web_plat/stmgesturefw_api/inc/rt_uievent.h
changeset 28 d39add9822e2
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/web_plat/stmgesturefw_api/inc/rt_uievent.h	Tue Feb 02 00:56:45 2010 +0200
@@ -0,0 +1,309 @@
+/*
+* 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_UIEVENT_H_
+#define RT_UIEVENT_H_
+
+// INCLUDES
+#include <browser_platform_variant.hrh>
+#include <coemain.h>
+#include <aknutils.h>
+#include <e32property.h>
+#include <w32std.h>
+
+#if defined(BRDO_MULTITOUCH_ENABLED_FF)
+#define ADVANCED_POINTER_EVENTS
+#endif
+
+namespace stmUiEventEngine
+{
+
+#if defined(ADVANCED_POINTER_EVENTS)
+static const TInt KMaxNumberOfPointers(2) ;  // How many pointer we have in multi-touch case
+#else
+static const TInt KMaxNumberOfPointers(1) ;  // How many pointer we have in single touch case
+#endif
+
+/*!
+ * Event code generated from the state machine
+ */
+enum TUiEventCode
+{
+    ETouch  = 0x01,
+    EHold   = 0x02,
+    EMove   = 0x03,
+    ERelease= 0x04,
+    ENull   = 0x05
+};
+
+/*!
+ * Shape of the Area
+ */
+enum TAreaShape
+{
+    ERectangle = 1,
+    ECircle,
+    EEllipse
+};
+
+// for testingg/debugging purposes - string name og the code
+const char* EventName(TUiEventCode aCode);
+
+/*!
+ * Interface class for Speed in X-Y direction
+ */
+class MUiEventSpeed
+{
+public:
+    virtual float speedX() const __SOFTFP = 0;
+    virtual float speedY() const __SOFTFP = 0;
+};
+
+/*!
+ * Utility class to wrap number for (already evaluated) speed values.
+ */
+NONSHARABLE_CLASS(TUiEventSpeed): public MUiEventSpeed
+{
+public:
+    TUiEventSpeed(float speedX, float speedY): m_speedX(speedX),m_speedY(speedY) {}
+    virtual float speedX() const __SOFTFP { return m_speedX; }
+    virtual float speedY() const __SOFTFP { return m_speedY; }
+    float m_speedX;
+    float m_speedY;
+};
+
+/*!
+ * The UI event interface, UI events are touch, hold, move and release.
+ * Note that currently the interface is not OS agnostic enough.  It is using
+ * TPoint, TTimeIntervalMicroSeconds etc. types which should be replaced
+ * with some standard types/classes.
+ */
+class MUiEvent: public MUiEventSpeed
+{
+public:
+    /*!
+     * The starting position of the gesture in _screen_ coordinates
+     */
+    virtual const TPoint& StartPos() const = 0;
+    /*!
+     * Current position in _screen_ coordinates
+     */
+    virtual const TPoint& CurrentXY() const = 0 ;
+    /*!
+     * Previous position in _screen_ coordinates
+     */
+    virtual const TPoint& PreviousXY() const = 0 ;
+    /*!
+     * Time difference between this and previous UI event
+     */
+    virtual TTimeIntervalMicroSeconds StateTransition() const = 0 ;
+    /*!
+     * true, if the UI event was generated because of timer expiration
+     */
+    virtual bool TimerExpired() const = 0;
+    /*!
+     * The UI event code
+     */
+    virtual TUiEventCode Code()const = 0 ;
+    /*!
+     * Target identifier (in practice the CCoeControl* of the window)
+     */
+    virtual void* Target() const = 0 ;
+    /*!
+     * The index of the UI event.  In single touch this is always 0
+     */
+    virtual int Index() const = 0 ;
+    /*!
+     * Next event in the gesture (with the same index)
+     */
+    virtual MUiEvent* previousEvent() const = 0 ;
+    /*!
+     * Count of events in gesture
+     */
+    virtual int countOfEvents() const = 0 ;
+    /*!
+     * Timestamp
+     */
+    virtual TInt64 timestamp() const = 0 ;
+    /*!
+     * Speed.  Speed is calculated based on the previous event.
+     */
+    virtual float speedX() const __SOFTFP = 0 ;
+    /*!
+     * Speed.  Speed is calculated based on the previous event.
+     */
+    virtual float speedY() const __SOFTFP = 0 ;
+};
+
+/**
+ * Observer that will be notified when UI events have been recognised
+ */
+class MUiEventObserver
+{
+public:
+    /**
+     * Handle the UI event
+     * \param aEvent event describing the event
+     */
+    virtual void HandleUiEventL( const MUiEvent& aEvent ) = 0;
+};
+
+/*! The state machine interface.
+ *
+ * To be OS agnostic TPointerEvent, TRect etc. should be replaced with
+ * something else.
+ */
+class MStateMachine
+{
+public:
+    /*!
+     * \return the rectangle containing the touch area.
+     * The shape of the touch area can be either rectangle, circle or ellipse.
+     * getTouchArea returns the current touch area, so it may be of zero size.
+     * During touch timer the method will return the TouchTimeArea, after that it
+     * will return the TouchArea.
+     */
+    virtual TRect getTouchArea(TInt aPointerNumber = 0) = 0 ;
+    /*!
+     * \param fingersize_mm defines the width of the rectangle or the diameter of the circle/ellipse
+     * used for the touch area during touch timer running.  If the initial touch is a "sloppy" one,
+     * there is very easily an extra move event detected during touch time.  On the other hand
+     * after touch has been detected, the touch area should not be too big, just something suitable to
+     * filter minor movements out.  The proposed solution is to define two touch areas: one to be used
+     * while touch timer is running, and another used after touch has been detected.
+     * The TouchTimeArea can be a bit larger to allow sloppy touch, then the TouchArea can be smaller to
+     * filter minor movements out.
+     */
+    virtual void setTouchTimeArea(long fingersize_mm) = 0 ;
+    /*!
+     * \param fingersize_mm defines the width of the rectangle or the diameter of the circle/ellipse
+     * used for the touch area.
+     */
+    virtual void setTouchArea(long fingersize_mm) = 0 ;
+    /*!
+     * get the touch area shape, either rectangle, circle or ellipse
+     */
+    virtual TAreaShape getTouchAreaShape() = 0 ;
+    /*!
+     * set the touch area shape, either rectangle, circle or ellipse.  This is the same for both of
+     * the touch areas.
+     */
+    virtual void setTouchAreaShape(const TAreaShape shape) = 0 ;
+    /*!
+     * get the touch timeout.  Touch timeout is the time after the first down event
+     * until the Touch UI event is generated. Touch timeout makes it possible to
+     * calculate an average of the first few points detected before generating the Touch UI event.
+     */
+    virtual unsigned int getTouchTimeout() = 0 ;
+    /*!
+     * Set the touch timeout.
+     */
+    virtual void setTouchTimeout(unsigned int) = 0 ;
+    /*!
+     * \return the rectangle containing the hold area.
+     * The shape of the hold area can be either rectangle, circle or ellipse.
+     * getholdArea returns the current hold area, so it may be of zero size.
+     */
+    virtual TRect getHoldArea(TInt aPointerNumber = 0) = 0 ;
+    /*!
+     * \param fingersize_mm defines the width of the rectangle or the diameter of the circle/ellipse
+     * used for the hold area.  Hold area defines an area so that if the touch coordinates stay
+     * inside that area for the duration of hold timeout the Hold UI event is generated.
+     */
+    virtual void setHoldArea(long fingersize_mm) = 0 ;
+    /*!
+     * get the hold area shape, either rectangle, circle or ellipse
+     */
+    virtual TAreaShape getHoldAreaShape() = 0 ;
+    /*!
+     * set the hold area shape, either rectangle, circle or ellipse
+     */
+    virtual void setHoldAreaShape(const TAreaShape shape) = 0 ;
+    /*!
+     * get the hold timeout.  The timeout defines how long the touch coordinates need to stay
+     * inside hold area before Hold UI event is generated.
+     */
+    virtual unsigned int getHoldTimeout() = 0 ;
+    /*!
+     * Set the hold timeout.
+     */
+    virtual void setHoldTimeout(unsigned int a) = 0 ;
+    /*!
+     * get the touch suppress timeout.  This timeout defines how long it will take to generate
+     * the Release UI event after UP event during the touch timeout.  This timeout is rather short
+     * but will cause the filtering of accidental UP/DOWN events during if they are close together.
+     */
+    virtual unsigned int getTouchSuppressTimeout() = 0 ;
+    /*!
+     * Set the touch suppress timeout.
+     */
+    virtual void setTouchSuppressTimeout(unsigned int a) = 0 ;
+    /*!
+     * get the move suppress timeout.  This timeout is used after Move UI event has been generated to
+     * filter accidental UP/DOWN events.  Using light touch it is possible to cause accidental UP/DOWN
+     * events with the timespan can be over 120 ms when the direction of movement changes.
+     */
+    virtual unsigned int getMoveSuppressTimeout() = 0 ;
+    /*!
+     * set the move suppress timeout.
+     */
+    virtual void setMoveSuppressTimeout(unsigned int a) = 0 ;
+    /*!
+     * add UI event observer. The generated UI events will be sent to the observers.
+     * \return false, if the max number of observers (=5) has been reached.
+     */
+    virtual bool addUiEventObserver(MUiEventObserver* observer) = 0 ;
+    /*!
+     * remove the UI event observer.
+     */
+    virtual bool removeUiEventObserver(MUiEventObserver* observer) = 0 ;
+    /*!
+     * \return true, of the message being processed did not generate UI event
+     */
+    virtual bool wasLastMessageFiltered(TInt aPointerNumber = 0) = 0 ;
+    /*!
+     * enable capacitive UP message.  If it is enabled, UP suppression is not used
+     * but the UP event causes immediate Release UI event.
+     */
+    virtual void enableCapacitiveUp(bool enable) = 0 ;
+    /*!
+     * enable or disable debug logging of the state machine
+     * \param aEnable : logging enabled
+     */
+    virtual void enableLogging(bool aEnable) = 0 ;
+    /*!
+     * add "window handles" to the list of targets which should be included
+     * in the gesture recognition.  This way it is possible to drop the messges
+     * which are not of interest from the gesture recognition point of view.
+     * This is used when only the gesture recognition is used so that the UI events are
+     * not passed to the application.
+     */
+    // virtual void addGestureTarget(void* aTarget) = 0 ;
+
+     /*!
+     * Setting the Y adjustment useful in capacitive touch
+     * Note that there are problems with the adjustment if done at this level,
+     * the most proper place would be the window server.
+     */
+    virtual void enableYadjustment(bool aEnable) = 0 ;
+
+    /// Get the number of supported touch pointers
+    virtual int getNumberOfPointers() = 0;
+};
+
+} // namespace
+#endif /* RT_UIEVENT_H_ */