webengine/webkitutils/stmgesturefw/inc/statemachine_v2.h
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     1 /*
       
     2 * Copyright (c) 2008 Nokia Corporation and/or its subsidiary(-ies).
       
     3 * All rights reserved.
       
     4 * This component and the accompanying materials are made available
       
     5 * under the terms of the License "Eclipse Public License v1.0"
       
     6 * which accompanies this distribution, and is available
       
     7 * at the URL "http://www.eclipse.org/legal/epl-v10.html".
       
     8 *
       
     9 * Initial Contributors:
       
    10 * Nokia Corporation - initial contribution.
       
    11 *
       
    12 * Contributors:
       
    13 *
       
    14 * Description:   
       
    15 *
       
    16 */
       
    17 
       
    18 #ifndef STATEMACHINE_V2_H_
       
    19 #define STATEMACHINE_V2_H_
       
    20 
       
    21 namespace stmUiEventEngine
       
    22 {
       
    23 /**
       
    24  * the next templates define the static callbacks required to pass the this object to the member function
       
    25  * There are two definitions, one for the TBool is*() method checking the message,
       
    26  * the other one returning void for entry, event and action methods.
       
    27  */
       
    28 template<class T, bool (T::*F)()>
       
    29 bool isF(void *p)
       
    30 {
       
    31     return ((reinterpret_cast<T*>(p))->*F)();
       
    32 }
       
    33 
       
    34 template<class T, void (T::*F)()>
       
    35 void aF(void *p)
       
    36 {
       
    37     ((reinterpret_cast<T*>(p))->*F)();
       
    38 }
       
    39 
       
    40 /////////////////////////////////////////////////////////////////////////////////////
       
    41 // We define the state machine in C fashion so that we get the initialized state table
       
    42 // already at compilation phase.  The message checking methods, event methods  and action methods are
       
    43 // then passed to the C++ object to be processed.
       
    44 // The currently defined states are the following, at the same time they are used as the index to the array of states.
       
    45 enum TStateMachineState {
       
    46             Eignore, 
       
    47             EInit, 
       
    48             EDispatch, 
       
    49             EInTouchTime, 
       
    50             EInHoldTime_U, 
       
    51             EInHoldTime_D, 
       
    52             EInTouchArea, 
       
    53             ESuppress_D
       
    54         } ;
       
    55 // Using these kind of functions the state machine is of course single threaded
       
    56 // the necessary parameters need to be passed in the member variables
       
    57 typedef bool  (*condition_t)(void* ) ;
       
    58 typedef void  (*action_t)(void*) ;
       
    59 
       
    60 /*
       
    61  * The possible events to the state machine.  The pointer and timer events are possible.
       
    62  */
       
    63 enum TStateMachineEvent {
       
    64             EDown, 
       
    65             EDrag, 
       
    66             ECapacitiveUP, 
       
    67             EResistiveUP, 
       
    68             ETouchTimer, 
       
    69             EHoldTimer, 
       
    70             ESuppressTimer
       
    71         } ;
       
    72 /*!
       
    73  * STATE_ELEMENT defines one line in the state/event instance.
       
    74  * It contains three fields: ConditionFunction, ActionFunction and NextState.
       
    75  * The generic state machine will call the ConditionFunction (if it is != NULL)
       
    76  * and if the result is true, it will call ActionFunction (if it is != NULL).
       
    77  * Then it will continue to NextState.
       
    78  * If NextState is Eignore, it will try the next line of state/event.
       
    79  */
       
    80 typedef struct _STATE_ELEMENT {
       
    81     /*!
       
    82      * Condition function contains the pointer to the method used to check some condition.
       
    83      * If the pointer is non-NULL the state machine will call the function and based on the result
       
    84      * (if true) calls the ActionFunction.
       
    85      */
       
    86     const condition_t conditionFunction ;
       
    87     /*!
       
    88      * ActionFunction contains a pointer to a method performing some action.  The state machine
       
    89      * will call the method if the pointer is non-NULL.
       
    90      */
       
    91     const action_t    actionFunction ;
       
    92     /*!
       
    93      * NextState contains either the next state or Eignore.  The state machine will process state elements
       
    94      * until the NextState != Eignroe is found.
       
    95      */
       
    96     const TStateMachineState  nextState ;
       
    97 } STATE_ELEMENT ;
       
    98 
       
    99 /*!
       
   100  * Each state contains an array defining the possible event and the state elements
       
   101  * that are processed if the event happens.
       
   102  */
       
   103 typedef struct _STATE {
       
   104     /*!
       
   105      * The event defines the pointer event or timer event being processed
       
   106      */
       
   107     const TStateMachineEvent    theEvent ;        //
       
   108     /*!
       
   109      * StateElements points to the array of STATE_ELEMENT entries which define the
       
   110      * condition and action functions to be processed and the resulting nesxt state.
       
   111      */
       
   112     const STATE_ELEMENT* const   stateElements ;
       
   113 } STATE ;
       
   114 
       
   115 } // namespace
       
   116 
       
   117 #endif /* STATEMACHINE_V2_H_ */