--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/webengine/webkitutils/stmgesturefw/inc/statemachine_v2.h Tue Feb 02 00:56:45 2010 +0200
@@ -0,0 +1,117 @@
+/*
+* 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 STATEMACHINE_V2_H_
+#define STATEMACHINE_V2_H_
+
+namespace stmUiEventEngine
+{
+/**
+ * the next templates define the static callbacks required to pass the this object to the member function
+ * There are two definitions, one for the TBool is*() method checking the message,
+ * the other one returning void for entry, event and action methods.
+ */
+template<class T, bool (T::*F)()>
+bool isF(void *p)
+{
+ return ((reinterpret_cast<T*>(p))->*F)();
+}
+
+template<class T, void (T::*F)()>
+void aF(void *p)
+{
+ ((reinterpret_cast<T*>(p))->*F)();
+}
+
+/////////////////////////////////////////////////////////////////////////////////////
+// We define the state machine in C fashion so that we get the initialized state table
+// already at compilation phase. The message checking methods, event methods and action methods are
+// then passed to the C++ object to be processed.
+// The currently defined states are the following, at the same time they are used as the index to the array of states.
+enum TStateMachineState {
+ Eignore,
+ EInit,
+ EDispatch,
+ EInTouchTime,
+ EInHoldTime_U,
+ EInHoldTime_D,
+ EInTouchArea,
+ ESuppress_D
+ } ;
+// Using these kind of functions the state machine is of course single threaded
+// the necessary parameters need to be passed in the member variables
+typedef bool (*condition_t)(void* ) ;
+typedef void (*action_t)(void*) ;
+
+/*
+ * The possible events to the state machine. The pointer and timer events are possible.
+ */
+enum TStateMachineEvent {
+ EDown,
+ EDrag,
+ ECapacitiveUP,
+ EResistiveUP,
+ ETouchTimer,
+ EHoldTimer,
+ ESuppressTimer
+ } ;
+/*!
+ * STATE_ELEMENT defines one line in the state/event instance.
+ * It contains three fields: ConditionFunction, ActionFunction and NextState.
+ * The generic state machine will call the ConditionFunction (if it is != NULL)
+ * and if the result is true, it will call ActionFunction (if it is != NULL).
+ * Then it will continue to NextState.
+ * If NextState is Eignore, it will try the next line of state/event.
+ */
+typedef struct _STATE_ELEMENT {
+ /*!
+ * Condition function contains the pointer to the method used to check some condition.
+ * If the pointer is non-NULL the state machine will call the function and based on the result
+ * (if true) calls the ActionFunction.
+ */
+ const condition_t conditionFunction ;
+ /*!
+ * ActionFunction contains a pointer to a method performing some action. The state machine
+ * will call the method if the pointer is non-NULL.
+ */
+ const action_t actionFunction ;
+ /*!
+ * NextState contains either the next state or Eignore. The state machine will process state elements
+ * until the NextState != Eignroe is found.
+ */
+ const TStateMachineState nextState ;
+} STATE_ELEMENT ;
+
+/*!
+ * Each state contains an array defining the possible event and the state elements
+ * that are processed if the event happens.
+ */
+typedef struct _STATE {
+ /*!
+ * The event defines the pointer event or timer event being processed
+ */
+ const TStateMachineEvent theEvent ; //
+ /*!
+ * StateElements points to the array of STATE_ELEMENT entries which define the
+ * condition and action functions to be processed and the resulting nesxt state.
+ */
+ const STATE_ELEMENT* const stateElements ;
+} STATE ;
+
+} // namespace
+
+#endif /* STATEMACHINE_V2_H_ */