--- /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 ;
+}
+