |
*/
|
|
411 |
const STATE_ELEMENT Suppress_D__SuppressTimer[3] = {
|
|
412 |
0, ACT(ConsumeEvent), Eignore,
|
|
413 |
0, ACT(ClearSuppressTimer), Eignore,
|
|
414 |
0, ACT(ProduceRelease), EInit,
|
|
415 |
} ;
|
|
416 |
|
|
417 |
/**
|
|
418 |
* All the rest of the events are errors so produce error entry to log and
|
|
419 |
* stay in the Suppress_D state
|
|
420 |
*/
|
|
421 |
const STATE_ELEMENT Suppress_DErrorEvent[2] = {
|
|
422 |
0, ACT(ConsumeEvent), Eignore, // remember to consume event, otherwise state machine will loop...
|
|
423 |
0, ACT(ErrorEvent), ESuppress_D
|
|
424 |
};
|
|
425 |
|
|
426 |
const STATE Suppress_D__[7] = {
|
|
427 |
EDown, Suppress_D__Down,
|
|
428 |
EDrag, Suppress_DErrorEvent,
|
|
429 |
ECapacitiveUP, Suppress_DErrorEvent,
|
|
430 |
EResistiveUP, Suppress_DErrorEvent,
|
|
431 |
ETouchTimer, Suppress_DErrorEvent,
|
|
432 |
EHoldTimer, Suppress_DErrorEvent,
|
|
433 |
ESuppressTimer, Suppress_D__SuppressTimer
|
|
434 |
};
|
|
435 |
/*!
|
|
436 |
* The allStates array contains all the possible states of the state machine.
|
|
437 |
*/
|
|
438 |
const STATE* const allStates[8] =
|
|
439 |
{
|
|
440 |
Ignore__,
|
|
441 |
Init__,
|
|
442 |
Dispatch__,
|
|
443 |
InTouchTime__,
|
|
444 |
InHoldTime_U__,
|
|
445 |
InHoldTime_D__,
|
|
446 |
InTouchArea__,
|
|
447 |
Suppress_D__
|
|
448 |
};
|
|
449 |
/*!
|
|
450 |
* stateNames are used in the logging
|
|
451 |
*/
|
|
452 |
#ifdef GESTURE_LOGGING
|
|
453 |
const char* const stateNames[8] =
|
|
454 |
{
|
|
455 |
"Ignore",
|
|
456 |
"Init",
|
|
457 |
"Dispatch",
|
|
458 |
"InTouchTime",
|
|
459 |
"InHoldTime_U",
|
|
460 |
"InHoldTime_D",
|
|
461 |
"InTouchArea",
|
|
462 |
"Suppress"
|
|
463 |
};
|
|
464 |
|
|
465 |
// event names are also used in logging
|
|
466 |
const char* const hweventNames[] = {
|
|
467 |
"EDown",
|
|
468 |
"EDrag",
|
|
469 |
"ECapacitiveUP",
|
|
470 |
"EResistiveUP",
|
|
471 |
"ETouchTimer",
|
|
472 |
"EHoldTimer",
|
|
473 |
"ESuppressTimer"
|
|
474 |
} ;
|
|
475 |
#endif
|
|
476 |
|
|
477 |
/*! CStateEngine contains the methods used in the state machine implementation.
|
|
478 |
*
|
|
479 |
* The methods in CStateEngine used in the state machine definition are
|
|
480 |
* either condition methods or action methods.
|
|
481 |
*
|
|
482 |
* Constructor
|
|
483 |
* \param[in]: MTimerInterface atimerif. An attempt to make this more OS agnostic the actual
|
|
484 |
* timers are accessed using a separate interface.
|
|
485 |
*/
|
|
486 |
CStateEngine::CStateEngine(CStateEngineConfiguration* aConfig, MTimerInterface* atimerif, int aIndex)
|
|
487 |
{
|
|
488 |
m_config = aConfig ;
|
|
489 |
m_timerif = atimerif ;
|
|
490 |
m_currentState = EInit ;
|
|
491 |
m_index = aIndex ;
|
|
492 |
isStatemachineBlocked = false;
|
|
493 |
}
|
|
494 |
|
|
495 |
CStateEngine::~CStateEngine()
|
|
496 |
{
|
|
497 |
// Just to be sure...
|
|
498 |
iTouchPoints.Reset() ;
|
|
499 |
iDragPoints.ResetAndDestroy() ;
|
|
500 |
}
|
|
501 |
/*!
|
|
502 |
* ConsumeEvent: the method defines that the turnStateMachine will stop the processing
|
|
503 |
* of the state methods after it has reached the next state.
|
|
504 |
*
|
|
505 |
*/
|
|
506 |
void CStateEngine::ConsumeEvent()
|
|
507 |
{
|
|
508 |
m_eventConsumed = true ;
|
|
509 |
}
|
|
510 |
/*!
|
|
511 |
* Condition method
|
|
512 |
* \return true, if the touch timer limit > 0
|
|
513 |
*/
|
|
514 |
bool CStateEngine::IsTouchTimer()
|
|
515 |
{
|
|
516 |
bool isit = (m_config->m_touchTimerLimit > 0) ;
|
|
517 |
|
|
518 |
return isit ;
|
|
519 |
}
|
|
520 |
/*!
|
|
521 |
* Condition method
|
|
522 |
* \return true, if the hold timer limit > 0
|
|
523 |
*/
|
|
524 |
bool CStateEngine::IsHoldTimer()
|
|
525 |
{
|
|
526 |
bool isit = (m_config->m_holdTimerLimit > 0) ;
|
|
527 |
|
|
528 |
return isit ;
|
|
529 |
}
|
|
530 |
/*!
|
|
531 |
* Condition method
|
|
532 |
* \return true, if the suppress timer limit > 0
|
|
533 |
*/
|
|
534 |
bool CStateEngine::IsSuppressTimer()
|
|
535 |
{
|
|
536 |
bool isit = (m_config->m_suppressTimerLimit > 0) ;
|
|
537 |
|
|
538 |
return isit ;
|
|
539 |
}
|
|
540 |
/*!
|
|
541 |
* Condition method
|
|
542 |
* \return true, if the touch area has been defined (the touch tolerancelength > 0)
|
|
543 |
*/
|
|
544 |
bool CStateEngine::IsTouchTimeArea()
|
|
545 |
{
|
|
546 |
bool isit = (m_config->m_touchTimeTolerance.iX > 0) ;
|
|
547 |
return isit ;
|
|
548 |
}
|
|
549 |
/*!
|
|
550 |
* Condition method
|
|
551 |
* \return true, if the touch area has been defined (the touch tolerancelength > 0)
|
|
552 |
*/
|
|
553 |
bool CStateEngine::IsTouchArea()
|
|
554 |
{
|
|
555 |
bool isit = (m_config->m_touchTolerance.iX > 0) ;
|
|
556 |
return isit ;
|
|
557 |
}
|
|
558 |
/*!
|
|
559 |
* Condition method
|
|
560 |
* \return true, if the hold area has been defined (the hold tolerancelength > 0)
|
|
561 |
*/
|
|
562 |
bool CStateEngine::IsHoldArea()
|
|
563 |
{
|
|
564 |
bool isit = (m_config->m_holdTolerance.iX > 0) ;
|
|
565 |
return isit ;
|
|
566 |
}
|
|
567 |
|
|
568 |
bool CStateEngine::InsideArea(const TPoint& point,
|
|
569 |
const TRect& rect,
|
|
570 |
TAreaShape shape,
|
|
571 |
const TPoint& tolerance)
|
|
572 |
{
|
|
573 |
bool isit;
|
|
574 |
switch(shape)
|
|
575 |
{
|
|
576 |
default: // pass trough
|
|
577 |
case ERectangle:
|
|
578 |
{
|
|
579 |
isit = rect.Contains(m_hwe.iPosition) ;
|
|
580 |
break ;
|
|
581 |
}
|
|
582 |
case ECircle:
|
|
583 |
{
|
|
584 |
TPoint delta = m_hwe.iPosition - point;
|
|
585 |
long circlepoint = delta.iX * delta.iX + delta.iY * delta.iY;
|
|
586 |
isit = (circlepoint < tolerance.iX * tolerance.iX);
|
|
587 |
break ;
|
|
588 |
}
|
|
589 |
case EEllipse:
|
|
590 |
{
|
|
591 |
int asquare = tolerance.iX * tolerance.iX ;
|
|
592 |
int bsquare = tolerance.iY * tolerance.iY ;
|
|
593 |
TPoint delta = m_hwe.iPosition - point;
|
|
594 |
int result = (delta.iX * delta.iX) * bsquare + (delta.iY * delta.iY) * asquare;
|
|
595 |
|
|
596 |
isit = (result < asquare * bsquare);
|
|
597 |
break ;
|
|
598 |
}
|
|
599 |
}
|
|
600 |
return isit ;
|
|
601 |
}
|
|
602 |
|
|
603 |
/*!
|
|
604 |
* Condition method
|
|
605 |
* Check if the current event is positioned inside the touch area.
|
|
606 |
* Touch area can be a rectangle, a circle or an ellipse, so different
|
|
607 |
* calculation needs to be done based on the shape of the area.
|
|
608 |
*/
|
|
609 |
bool CStateEngine::InsideTouchTimeArea()
|
|
610 |
{
|
|
611 |
return InsideArea(m_touchCentre, m_touchRect,
|
|
612 |
m_config->m_touchAreaShape, m_config->m_touchTimeTolerance);
|
|
613 |
}
|
|
614 |
/*!
|
|
615 |
* Condition method
|
|
616 |
* Check if the current event is positioned inside the touch area.
|
|
617 |
* Touch area can be a rectangle, a circle or an ellipse, so different
|
|
618 |
* calculation needs to be done based on the shape of the area.
|
|
619 |
*/
|
|
620 |
bool CStateEngine::InsideTouchArea()
|
|
621 |
{
|
|
622 |
return InsideArea(m_touchCentre, m_touchRect,
|
|
623 |
m_config->m_touchAreaShape, m_config->m_touchTolerance);
|
|
624 |
}
|
|
625 |
/*!
|
|
626 |
* Condition method
|
|
627 |
* Check if the current event is positioned inside the hold area.
|
|
628 |
* Hold area can be a rectangle, a circle or an ellipse, so different
|
|
629 |
* calculation needs to be done based on the shape of the area.
|
|
630 |
*/
|
|
631 |
bool CStateEngine::InsideHoldArea()
|
|
632 |
{
|
|
633 |
return InsideArea(m_holdCentre, m_holdRect,
|
|
634 |
m_config->m_holdAreaShape, m_config->m_holdTolerance);
|
|
635 |
}
|
|
636 |
/*!
|
|
637 |
* Condition method
|
|
638 |
* Check if the gesture looks like a hold, i.e. the movement has stopped.
|
|
639 |
* \sa isNewHoldingPoint
|
|
640 |
*/
|
|
641 |
bool CStateEngine::LooksLikeHold()
|
|
642 |
{
|
|
643 |
bool isit = isNewHoldingPoint() ;
|
|
644 |
return isit ;
|
|
645 |
}
|
|
646 |
/*!
|
|
647 |
* Action method
|
|
648 |
* Error logging.
|
|
649 |
*/
|
|
650 |
void CStateEngine::ErrorEvent()
|
|
651 |
{
|
|
652 |
// Log the error
|
|
653 |
if (m_config->m_enableLogging)
|
|
654 |
{
|
|
655 |
LOGARG("ErrorEvent: %s %s", stateNames[m_currentState], hweventNames[m_hwe.iType]) ;
|
|
656 |
}
|
|
657 |
}
|
|
658 |
/*!
|
|
659 |
* Action method
|
|
660 |
* Initialize touch timer. At the same time calculate also the touch rectangle.
|
|
661 |
*/
|
|
662 |
void CStateEngine::InitTouchTimer()
|
|
663 |
{
|
|
664 |
m_touchRect = ToleranceRect(m_hwe.iPosition, m_config->m_touchTolerance) ;
|
|
665 |
m_touchCentre = m_hwe.iPosition ;
|
|
666 |
m_timerif->startTouchTimer(m_config->m_touchTimerLimit, m_index) ;
|
|
667 |
}
|
|
668 |
/*!
|
|
669 |
* Action method.
|
|
670 |
* Initialize hold timer. At the same time calculate also the hold rectangle.
|
|
671 |
*/
|
|
672 |
void CStateEngine::InitHoldTimer()
|
|
673 |
{
|
|
674 |
m_holdRect = ToleranceRect(m_hwe.iPosition, m_config->m_holdTolerance) ;
|
|
675 |
m_holdCentre = m_hwe.iPosition ;
|
|
676 |
m_timerif->startHoldTimer(m_config->m_holdTimerLimit, m_index) ;
|
|
677 |
}
|
|
678 |
/*!
|
|
679 |
* Action method
|
|
680 |
* Restart the hold timer using the hold timer limit.
|
|
681 |
*/
|
|
682 |
void CStateEngine::RestartHoldTimer()
|
|
683 |
{
|
|
684 |
m_timerif->startHoldTimer(m_config->m_holdTimerLimit, m_index) ;
|
|
685 |
}
|
|
686 |
/*!
|
|
687 |
* Action method
|
|
688 |
* Initialize suppression timer. This timer is used during touch detection when
|
|
689 |
* resistive UP has been detected. If new DOWN comes while timer is running, it is ignored.
|
|
690 |
*/
|
|
691 |
void CStateEngine::InitTouchSuppressTimer()
|
|
692 |
{
|
|
693 |
m_timerif->startSuppressTimer(m_config->m_suppressTimerLimit, m_index) ;
|
|
694 |
}
|
|
695 |
/*!
|
|
696 |
* Action method.
|
|
697 |
* Initialize suppression timer after move. Tests show that when user is using light touch and
|
|
698 |
* moving finger to opposite directions there may be accidental ups and downs where the time between
|
|
699 |
* up and down may be well over 120 ms.
|
|
700 |
*/
|
|
701 |
void CStateEngine::InitMoveSuppressTimer()
|
|
702 |
{
|
|
703 |
m_timerif->startSuppressTimer(m_config->m_moveSuppressTimerLimit, m_index) ;
|
|
704 |
}
|
|
705 |
/*!
|
|
706 |
* Action method
|
|
707 |
* Stop the touch timer.
|
|
708 |
*/
|
|
709 |
void CStateEngine::ClearTouchTimer()
|
|
710 |
{
|
|
711 |
m_timerif->cancelTouchTimer(m_index) ;
|
|
712 |
}
|
|
713 |
/*!
|
|
714 |
* Action method
|
|
715 |
* Stop the hold timer.
|
|
716 |
*/
|
|
717 |
void CStateEngine::ClearHoldTimer()
|
|
718 |
{
|
|
719 |
m_timerif->cancelHoldTimer(m_index) ;
|
|
720 |
}
|
|
721 |
/*!
|
|
722 |
* Action method
|
|
723 |
* Stop the suppress timer.
|
|
724 |
*/
|
|
725 |
void CStateEngine::ClearSuppressTimer()
|
|
726 |
{
|
|
727 |
m_timerif->cancelSuppressTimer(m_index) ;
|
|
728 |
}
|
|
729 |
/*!Helper method.
|
|
730 |
* Create UI event
|
|
731 |
* \param code The new UI event type (Touch, Release, Move, Hold)
|
|
732 |
*/
|
|
733 |
CUiEvent* CStateEngine::createUIEventL(TUiEventCode code, const TPoint& aPos)
|
|
734 |
{
|
|
735 |
|
|
736 |
m_previousUiGenerated = code ;
|
|
737 |
return CUiEvent::NewL(code, m_gestureStartXY, aPos, getPreviousXY(aPos),
|
|
738 |
isTimerMessage(), m_hwe.iTarget, getInterval(), m_index, m_hwe.iTime.Int64()) ;
|
|
739 |
}
|
|
740 |
/*!
|
|
741 |
* Return the previous XY position and store the current for next round
|
|
742 |
*/
|
|
743 |
TPoint CStateEngine::getPreviousXY(const TPoint& aCurrentXY)
|
|
744 |
{
|
|
745 |
TPoint p = m_previousXY ;
|
|
746 |
m_previousXY = aCurrentXY ;
|
|
747 |
return p ;
|
|
748 |
}
|
|
749 |
/*!
|
|
750 |
* \return true, if the current event was timer triggered
|
|
751 |
*/
|
|
752 |
bool CStateEngine::isTimerMessage()
|
|
753 |
{
|
|
754 |
return (m_hwe.iType >= ETouchTimer); // NOTE: if new events are added at the end of the list this needs to be changed
|
|
755 |
}
|
|
756 |
/*!
|
|
757 |
* Action method.
|
|
758 |
* Generate the Touch UI event.
|
|
759 |
* If there are a set of touch points collected, calculate the position to the
|
|
760 |
* Touch UI event to be the average of the collected points.
|
|
761 |
*/
|
|
762 |
void CStateEngine::ProduceTouch()
|
|
763 |
{
|
|
764 |
m_wasFiltered = false ;
|
|
765 |
CUiEvent* cue = NULL;
|
|
766 |
getInterval() ; // dummy call to initialize the variable....
|
|
767 |
TInt err(KErrNone);
|
|
768 |
if (iTouchPoints.Count()>0)
|
|
769 |
{
|
|
770 |
// calculate average of the touch points
|
|
771 |
m_currentTouchXY = calculateTouchAverageFromPoints() ;
|
|
772 |
TRAP(err, cue = createUIEventL(stmUiEventEngine::ETouch, m_currentTouchXY)) ;
|
|
773 |
}
|
|
774 |
else
|
|
775 |
{
|
|
776 |
TRAP(err, cue = createUIEventL(stmUiEventEngine::ETouch, m_uiEventXY)) ;
|
|
777 |
}
|
|
778 |
if(!err)
|
|
779 |
m_config->m_uiEventSender->AddEvent(cue) ;
|
|
780 |
}
|
|
781 |
/*!
|
|
782 |
* Action method
|
|
783 |
* Generate the Move UI event. The position of the event has been set in the SetCurrentPos
|
|
784 |
* The previous position needs some special handling, if filtering has been used.
|
|
785 |
* \sa SetCurrentPos
|
|
786 |
*/
|
|
787 |
void CStateEngine::ProduceMove()
|
|
788 |
{
|
|
789 |
m_wasFiltered = false ;
|
|
790 |
if (m_uiEventXY == m_previousXY) {
|
|
791 |
return;
|
|
792 |
}
|
|
793 |
CUiEvent* cue = NULL;
|
|
794 |
TRAPD(err, cue = createUIEventL(stmUiEventEngine::EMove, m_uiEventXY)) ;
|
|
795 |
|
|
796 |
if(!err)
|
|
797 |
m_config->m_uiEventSender->AddEvent(cue) ;
|
|
798 |
}
|
|
799 |
/*!
|
|
800 |
* Action method
|
|
801 |
* Generate the Release UI event.
|
|
802 |
*/
|
|
803 |
void CStateEngine::ProduceRelease()
|
|
804 |
{
|
|
805 |
m_wasFiltered = false ;
|
|
806 |
CUiEvent* cue = NULL;
|
|
807 |
TRAPD(err, cue = createUIEventL(stmUiEventEngine::ERelease, m_uiEventXY)) ;
|
|
808 |
if(!err)
|
|
809 |
m_config->m_uiEventSender->AddEvent(cue) ;
|
|
810 |
|
|
811 |
if (m_config->m_enableLogging)
|
|
812 |
{
|
|
813 |
LOGFLUSH ;
|
|
814 |
}
|
|
815 |
}
|
|
816 |
/*!
|
|
817 |
* Action method
|
|
818 |
* Generate the Hold UI event.
|
|
819 |
*/
|
|
820 |
void CStateEngine::ProduceHold()
|
|
821 |
{
|
|
822 |
m_wasFiltered = false ;
|
|
823 |
CUiEvent* cue = NULL;
|
|
824 |
TRAPD(err, cue = createUIEventL(stmUiEventEngine::EHold, m_holdCentre)) ;
|
|
825 |
if(!err)
|
|
826 |
m_config->m_uiEventSender->AddEvent(cue) ;
|
|
827 |
|
|
828 |
}
|
|
829 |
/*!
|
|
830 |
* Action method
|
|
831 |
* Rename the current event to drag. This is used when the accidental up/down message pair
|
|
832 |
* has been detected, the DOWN event is handled as it were a move event.
|
|
833 |
*/
|
|
834 |
void CStateEngine::RenameToDrag()
|
|
835 |
{
|
|
836 |
m_hwe.iType = stmUiEventEngine::EDrag ;
|
|
837 |
}
|
|
838 |
/*!
|
|
839 |
* Action method
|
|
840 |
* Initialize the touch time area. Clear the array for collected touch points and
|
|
841 |
* calculate the touch rectangle.
|
|
842 |
*/
|
|
843 |
void CStateEngine::PrepareTouchTimeArea()
|
|
844 |
{
|
|
845 |
if (iTouchPoints.Count()>0) iTouchPoints.Reset() ;
|
|
846 |
m_touchRect = ToleranceRect(m_hwe.iPosition, m_config->m_touchTimeTolerance) ;
|
|
847 |
}
|
|
848 |
|
|
849 |
/*!
|
|
850 |
* Action method
|
|
851 |
* Initialize the touch area. Clear the array for collected touch points and
|
|
852 |
* calculate the touch rectangle.
|
|
853 |
*/
|
|
854 |
void CStateEngine::PrepareTouchArea()
|
|
855 |
{
|
|
856 |
if (iTouchPoints.Count()>0) iTouchPoints.Reset() ;
|
|
857 |
m_touchRect = ToleranceRect(m_hwe.iPosition, m_config->m_touchTolerance) ;
|
|
858 |
}
|
|
859 |
/*!
|
|
860 |
* Action method
|
|
861 |
* Initialize the hold area rectangle.
|
|
862 |
*/
|
|
863 |
void CStateEngine::PrepareHoldArea()
|
|
864 |
{
|
|
865 |
m_holdRect = ToleranceRect(m_hwe.iPosition, m_config->m_holdTolerance) ;
|
|
866 |
}
|
|
867 |
/*!
|
|
868 |
* Action method
|
|
869 |
* Store the current position and time always when we see EDrag. The stored value is used
|
|
870 |
* to calculate correct speed after filtered messages.
|
|
871 |
*/
|
|
872 |
void CStateEngine::StoreMovePos()
|
|
873 |
{
|
|
874 |
if (m_config->m_enableLogging)
|
|
875 |
{
|
|
876 |
LOGARG("store move pos from (%d, %d) to (%d, %d)",
|
|
877 |
m_lastFilteredPosition.iX, m_lastFilteredPosition.iY,m_hwe.iPosition.iX,
|
|
878 |
m_hwe.iPosition.iY ) ;
|
|
879 |
}
|
|
880 |
m_lastFilteredPosition = m_hwe.iPosition ;
|
|
881 |
m_lastFilteredMessageTime = m_hwe.iTime ;
|
|
882 |
|
|
883 |
}
|
|
884 |
/*!
|
|
885 |
* Action method
|
|
886 |
* Store the current position and time.
|
|
887 |
*/
|
|
888 |
void CStateEngine::SetCurrentPos()
|
|
889 |
{
|
|
890 |
m_uiEventXY = m_hwe.iPosition ;
|
|
891 |
}
|
|
892 |
/*!
|
|
893 |
* Action method
|
|
894 |
* Initialize the gesture starting.
|
|
895 |
*/
|
|
896 |
void CStateEngine::SetGestureStart()
|
|
897 |
{
|
|
898 |
m_gestureStartXY = m_hwe.iPosition ;
|
|
899 |
m_previousXY = m_hwe.iPosition ;
|
|
900 |
m_gestureTarget = m_hwe.iTarget ;
|
|
901 |
iDragPoints.ResetAndDestroy() ;
|
|
902 |
iTouchPoints.Reset() ;
|
|
903 |
}
|
|
904 |
/*!
|
|
905 |
* Action method
|
|
906 |
* Add current point to the set of touch points.
|
|
907 |
*/
|
|
908 |
void CStateEngine::AddToTouch()
|
|
909 |
{
|
|
910 |
iTouchPoints.Append(THwEvent(m_hwe.iType,
|
|
911 |
m_hwe.iPosition,
|
|
912 |
m_hwe.iTime,
|
|
913 |
m_hwe.iTarget,
|
|
914 |
m_index)
|
|
915 |
) ;
|
|
916 |
// calculate the average of touch points and move the touch area accordingly
|
|
917 |
// this allows slight movement of the figertip while inside touch time
|
|
918 |
if (iTouchPoints.Count()>2)
|
|
919 |
{
|
|
920 |
TPoint newtp = calculateTouchAverageFromPoints() ;
|
|
921 |
m_touchRect = ToleranceRect(newtp, m_config->m_touchTolerance) ;
|
|
922 |
m_holdRect = ToleranceRect(newtp, m_config->m_holdTolerance) ;
|
|
923 |
}
|
|
924 |
}
|
|
925 |
/*!
|
|
926 |
* Action method
|
|
927 |
* Add the current point to the set of dragging points.
|
|
928 |
* The set of dragging points is examined to determine if a enw hold has been started.
|
|
929 |
*/
|
|
930 |
void CStateEngine::AddDraggingPos()
|
|
931 |
{
|
|
932 |
iDragPoints.Append(new THwEvent(m_hwe.iType,
|
|
933 |
m_hwe.iPosition,
|
|
934 |
m_hwe.iTime,
|
|
935 |
m_hwe.iTarget,
|
|
936 |
m_index)
|
|
937 |
) ;
|
|
938 |
}
|
|
939 |
/*!
|
|
940 |
* HandleStateEvent processes one event, which can be either pointer event or timer event.
|
|
941 |
* The event is handled by calling the turnStateMachine method.
|
|
942 |
*/
|
|
943 |
bool CStateEngine::handleStateEvent()
|
|
944 |
{
|
|
945 |
// We get an event into m_hwe by this moment, lets kick the state machine
|
|
946 |
m_wasFiltered = ETrue ;
|
|
947 |
if (isStatemachineBlocked)
|
|
948 |
return m_wasFiltered;
|
|
949 |
|
|
950 |
CalculateDelta() ;
|
|
951 |
turnStateMachine();
|
|
952 |
|
|
953 |
m_previousPointerEventPosition = m_hwe.iPosition ;
|
|
954 |
return m_wasFiltered ;
|
|
955 |
}
|
|
956 |
|
|
957 |
/*!
|
|
958 |
* Get the current touch rectangle. If touch state not currently on, returns TRect(TPoint(0,0),TPoint(0,0))
|
|
959 |
* (touch state meaning that the touch timer is still running and the points have been kept inside the area)
|
|
960 |
*/
|
|
961 |
TRect CStateEngine::getTouchArea()
|
|
962 |
{
|
|
963 |
return m_touchRect ;
|
|
964 |
}
|
|
965 |
/*!
|
|
966 |
* get the hold area rectangle
|
|
967 |
*/
|
|
968 |
TRect CStateEngine::getHoldArea()
|
|
969 |
{
|
|
970 |
return m_holdRect ;
|
|
971 |
}
|
|
972 |
/*!
|
|
973 |
* MStateMachine method.
|
|
974 |
*/
|
|
975 |
bool CStateEngine::wasLastMessageFiltered()
|
|
976 |
{
|
|
977 |
return m_wasFiltered ;
|
|
978 |
}
|
|
979 |
|
|
980 |
/*!
|
|
981 |
* Check if the last X points in the stored points look like the movement has stopped
|
|
982 |
*/
|
|
983 |
bool CStateEngine::isNewHoldingPoint()
|
|
984 |
{
|
|
985 |
int x = iDragPoints.Count();
|
|
986 |
if (x > 2) // are there any points to be checked?
|
|
987 |
{
|
|
988 |
THwEvent* phwe = iDragPoints[x-1] ;
|
|
989 |
THwEvent* phweinsidehold = phwe ;
|
|
990 |
TRect recth = ToleranceRect(phwe->iPosition, m_config->m_holdTolerance) ;
|
|
991 |
// Look backwards from the last point to see if there are enought points (enough in time) to look like a hold
|
|
992 |
x -= 2 ;
|
|
993 |
while (x > 0 && recth.Contains(iDragPoints[x]->iPosition))
|
|
994 |
{
|
|
995 |
phweinsidehold = iDragPoints[x];
|
|
996 |
--x;
|
|
997 |
}
|
|
998 |
TTimeIntervalMicroSeconds tival = phwe->iTime.MicroSecondsFrom(phweinsidehold->iTime) ;
|
|
999 |
|
|
1000 |
/**
|
|
1001 |
* remove the extra points from the list if they are outside of holding area
|
|
1002 |
*/
|
|
1003 |
while (x > 0)
|
|
1004 |
{
|
|
1005 |
THwEvent* p = iDragPoints[x] ;
|
|
1006 |
delete p ;
|
|
1007 |
iDragPoints.Remove(x) ;
|
|
1008 |
--x ;
|
|
1009 |
}
|
|
1010 |
|
|
1011 |
// See the time difference of the two points which still are inside the hold area
|
|
1012 |
TTimeIntervalMicroSeconds limit = m_config->m_holdTimerLimit/2 ;
|
|
1013 |
if (tival > limit)
|
|
1014 |
{
|
|
1015 |
if (m_config->m_enableLogging)
|
|
1016 |
{
|
|
1017 |
LOGARG("isNewHoldingPoint: %s, dragpoints count %d",
|
|
1018 |
stateNames[m_currentState], iDragPoints.Count()) ;
|
|
1019 |
}
|
|
1020 |
return true ;
|
|
1021 |
}
|
|
1022 |
}
|
|
1023 |
else
|
|
1024 |
{
|
|
1025 |
// one or 0 points does not look like hold
|
|
1026 |
|
|
1027 |
}
|
|
1028 |
return false ;
|
|
1029 |
}
|
|
1030 |
/*!
|
|
1031 |
* calculate simple average of the touch points, i.e. calculate the average of the previous and current
|
|
1032 |
* position. Note that the touch point remains the same, this just calculates new value for the UI position
|
|
1033 |
*/
|
|
1034 |
void CStateEngine::CalculateTouchAverage()
|
|
1035 |
{
|
|
1036 |
m_uiEventXY.iX = (m_uiEventXY.iX+m_hwe.iPosition.iX)/2 ;
|
|
1037 |
m_uiEventXY.iY = (m_uiEventXY.iY+m_hwe.iPosition.iY)/2 ;
|
|
1038 |
}
|
|
1039 |
/*!
|
|
1040 |
* Calculate the movement vector.
|
|
1041 |
*/
|
|
1042 |
void CStateEngine::CalculateDelta()
|
|
1043 |
{
|
|
1044 |
m_deltaVector.iX = m_hwe.iPosition.iX-m_previousPointerEventPosition.iX ;
|
|
1045 |
m_deltaVector.iY = m_hwe.iPosition.iY-m_previousPointerEventPosition.iY ;
|
|
1046 |
}
|
|
1047 |
/*!internal
|
|
1048 |
* Debug logging method
|
|
1049 |
*/
|
|
1050 |
void CStateEngine::DebugPrintState(TStateMachineState anextstate)
|
|
1051 |
{
|
|
1052 |
if (m_config->m_enableLogging)
|
|
1053 |
{
|
|
1054 |
LOGARG("%s: cuiev(%d,%d) cTxy ((%d,%d)(%d,%d)) cHxy ((%d,%d)(%d,%d)) gsXY(%d,%d) dV(%d,%d) EVNT(%d,%d (%s)) going to %s",
|
|
1055 |
stateNames[m_currentState],
|
|
1056 |
m_uiEventXY.iX, m_uiEventXY.iY,
|
|
1057 |
m_touchRect.iTl.iX, m_touchRect.iTl.iY,m_touchRect.iBr.iX, m_touchRect.iBr.iY,
|
|
1058 |
m_holdRect.iTl.iX, m_holdRect.iTl.iY,m_holdRect.iBr.iX, m_holdRect.iBr.iY,
|
|
1059 |
m_gestureStartXY.iX, m_gestureStartXY.iY,
|
|
1060 |
m_deltaVector.iX, m_deltaVector.iY,
|
|
1061 |
m_hwe.iPosition.iX, m_hwe.iPosition.iY, hweventNames[m_hwe.iType],
|
|
1062 |
stateNames[anextstate]
|
|
1063 |
);
|
|
1064 |
}
|
|
1065 |
}
|
|
1066 |
|
|
1067 |
/*!
|
|
1068 |
* calculate the rectangle for touch or hold
|
|
1069 |
*/
|
|
1070 |
TRect CStateEngine::ToleranceRect(const TPoint& aCenterPoint, const TPoint& tolerance)
|
|
1071 |
{
|
|
1072 |
// grow by the tolerance length, while keeping the center point
|
|
1073 |
TRect toleranceRect(
|
|
1074 |
aCenterPoint - tolerance,
|
|
1075 |
aCenterPoint + tolerance);
|
|
1076 |
return toleranceRect;
|
|
1077 |
}
|
|
1078 |
/*!
|
|
1079 |
* turnStateMachine. Go trough the state elements found for the current event
|
|
1080 |
* until the event has been consumed.
|
|
1081 |
*
|
|
1082 |
* \pre m_currentState defines the current state and the index to the allStates array.
|
|
1083 |
* \pre m_hwe is the message being handled. The corresponding STATE_ELEMENT array must be found and processed.
|
|
1084 |
*
|
|
1085 |
*/
|
|
1086 |
void CStateEngine::turnStateMachine()
|
|
1087 |
{
|
|
1088 |
|
|
1089 |
const STATE_ELEMENT* pelement ;
|
|
1090 |
m_eventConsumed = false ; // run the loop until the event has been consumed
|
|
1091 |
// Now run trough the motions of the state elements, and prepare to change to next state while doing so.
|
|
1092 |
// If the state elements set the m_eventConsumed then all is done
|
|
1093 |
isStatemachineBlocked = true;
|
|
1094 |
while (!m_eventConsumed)
|
|
1095 |
{
|
|
1096 |
int i = 0 ;
|
|
1097 |
const STATE* const pcurrentstate = allStates[m_currentState] ;
|
|
1098 |
// Since each state definition must contain entries for all possible events the following loop cannot fail ;-)
|
|
1099 |
while (pcurrentstate[i].theEvent != m_hwe.iType ) ++i ;
|
|
1100 |
pelement = pcurrentstate[i].stateElements ;
|
|
1101 |
TStateMachineState nextState = Eignore ;
|
|
1102 |
/*
|
|
1103 |
* Handle the individual state elements. If there is a condition function,
|
|
1104 |
* call the function and if it returns true, handle the action function and possible next state
|
|
1105 |
* if the condition returns false, continue to next element
|
|
1106 |
* if there is no condition, run the action function if it exists.
|
|
1107 |
* if the next state is defined (i.e it is != Eignore), go to that state
|
|
1108 |
*/
|
|
1109 |
while (nextState == Eignore)
|
|
1110 |
{
|
|
1111 |
condition_t cndfunc = pelement->conditionFunction ;
|
|
1112 |
action_t actfunc = pelement->actionFunction ;
|
|
1113 |
if (cndfunc != 0)
|
|
1114 |
{
|
|
1115 |
/*
|
|
1116 |
* There was a condition function, call it to see whether the action needs to performed and/or the next satte defined
|
|
1117 |
*/
|
|
1118 |
if (cndfunc(this))
|
|
1119 |
{
|
|
1120 |
// Condition was true, handle it
|
|
1121 |
// call the action if it exists
|
|
1122 |
if (actfunc != 0) actfunc(this) ;
|
|
1123 |
// and now get to the next state
|
|
1124 |
nextState = pelement->nextState ; // Note that while this remains Eignore there are elements to be run
|
|
1125 |
}
|
|
1126 |
}
|
|
1127 |
else
|
|
1128 |
{
|
|
1129 |
/**
|
|
1130 |
* No condition function, call the possible action function and get the next state
|
|
1131 |
*/
|
|
1132 |
if (actfunc != 0) actfunc(this) ;
|
|
1133 |
nextState = pelement->nextState ; // Note that while this remains Eignore there are elements to be run
|
|
1134 |
}
|
|
1135 |
++pelement ; // next entry in the elements
|
|
1136 |
}
|
|
1137 |
if (m_config->m_enableLogging) DebugPrintState(nextState) ;
|
|
1138 |
m_currentState = nextState ; // Change to the next state
|
|
1139 |
}
|
|
1140 |
isStatemachineBlocked = false;
|
|
1141 |
}
|
|
1142 |
TTimeIntervalMicroSeconds CStateEngine::getInterval()
|
|
1143 |
{
|
|
1144 |
TTime now ;
|
|
1145 |
now.HomeTime() ;
|
|
1146 |
TTimeIntervalMicroSeconds interval = now.MicroSecondsFrom(m_lastMessageTime) ;
|
|
1147 |
m_lastMessageTime = now ;
|
|
1148 |
return interval ;
|
|
1149 |
}
|
|
1150 |
|
|
1151 |
TPoint CStateEngine::calculateTouchAverageFromPoints()
|
|
1152 |
{
|
|
1153 |
TPoint tp ;
|
|
1154 |
int count = iTouchPoints.Count() ;
|
|
1155 |
for (int i = 0; i < count; i++)
|
|
1156 |
{
|
|
1157 |
tp += iTouchPoints[i].iPosition;
|
|
1158 |
}
|
|
1159 |
if(count)
|
|
1160 |
{
|
|
1161 |
tp.iX /= count ;
|
|
1162 |
tp.iY /= count ;
|
|
1163 |
}
|
|
1164 |
return tp ;
|
|
1165 |
}
|
|
1166 |
|