webengine/webkitutils/stmgesturefw/src/stateengine.cpp
changeset 28 d39add9822e2
child 37 ac77f89b1d9e
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/webengine/webkitutils/stmgesturefw/src/stateengine.cpp	Tue Feb 02 00:56:45 2010 +0200
@@ -0,0 +1,1159 @@
+/*
+* 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:
+*
+*/
+
+
+#include "stateengine.h"
+#include "utils.h"
+#include "uievent.h"
+#include "uieventsender.h"
+#include "filelogger.h"
+//#include "flogger.h"
+
+using namespace stmUiEventEngine ;
+
+/*!
+  State definitions glue together the methods of the stateengine.cpp
+  so that it will behave as defined in the state machine specification.
+  First define the separate elements for each possible event and then tie them together
+  to create one state entry.  The state entries then are put to array
+  where the index is at the same time also the state ID.
+
+  STATE_ELEMENT arrays define the methods called when handling a message.
+  \sa STATE_ELEMENT.
+  Note that the last row of STATE_ELEMENT array must NOT have a ConditionFunction entry
+  and it must have a NextState entry != Eignore.  Otherwise the state machine will
+  not behave correctly.
+
+ */
+/*! Add macro with token pasting to make creation of the state machine tables easier
+   and removing the necessity to write the classname twice.
+   Maybe there would be some better way to do this using templates and typedefs?
+ */
+#define CND(x) isF<CStateEngine,&CStateEngine::##x>
+#define ACT(x) aF<CStateEngine,&CStateEngine::##x>
+
+/*********************************************************************************
+ * empty statedef as a dummy entry
+ *  */
+const STATE_ELEMENT __ErrorEvent[1] = {
+        0,
+        ACT(ErrorEvent),
+        EInit
+};
+
+const STATE Ignore__[1] = {
+        EDown,          __ErrorEvent
+} ;
+
+/*!
+  :INIT state and its event specific elements
+  See the spec in http://wikis.in.nokia.com/Runtimes/NewGestureLibrary
+  Down is only valid event in :INIT state
+  The event is consumed immediately, so that the state machine will process only these
+  methods when processing the message.
+  If touch timer has been set, the next state is InTouchTime.
+  If no touch timer, but if hold timer has been defined, the next state is InHoldTime_U
+  If no touch or hold timer have been defined, but touch area has been defined, next state is InTouchArea.
+  11-May-2009: addition: add another touch area: one for touch time and one for touch area after touch time
+  has elapsed.  This allows "sloppy" touch to be handled properly without extra move if touchtimearea is larger,
+  but after touch has been detected a smaller movement is allowed.
+ */
+const STATE_ELEMENT Init__Down[12] = {
+        0,                  ACT(ConsumeEvent),    Eignore,
+        0,                  ACT(SetGestureStart), Eignore,
+        0,                  ACT(SetCurrentPos),   Eignore,
+        CND(IsTouchTimer),  ACT(InitTouchTimer),  Eignore,
+        CND(IsHoldTimer),   ACT(InitHoldTimer),   Eignore,
+        CND(IsTouchTimeArea),   ACT(PrepareTouchTimeArea),Eignore,
+        CND(IsHoldArea),    ACT(PrepareHoldArea) ,Eignore,
+        CND(IsTouchTimer),  0,                    EInTouchTime,
+        0,                  ACT(ProduceTouch),    Eignore,
+        CND(IsHoldTimer),   0,                    EInHoldTime_U,
+        CND(IsTouchArea),   ACT(PrepareTouchArea),EInTouchArea,
+        0,                  0,                    EDispatch             // If nothing else happens, goto to Dispatch state
+};
+/**
+ * All the rest of the events are errors so produce error entry to log and
+ * stay in the Init state
+ */
+const STATE_ELEMENT Init__ErrorEvent[2] = {
+        0,              ACT(ConsumeEvent),    Eignore,  // remember to consume event, otherwise state machine will loop...
+        0,              ACT(ErrorEvent),      EInit
+};
+
+/*!
+ * :INIT
+ * note that only valid event is DOWN, all the rest can be handled as errors
+ */
+const STATE Init__[7] = {
+        EDown,          Init__Down,
+        EDrag,          Init__ErrorEvent,
+        ECapacitiveUP,  Init__ErrorEvent,
+        EResistiveUP,   Init__ErrorEvent,
+        ETouchTimer,    Init__ErrorEvent,
+        EHoldTimer,     Init__ErrorEvent,
+        ESuppressTimer, Init__ErrorEvent
+};
+
+/*!
+ *  :Dispatch state end its elements
+ *  Here the valid events are DRAG and the UP events.
+ */
+const STATE_ELEMENT Dispatch__Drag[7] = {
+        0,                  ACT(StoreMovePos),    Eignore,
+        0,                  ACT(ConsumeEvent),    Eignore,
+        0,                  ACT(SetCurrentPos),   Eignore,
+        0,                  ACT(AddDraggingPos),  Eignore,
+        0,                  ACT(ProduceMove),     Eignore,
+        CND(LooksLikeHold), ACT(InitHoldTimer),EInHoldTime_U,
+        0,                  0,                    EDispatch
+} ;
+
+const STATE_ELEMENT Dispatch__CapacitiveUp[3] = {
+        0,                  ACT(ConsumeEvent),    Eignore,
+        0,                  ACT(SetCurrentPos),   Eignore,
+        0,                  ACT(ProduceRelease),  EInit
+} ;
+
+const STATE_ELEMENT Dispatch__ResistiveUp[4] = {
+        0,                   ACT(ConsumeEvent),       Eignore,
+        0,                   ACT(SetCurrentPos),   Eignore,
+        CND(IsSuppressTimer),ACT(InitMoveSuppressTimer),  ESuppress_D,
+        0,                   ACT(ProduceRelease),     EInit
+} ;
+
+/*!
+ * All the rest of the events are errors so produce error entry to log and
+ * stay in the Dispatch state
+ * (TODO: note that in the future we may further
+ * define the error cases so that they may change state; )
+ */
+const STATE_ELEMENT DispatchErrorEvent[2] = {
+        0,              ACT(ConsumeEvent),    Eignore,  // remember to consume event, otherwise state machine will loop...
+        0,              ACT(ErrorEvent),      EDispatch
+};
+
+const STATE Dispatch__[7] = {
+        EDown,          DispatchErrorEvent,
+        EDrag,          Dispatch__Drag,
+        ECapacitiveUP,  Dispatch__CapacitiveUp,
+        EResistiveUP,   Dispatch__ResistiveUp,
+        ETouchTimer,    DispatchErrorEvent,
+        EHoldTimer,     DispatchErrorEvent,
+        ESuppressTimer, DispatchErrorEvent
+};
+
+/*!
+ *  :InTouchTime state end its elements
+ *  Here the valid events are DRAG and the UP events and the TouchTimer
+ */
+const STATE_ELEMENT InTouchTime__Drag[6] = {
+        0,                  ACT(StoreMovePos),    Eignore,
+        CND(InsideTouchTimeArea), ACT(ConsumeEvent),      Eignore,
+        CND(InsideTouchTimeArea), ACT(AddToTouch),        EInTouchTime,     // Calculate touch XY as average of the touches
+        0,                    ACT(ClearTouchTimer),   Eignore,          // These lines are done only if InsideTouchArea returns false
+        0,                    ACT(ClearHoldTimer),    Eignore,
+        0,                    ACT(ProduceTouch),      EDispatch
+
+} ;
+/**
+ * Note that ConsumeEvent is missing so after doing this the state engine will do EDispatch
+ */
+const STATE_ELEMENT InTouchTime__CapacitiveUp[4] = {
+        0,                  ACT(SetCurrentPos),       Eignore,
+        0,                  ACT(ClearTouchTimer),     Eignore,
+        0,                  ACT(ClearHoldTimer),      Eignore,
+        0,                  ACT(ProduceTouch),        EDispatch
+} ;
+/**
+ * Note that ConsumeEvent is not called if IsHoldTimer returns false, so the Dispatch will be done
+ * by the state machine.
+ */
+const STATE_ELEMENT InTouchTime__ResistiveUp[5] = {
+        0,                   ACT(SetCurrentPos),   Eignore,
+        0,                   ACT(ClearTouchTimer),    Eignore,
+        0,                   ACT(ProduceTouch),       Eignore,
+        CND(IsHoldTimer),    0, /*ACT(ConsumeEvent),*/EInHoldTime_U,    // Note that otherwise immediate UP is handled improperly
+        0,                   0,                       EDispatch
+} ;
+
+const STATE_ELEMENT InTouchTime__TouchTimer[6] = {
+        0,                   ACT(ConsumeEvent),       Eignore,
+        0,                   ACT(ClearTouchTimer),    Eignore,
+        0,                   ACT(ProduceTouch),       Eignore,
+        CND(IsTouchArea),    ACT(PrepareTouchArea),Eignore,         // prepare the other touch area
+        CND(IsHoldTimer),    0,                       EInHoldTime_U,
+        0,                   0,                     EInTouchArea
+} ;
+
+
+/**
+ * All the rest of the events are errors so produce error entry to log and
+ * stay in the InTouchTime state
+ */
+const STATE_ELEMENT InTouchTimeErrorEvent[2] = {
+        0,              ACT(ConsumeEvent),    Eignore,  // remember to consume event, otherwise state machine will loop...
+        0,              ACT(ErrorEvent),      EInTouchTime
+};
+
+const STATE InTouchTime__[7] = {
+        EDown,          InTouchTimeErrorEvent,
+        EDrag,          InTouchTime__Drag,
+        ECapacitiveUP,  InTouchTime__CapacitiveUp,
+        EResistiveUP,   InTouchTime__ResistiveUp,
+        ETouchTimer,    InTouchTime__TouchTimer,
+        EHoldTimer,     InTouchTimeErrorEvent,
+        ESuppressTimer, InTouchTimeErrorEvent
+};
+
+/*!
+ *  :InHoldTime_U state end its elements
+ *  Here only touch timer event is invalid
+ */
+
+const STATE_ELEMENT InHoldTime_U__Down[1] = {
+        0,                    0,      EInHoldTime_D  // Note that ConsumeEvent is not called
+} ;
+
+const STATE_ELEMENT InHoldTime_U__Drag[3] = {
+        0,                  ACT(StoreMovePos),    Eignore,
+        CND(InsideHoldArea), ACT(ConsumeEvent),       EInHoldTime_U,
+        0,                    ACT(ClearHoldTimer),    EDispatch     // Note that in this case ConsumeEvent is not called
+} ;
+/**
+ * Note that ConsumeEvent is missing so after doing this the state engine will do EDispatch
+ */
+const STATE_ELEMENT InHoldTime_U__CapacitiveUp[1] = {
+        0,                  ACT(ClearHoldTimer),      EDispatch     // Note that ConsumeEvent not called
+} ;
+/**
+ *
+ */
+const STATE_ELEMENT InHoldTime_U__ResistiveUp[5] = {
+        0,                   ACT(ConsumeEvent),  Eignore,
+        0,                   ACT(SetCurrentPos),   Eignore,
+        CND(IsSuppressTimer),ACT(InitTouchSuppressTimer),  EInHoldTime_D,   // If suppression, start timer and wait for down or timer
+        0,                   ACT(ClearHoldTimer), Eignore,  // remember to do this
+        0,                   ACT(ProduceRelease), EInit     // No suppression, then this is immediate release
+} ;
+
+const STATE_ELEMENT InHoldTime_U__HoldTimer[3] = {
+        0,                   ACT(ConsumeEvent),       Eignore,
+        0,                   ACT(ProduceHold),        Eignore,
+        0,                   ACT(RestartHoldTimer),   EInHoldTime_U,
+} ;
+
+const STATE_ELEMENT InHoldTime_U__SuppressTimer[2] = {
+        0,              ACT(ConsumeEvent),    Eignore,  // remember to consume event, otherwise state machine will loop...
+        0,              ACT(ErrorEvent),      EInHoldTime_U
+} ;
+
+
+/**
+ * All the rest of the events are errors so produce error entry to log and
+ * stay in the InHoldTime_U state
+ */
+const STATE_ELEMENT InHoldTime_UErrorEvent[2] = {
+        0,              ACT(ConsumeEvent),    Eignore,  // remember to consume event, otherwise state machine will loop...
+        0,              ACT(ErrorEvent),      EInHoldTime_U
+};
+
+const STATE InHoldTime_U__[7] = {
+        EDown,          InHoldTime_U__Down,
+        EDrag,          InHoldTime_U__Drag,
+        ECapacitiveUP,  InHoldTime_U__CapacitiveUp,
+        EResistiveUP,   InHoldTime_U__ResistiveUp,
+        ETouchTimer,    InHoldTime_UErrorEvent,
+        EHoldTimer,     InHoldTime_U__HoldTimer,
+        ESuppressTimer, InHoldTime_U__SuppressTimer
+};
+
+
+/*!
+ *  :InHoldTime_D state end its elements
+ *  Here drag, touch timer and suppress timer events are invalid
+ */
+
+const STATE_ELEMENT InHoldTime_D__Down[5] = {
+        0,                    ACT(ClearSuppressTimer),    Eignore,
+        0,                    ACT(ConsumeEvent),      Eignore,
+        CND(InsideHoldArea),  0,                      EInHoldTime_U,
+        0,                    ACT(ClearHoldTimer),    Eignore,
+        0,                    ACT(ProduceMove),       EDispatch
+} ;
+
+/**
+ * Note that ConsumeEvent is missing so after doing this the state engine will do InHoldTime_U
+ */
+const STATE_ELEMENT InHoldTime_D__CapacitiveUp[1] = {
+        0,                  0,    EInHoldTime_U
+} ;
+/**
+ * Note that ConsumeEvent is missing so after doing this the state engine will do InHoldTime_U
+ */
+const STATE_ELEMENT InHoldTime_D__ResistiveUp[1] = {
+        0,                  0,    EInHoldTime_U     // InHoldTime_U initialises timers etc. if needed
+} ;
+/*!
+ * In case of hold timer has been elapsed stop the timers, generate Release UI event.
+ */
+const STATE_ELEMENT InHoldTime_D__HoldTimer[4] = {
+        0,                   ACT(ConsumeEvent),       Eignore,
+        0,                   ACT(ClearSuppressTimer), Eignore,
+        0,                   ACT(ClearHoldTimer),     Eignore,
+        0,                   ACT(ProduceRelease),     EInit,
+} ;
+/*!
+ * If suppress timer hits, stop the timers and generate Release UI event.
+ */
+const STATE_ELEMENT InHoldTime_D__SuppressTimer[4] = {
+        0,                   ACT(ConsumeEvent),       Eignore,
+        0,                   ACT(ClearSuppressTimer), Eignore,
+        0,                   ACT(ClearHoldTimer),     Eignore,
+        0,                   ACT(ProduceRelease),     EInit,
+} ;
+
+/**
+ * All the rest of the events are errors so produce error entry to log and
+ * stay in the InHoldTime_D state
+ */
+const STATE_ELEMENT InHoldTime_DErrorEvent[2] = {
+        0,              ACT(ConsumeEvent),    Eignore,  // remember to consume event, otherwise state machine will loop...
+        0,              ACT(ErrorEvent),      EInHoldTime_D
+};
+
+const STATE InHoldTime_D__[7] = {
+        EDown,          InHoldTime_D__Down,
+        EDrag,          InHoldTime_DErrorEvent,
+        ECapacitiveUP,  InHoldTime_D__CapacitiveUp,
+        EResistiveUP,   InHoldTime_D__ResistiveUp,
+        ETouchTimer,    InHoldTime_DErrorEvent,
+        EHoldTimer,     InHoldTime_D__HoldTimer,
+        ESuppressTimer, InHoldTime_D__SuppressTimer
+};
+
+
+/*!
+ *  :InTouchArea state end its elements
+ *  Here Drag and Up events are valid.
+ *  If drag is inside touch are it is ignored, otherwise
+ *  the Dispatch state will handle the event.
+ */
+
+const STATE_ELEMENT InTouchArea__Drag[3] = {
+        0,                  ACT(StoreMovePos),    Eignore,
+        CND(InsideTouchArea), ACT(ConsumeEvent),     EInTouchArea,
+        0,                    0,                     EDispatch  // Note that in this case ConsumeEvent has not been called so Dispatch state processes the message
+} ;
+
+/**
+ * Note that ConsumeEvent is missing so after doing this the state engine will do Dispatch
+ */
+const STATE_ELEMENT InTouchArea__CapacitiveUp[1] = {
+        0,                  0,    EDispatch
+} ;
+/**
+ * Note that ConsumeEvent is missing so after doing this the state engine will do Dispatch
+ */
+const STATE_ELEMENT InTouchArea__ResistiveUp[1] = {
+        0,                  0,    EDispatch
+} ;
+
+/**
+ * All the rest of the events are errors so produce error entry to log and
+ * stay in the InTouchArea state
+ */
+const STATE_ELEMENT InTouchAreaErrorEvent[2] = {
+        0,              ACT(ConsumeEvent),    Eignore,  // remember to consume event, otherwise state machine will loop...
+        0,              ACT(ErrorEvent),      EInTouchArea
+};
+
+const STATE InTouchArea__[7] = {
+        EDown,          InTouchAreaErrorEvent,
+        EDrag,          InTouchArea__Drag,
+        ECapacitiveUP,  InTouchArea__CapacitiveUp,
+        EResistiveUP,   InTouchArea__ResistiveUp,
+        ETouchTimer,    InTouchAreaErrorEvent,
+        EHoldTimer,     InTouchAreaErrorEvent,
+        ESuppressTimer, InTouchAreaErrorEvent
+};
+
+
+/*!
+ *  :Suppress_D state end its elements
+ *  Here Down and suppress timers are OK.
+ */
+
+/*!
+ * Down will be handled as a Drag event in the Dispatch state.
+ */
+const STATE_ELEMENT Suppress_D__Down[4] = {
+        0,           ACT(ClearSuppressTimer),    Eignore,
+        0,           ACT(RenameToDrag),          EDispatch
+} ;
+/*!
+ * Suppress timer will generate Release UI event.
+ */
+const STATE_ELEMENT Suppress_D__SuppressTimer[3] = {
+        0,                   ACT(ConsumeEvent),       Eignore,
+        0,                   ACT(ClearSuppressTimer), Eignore,
+        0,                   ACT(ProduceRelease),     EInit,
+} ;
+
+/**
+ * All the rest of the events are errors so produce error entry to log and
+ * stay in the Suppress_D state
+ */
+const STATE_ELEMENT Suppress_DErrorEvent[2] = {
+        0,              ACT(ConsumeEvent),    Eignore,  // remember to consume event, otherwise state machine will loop...
+        0,              ACT(ErrorEvent),      ESuppress_D
+};
+
+const STATE Suppress_D__[7] = {
+        EDown,          Suppress_D__Down,
+        EDrag,          Suppress_DErrorEvent,
+        ECapacitiveUP,  Suppress_DErrorEvent,
+        EResistiveUP,   Suppress_DErrorEvent,
+        ETouchTimer,    Suppress_DErrorEvent,
+        EHoldTimer,     Suppress_DErrorEvent,
+        ESuppressTimer, Suppress_D__SuppressTimer
+};
+/*!
+ * The allStates array contains all the possible states of the state machine.
+ */
+const STATE* const allStates[8] =
+{
+        Ignore__,
+        Init__,
+        Dispatch__,
+        InTouchTime__,
+        InHoldTime_U__,
+        InHoldTime_D__,
+        InTouchArea__,
+        Suppress_D__
+};
+/*!
+ * stateNames are used in the logging
+ */
+const char* const stateNames[8] =
+{
+        "Ignore",
+        "Init",
+        "Dispatch",
+        "InTouchTime",
+        "InHoldTime_U",
+        "InHoldTime_D",
+        "InTouchArea",
+        "Suppress"
+};
+
+// event names are also used in logging
+const char* const hweventNames[] = {
+        "EDown",
+        "EDrag",
+        "ECapacitiveUP",
+        "EResistiveUP",
+        "ETouchTimer",
+        "EHoldTimer",
+        "ESuppressTimer"
+} ;
+
+/*! CStateEngine contains the methods used in the state machine implementation.
+ *
+ *  The methods in CStateEngine used in the state machine definition are
+ *  either condition methods or action methods.
+ *
+ *  Constructor
+ *  \param[in]: MTimerInterface atimerif.  An attempt to make this more OS agnostic the actual
+ *  timers are accessed using a separate interface.
+ */
+CStateEngine::CStateEngine(CStateEngineConfiguration* aConfig, MTimerInterface* atimerif, int aIndex)
+{
+    m_config = aConfig ;
+    m_timerif = atimerif ;
+    m_currentState = EInit ;
+    m_index = aIndex ;
+}
+
+CStateEngine::~CStateEngine()
+{
+    // Just to be sure...
+    iTouchPoints.Reset() ;
+    iDragPoints.ResetAndDestroy() ;
+}
+/*!
+ * ConsumeEvent: the method defines that the turnStateMachine will stop the processing
+ * of the state methods after it has reached the next state.
+ *
+ */
+void CStateEngine::ConsumeEvent()
+{
+    m_eventConsumed = true ;
+}
+/*!
+ * Condition method
+ * \return true, if the touch timer limit > 0
+ */
+bool CStateEngine::IsTouchTimer()
+{
+    bool isit =  (m_config->m_touchTimerLimit > 0) ;
+
+    return isit ;
+}
+/*!
+ * Condition method
+ * \return true, if the hold timer limit > 0
+ */
+bool CStateEngine::IsHoldTimer()
+{
+    bool isit =  (m_config->m_holdTimerLimit > 0) ;
+
+    return isit ;
+}
+/*!
+ * Condition method
+ * \return true, if the suppress timer limit > 0
+ */
+bool CStateEngine::IsSuppressTimer()
+{
+    bool isit =  (m_config->m_suppressTimerLimit > 0) ;
+
+    return isit ;
+}
+/*!
+ * Condition method
+ * \return true, if the touch area has been defined (the touch tolerancelength > 0)
+ */
+bool CStateEngine::IsTouchTimeArea()
+{
+    bool isit = (m_config->m_touchTimeTolerance.iX > 0) ;
+    return isit  ;
+}
+/*!
+ * Condition method
+ * \return true, if the touch area has been defined (the touch tolerancelength > 0)
+ */
+bool CStateEngine::IsTouchArea()
+{
+    bool isit = (m_config->m_touchTolerance.iX > 0) ;
+    return isit  ;
+}
+/*!
+ * Condition method
+ * \return true, if the hold area has been defined (the hold tolerancelength > 0)
+ */
+bool CStateEngine::IsHoldArea()
+{
+    bool isit = (m_config->m_holdTolerance.iX > 0) ;
+    return isit  ;
+}
+
+bool CStateEngine::InsideArea(const TPoint& point,
+                              const TRect& rect,
+                              TAreaShape shape,
+                              const TPoint& tolerance)
+{
+    bool isit;
+    switch(shape)
+    {
+    default:    // pass trough
+    case ERectangle:
+    {
+        isit = rect.Contains(m_hwe.iPosition) ;
+        break ;
+    }
+    case ECircle:
+    {
+        TPoint delta = m_hwe.iPosition - point;
+        long circlepoint = delta.iX * delta.iX + delta.iY * delta.iY;
+        isit = (circlepoint < tolerance.iX * tolerance.iX);
+        break ;
+    }
+    case EEllipse:
+    {
+        int asquare = tolerance.iX * tolerance.iX ;
+        int bsquare = tolerance.iY * tolerance.iY ;
+        TPoint delta = m_hwe.iPosition - point;
+        int result = (delta.iX * delta.iX) * bsquare + (delta.iY * delta.iY) * asquare;
+
+        isit = (result < asquare * bsquare);
+        break ;
+    }
+    }
+    return isit ;
+}
+
+/*!
+ * Condition method
+ * Check if the current event is positioned inside the touch area.
+ * Touch area can be a rectangle, a circle or an ellipse, so different
+ * calculation needs to be done based on the shape of the area.
+ */
+bool CStateEngine::InsideTouchTimeArea()
+{
+    return InsideArea(m_touchCentre, m_touchRect,
+                      m_config->m_touchAreaShape, m_config->m_touchTimeTolerance);
+}
+/*!
+ * Condition method
+ * Check if the current event is positioned inside the touch area.
+ * Touch area can be a rectangle, a circle or an ellipse, so different
+ * calculation needs to be done based on the shape of the area.
+ */
+bool CStateEngine::InsideTouchArea()
+{
+    return InsideArea(m_touchCentre, m_touchRect,
+                      m_config->m_touchAreaShape, m_config->m_touchTolerance);
+}
+/*!
+ * Condition method
+ * Check if the current event is positioned inside the hold area.
+ * Hold area can be a rectangle, a circle or an ellipse, so different
+ * calculation needs to be done based on the shape of the area.
+ */
+bool CStateEngine::InsideHoldArea()
+{
+    return InsideArea(m_holdCentre, m_holdRect,
+                      m_config->m_holdAreaShape, m_config->m_holdTolerance);
+}
+/*!
+ * Condition method
+ * Check if the gesture looks like a hold, i.e. the movement has stopped.
+ * \sa isNewHoldingPoint
+ */
+bool CStateEngine::LooksLikeHold()
+{
+    bool isit = isNewHoldingPoint() ;
+    return isit ;
+}
+/*!
+ * Action method
+ * Error logging.
+ */
+void CStateEngine::ErrorEvent()
+{
+    // Log the error
+    if (m_config->m_enableLogging)
+    {
+        LOGARG("ErrorEvent: %s %s", stateNames[m_currentState], hweventNames[m_hwe.iType]) ;
+    }
+}
+/*!
+ * Action method
+ * Initialize touch timer.  At the same time calculate also the touch rectangle.
+ */
+void CStateEngine::InitTouchTimer()
+{
+    m_touchRect = ToleranceRect(m_hwe.iPosition, m_config->m_touchTolerance) ;
+    m_touchCentre = m_hwe.iPosition ;
+    m_timerif->startTouchTimer(m_config->m_touchTimerLimit, m_index) ;
+}
+/*!
+ * Action method.
+ * Initialize hold timer.  At the same time calculate also the hold rectangle.
+ */
+void CStateEngine::InitHoldTimer()
+{
+    m_holdRect = ToleranceRect(m_hwe.iPosition, m_config->m_holdTolerance) ;
+    m_holdCentre = m_hwe.iPosition ;
+    m_timerif->startHoldTimer(m_config->m_holdTimerLimit, m_index) ;
+}
+/*!
+ * Action method
+ * Restart the hold timer using the hold timer limit.
+ */
+void CStateEngine::RestartHoldTimer()
+{
+    m_timerif->startHoldTimer(m_config->m_holdTimerLimit, m_index) ;
+}
+/*!
+ * Action method
+ * Initialize suppression timer.  This timer is used during touch detection when
+ * resistive UP has been detected.  If new DOWN comes while timer is running, it is ignored.
+ */
+void CStateEngine::InitTouchSuppressTimer()
+{
+    m_timerif->startSuppressTimer(m_config->m_suppressTimerLimit, m_index) ;
+}
+/*!
+ * Action method.
+ * Initialize suppression timer after move.  Tests show that when user is using light touch and
+ * moving finger to opposite directions there may be accidental ups and downs where the time between
+ * up and down may be well over 120 ms.
+ */
+void CStateEngine::InitMoveSuppressTimer()
+{
+    m_timerif->startSuppressTimer(m_config->m_moveSuppressTimerLimit, m_index) ;
+}
+/*!
+ * Action method
+ * Stop the touch timer.
+ */
+void CStateEngine::ClearTouchTimer()
+{
+    m_timerif->cancelTouchTimer(m_index) ;
+}
+/*!
+ * Action method
+ * Stop the hold timer.
+ */
+void CStateEngine::ClearHoldTimer()
+{
+    m_timerif->cancelHoldTimer(m_index) ;
+}
+/*!
+ * Action method
+ * Stop the suppress timer.
+ */
+void CStateEngine::ClearSuppressTimer()
+{
+    m_timerif->cancelSuppressTimer(m_index) ;
+}
+/*!Helper method.
+ * Create UI event
+ * \param code The new UI event type (Touch, Release, Move, Hold)
+ */
+CUiEvent* CStateEngine::createUIEventL(TUiEventCode code, const TPoint& aPos)
+{
+
+    m_previousUiGenerated = code ;
+    return CUiEvent::NewL(code, m_gestureStartXY, aPos, getPreviousXY(aPos),
+        isTimerMessage(), m_hwe.iTarget, getInterval(), m_index, m_hwe.iTime.Int64()) ;
+}
+/*!
+ * Return the previous XY position and store the current for next round
+ */
+TPoint CStateEngine::getPreviousXY(const TPoint& aCurrentXY)
+{
+    TPoint p = m_previousXY ;
+    m_previousXY = aCurrentXY ;
+    return p ;
+}
+/*!
+ * \return true, if the current event was timer triggered
+ */
+bool CStateEngine::isTimerMessage()
+{
+    return (m_hwe.iType >= ETouchTimer); // NOTE: if new events are added at the end of the list this needs to be changed
+}
+/*!
+ * Action method.
+ * Generate the Touch UI event.
+ * If there are a set of touch points collected, calculate the position to the
+ * Touch UI event to be the average of the collected points.
+ */
+void CStateEngine::ProduceTouch()
+{
+    m_wasFiltered = false ;
+    CUiEvent* cue = NULL;
+    getInterval() ; // dummy call to initialize the variable....
+    TInt err(KErrNone);
+    if (iTouchPoints.Count()>0)
+    {
+        // calculate average of the touch points
+        m_currentTouchXY = calculateTouchAverageFromPoints() ;
+        TRAP(err, cue = createUIEventL(stmUiEventEngine::ETouch, m_currentTouchXY)) ;
+    }
+    else
+    {
+        TRAP(err, cue = createUIEventL(stmUiEventEngine::ETouch, m_uiEventXY)) ;
+    }
+    if(!err)
+        m_config->m_uiEventSender->AddEvent(cue) ;
+}
+/*!
+ * Action method
+ * Generate the Move UI event.  The position of the event has been set in the SetCurrentPos
+ * The previous position needs some special handling, if filtering has been used.
+ * \sa SetCurrentPos
+ */
+void CStateEngine::ProduceMove()
+{
+    m_wasFiltered = false ;
+    if (m_uiEventXY == m_previousXY) {
+    return;
+    }
+    CUiEvent* cue = NULL;
+    TRAPD(err, cue = createUIEventL(stmUiEventEngine::EMove, m_uiEventXY)) ;
+
+    if(!err)
+    	m_config->m_uiEventSender->AddEvent(cue) ;
+}
+/*!
+ * Action method
+ * Generate the Release UI event.
+ */
+void CStateEngine::ProduceRelease()
+{
+    m_wasFiltered = false ;
+    CUiEvent* cue = NULL;
+    TRAPD(err, cue = createUIEventL(stmUiEventEngine::ERelease, m_uiEventXY)) ;
+    if(!err)
+    	m_config->m_uiEventSender->AddEvent(cue) ;
+
+    if (m_config->m_enableLogging)
+    {
+        LOGFLUSH ;
+    }
+}
+/*!
+ * Action method
+ * Generate the Hold UI event.
+ */
+void CStateEngine::ProduceHold()
+{
+    m_wasFiltered = false ;
+    CUiEvent* cue = NULL;
+    TRAPD(err, cue = createUIEventL(stmUiEventEngine::EHold, m_holdCentre)) ;
+    if(!err)
+ 	   m_config->m_uiEventSender->AddEvent(cue) ;
+
+}
+/*!
+ * Action method
+ * Rename the current event to drag.  This is used when the accidental up/down message pair
+ * has been detected, the DOWN event is handled as it were a move event.
+ */
+void CStateEngine::RenameToDrag()
+{
+    m_hwe.iType = stmUiEventEngine::EDrag ;
+}
+/*!
+ * Action method
+ * Initialize the touch time area.  Clear the array for collected touch points and
+ * calculate the touch rectangle.
+ */
+void CStateEngine::PrepareTouchTimeArea()
+{
+    if (iTouchPoints.Count()>0) iTouchPoints.Reset() ;
+    m_touchRect = ToleranceRect(m_hwe.iPosition, m_config->m_touchTimeTolerance) ;
+}
+
+/*!
+ * Action method
+ * Initialize the touch area.  Clear the array for collected touch points and
+ * calculate the touch rectangle.
+ */
+void CStateEngine::PrepareTouchArea()
+{
+    if (iTouchPoints.Count()>0) iTouchPoints.Reset() ;
+    m_touchRect = ToleranceRect(m_hwe.iPosition, m_config->m_touchTolerance) ;
+}
+/*!
+ * Action method
+ * Initialize the hold area rectangle.
+ */
+void CStateEngine::PrepareHoldArea()
+{
+    m_holdRect = ToleranceRect(m_hwe.iPosition, m_config->m_holdTolerance) ;
+}
+/*!
+ * Action method
+ * Store the current position and time always when we see EDrag.  The stored value is used
+ * to calculate correct speed after filtered messages.
+ */
+void CStateEngine::StoreMovePos()
+{
+    if (m_config->m_enableLogging)
+    {
+        LOGARG("store move pos from (%d, %d) to (%d, %d)",
+                m_lastFilteredPosition.iX, m_lastFilteredPosition.iY,m_hwe.iPosition.iX,
+                m_hwe.iPosition.iY  ) ;
+    }
+    m_lastFilteredPosition = m_hwe.iPosition ;
+    m_lastFilteredMessageTime = m_hwe.iTime ;
+
+}
+/*!
+ * Action method
+ * Store the current position and time.
+ */
+void CStateEngine::SetCurrentPos()
+{
+    m_uiEventXY = m_hwe.iPosition ;
+}
+/*!
+ * Action method
+ * Initialize the gesture starting.
+ */
+void CStateEngine::SetGestureStart()
+{
+    m_gestureStartXY = m_hwe.iPosition ;
+    m_previousXY = m_hwe.iPosition ;
+    m_gestureTarget = m_hwe.iTarget ;
+    iDragPoints.ResetAndDestroy() ;
+    iTouchPoints.Reset() ;
+}
+/*!
+ * Action method
+ * Add current point to the set of touch points.
+ */
+void CStateEngine::AddToTouch()
+{
+    iTouchPoints.Append(THwEvent(m_hwe.iType,
+                                 m_hwe.iPosition,
+                                 m_hwe.iTime,
+                                 m_hwe.iTarget,
+                                 m_index)
+                        ) ;
+    // calculate the average of touch points and move the touch area accordingly
+    // this allows slight movement of the figertip while inside touch time
+    if (iTouchPoints.Count()>2)
+    {
+        TPoint newtp = calculateTouchAverageFromPoints() ;
+        m_touchRect = ToleranceRect(newtp, m_config->m_touchTolerance) ;
+        m_holdRect = ToleranceRect(newtp, m_config->m_holdTolerance) ;
+    }
+}
+/*!
+ * Action method
+ * Add the current point to the set of dragging points.
+ * The set of dragging points is examined to determine if a enw hold has been started.
+ */
+void CStateEngine::AddDraggingPos()
+{
+    iDragPoints.Append(new THwEvent(m_hwe.iType,
+                                    m_hwe.iPosition,
+                                    m_hwe.iTime,
+                                    m_hwe.iTarget,
+                                    m_index)
+                       ) ;
+}
+/*!
+ * HandleStateEvent processes one event, which can be either pointer event or timer event.
+ * The event is handled by calling the turnStateMachine method.
+ */
+bool CStateEngine::handleStateEvent()
+{
+    // We get an event into m_hwe by this moment, lets kick the state machine
+    m_wasFiltered = ETrue ;
+
+    CalculateDelta() ;
+    turnStateMachine() ;
+
+    m_previousPointerEventPosition = m_hwe.iPosition ;
+    return m_wasFiltered ;
+}
+
+/*!
+ *  Get the current touch rectangle.  If touch state not currently on, returns TRect(TPoint(0,0),TPoint(0,0))
+ * (touch state meaning that the touch timer is still running and the points have been kept inside the area)
+ */
+TRect CStateEngine::getTouchArea()
+{
+    return m_touchRect ;
+}
+/*!
+ * get the hold area rectangle
+ */
+TRect CStateEngine::getHoldArea()
+{
+    return m_holdRect ;
+}
+/*!
+ * MStateMachine method.
+ */
+bool CStateEngine::wasLastMessageFiltered()
+{
+    return m_wasFiltered ;
+}
+
+/*!
+ * Check if the last X points in the stored points look like the movement has stopped
+ */
+bool CStateEngine::isNewHoldingPoint()
+{
+    int x = iDragPoints.Count();
+    if (x > 2)    // are there any points to be checked?
+    {
+        THwEvent* phwe = iDragPoints[x-1] ;
+        THwEvent* phweinsidehold = phwe ;
+        TRect recth = ToleranceRect(phwe->iPosition, m_config->m_holdTolerance) ;
+        // Look backwards from the last point to see if there are enought points (enough in time) to look like a hold
+        x -= 2 ;
+        while (x > 0 && recth.Contains(iDragPoints[x]->iPosition))
+        {
+            phweinsidehold = iDragPoints[x];
+            --x;
+        }
+        TTimeIntervalMicroSeconds tival = phwe->iTime.MicroSecondsFrom(phweinsidehold->iTime) ;
+
+        /**
+         * remove the extra points from the list if they are outside of holding area
+         */
+        while (x > 0)
+        {
+            THwEvent* p = iDragPoints[x] ;
+            delete p ;
+            iDragPoints.Remove(x) ;
+            --x ;
+        }
+
+        // See the time difference of the two points which still are inside the hold area
+        TTimeIntervalMicroSeconds limit = m_config->m_holdTimerLimit/2 ;
+        if (tival > limit)
+        {
+            if (m_config->m_enableLogging)
+            {
+                LOGARG("isNewHoldingPoint: %s, dragpoints count %d",
+                        stateNames[m_currentState], iDragPoints.Count()) ;
+            }
+            return true ;
+        }
+    }
+    else
+    {
+        // one or 0 points does not look like hold
+
+    }
+    return false ;
+}
+/*!
+ * calculate simple average of the touch points, i.e. calculate the average of the previous and current
+ * position.  Note that the touch point remains the same, this just calculates new value for the UI position
+ */
+void CStateEngine::CalculateTouchAverage()
+{
+    m_uiEventXY.iX =  (m_uiEventXY.iX+m_hwe.iPosition.iX)/2 ;
+    m_uiEventXY.iY =  (m_uiEventXY.iY+m_hwe.iPosition.iY)/2 ;
+}
+/*!
+ * Calculate the movement vector.
+ */
+void CStateEngine::CalculateDelta()
+{
+    m_deltaVector.iX = m_hwe.iPosition.iX-m_previousPointerEventPosition.iX ;
+    m_deltaVector.iY = m_hwe.iPosition.iY-m_previousPointerEventPosition.iY ;
+}
+/*!internal
+ * Debug logging method
+ */
+void CStateEngine::DebugPrintState(TStateMachineState anextstate)
+{
+    if (m_config->m_enableLogging)
+    {
+    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",
+            stateNames[m_currentState],
+            m_uiEventXY.iX, m_uiEventXY.iY,
+            m_touchRect.iTl.iX, m_touchRect.iTl.iY,m_touchRect.iBr.iX, m_touchRect.iBr.iY,
+            m_holdRect.iTl.iX, m_holdRect.iTl.iY,m_holdRect.iBr.iX, m_holdRect.iBr.iY,
+            m_gestureStartXY.iX, m_gestureStartXY.iY,
+            m_deltaVector.iX, m_deltaVector.iY,
+            m_hwe.iPosition.iX, m_hwe.iPosition.iY, hweventNames[m_hwe.iType],
+            stateNames[anextstate]
+            );
+    }
+}
+
+/*!
+ * calculate the rectangle for touch or hold
+ */
+TRect CStateEngine::ToleranceRect(const TPoint& aCenterPoint, const TPoint& tolerance)
+{
+    // grow by the tolerance length, while keeping the center point
+    TRect toleranceRect(
+        aCenterPoint - tolerance,
+        aCenterPoint + tolerance);
+    return toleranceRect;
+}
+/*!
+ * turnStateMachine.  Go trough the state elements found for the current event
+ * until the event has been consumed.
+ *
+ * \pre m_currentState defines the current state and the index to the allStates array.
+ * \pre m_hwe is the message being handled.  The corresponding STATE_ELEMENT array must be found and processed.
+ *
+ */
+void CStateEngine::turnStateMachine()
+{
+
+    const STATE_ELEMENT* pelement ;
+    m_eventConsumed = false ;   // run the loop until the event has been consumed
+    // Now run trough the motions of the state elements, and prepare to change to next state while doing so.
+    // If the state elements set the m_eventConsumed then all is done
+    while (!m_eventConsumed)
+    {
+        int i = 0 ;
+        const STATE* const pcurrentstate = allStates[m_currentState] ;
+        // Since each state definition must contain entries for all possible events the following loop cannot fail ;-)
+        while (pcurrentstate[i].theEvent != m_hwe.iType ) ++i ;
+        pelement = pcurrentstate[i].stateElements ;
+        TStateMachineState      nextState = Eignore ;
+        /*
+         * Handle the individual state elements.  If there is a condition function,
+         * call the function and if it returns true, handle the action function and possible next state
+         * if the condition returns false, continue to next element
+         * if there is no condition, run the action function if it exists.
+         * if the next state is defined (i.e it is != Eignore), go to that state
+         */
+        while (nextState == Eignore)
+        {
+            condition_t cndfunc = pelement->conditionFunction ;
+            action_t    actfunc = pelement->actionFunction ;
+            if (cndfunc != 0)
+            {
+                /*
+                 * There was a condition function, call it to see whether the action needs to performed and/or the next satte defined
+                 */
+                if (cndfunc(this))
+                {
+                    // Condition was true, handle it
+                    // call the action if it exists
+                    if (actfunc != 0) actfunc(this) ;
+                    // and now get to the next state
+                    nextState   = pelement->nextState ; // Note that while this remains Eignore there are elements to be run
+                }
+            }
+            else
+            {
+                /**
+                 * No condition function, call the possible action function and get the next state
+                 */
+                if (actfunc != 0) actfunc(this) ;
+                nextState   = pelement->nextState ;     // Note that while this remains Eignore there are elements to be run
+            }
+            ++pelement ;    // next entry in the elements
+        }
+        if (m_config->m_enableLogging) DebugPrintState(nextState) ;
+        m_currentState = nextState ;    // Change to the next state
+    }
+}
+TTimeIntervalMicroSeconds CStateEngine::getInterval()
+{
+    TTime now ;
+    now.HomeTime() ;
+    TTimeIntervalMicroSeconds interval = now.MicroSecondsFrom(m_lastMessageTime) ;
+    m_lastMessageTime = now ;
+    return interval ;
+}
+
+TPoint CStateEngine::calculateTouchAverageFromPoints()
+{
+    TPoint tp ;
+    int count = iTouchPoints.Count() ;
+    for (int i = 0; i < count; i++)
+    {
+        tp += iTouchPoints[i].iPosition;
+    }
+    if(count)
+        {
+        tp.iX /= count ;
+        tp.iY /= count ;
+        }
+    return tp ;
+}
+