Symbian3/SDK/Source/GUID-A7E39E45-02BA-58F4-8807-EFABB8F6E5D0.dita
author Dominic Pinkman <dominic.pinkman@nokia.com>
Fri, 11 Jun 2010 12:39:03 +0100
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<?xml version="1.0" encoding="utf-8"?>
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<!-- Copyright (c) 2007-2010 Nokia Corporation and/or its subsidiary(-ies) All rights reserved. -->
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<!-- This component and the accompanying materials are made available under the terms of the License 
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"Eclipse Public License v1.0" which accompanies this distribution, 
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and is available at the URL "http://www.eclipse.org/legal/epl-v10.html". -->
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<!-- Initial Contributors:
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    Nokia Corporation - initial contribution.
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Contributors: 
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-->
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<!DOCTYPE concept
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  PUBLIC "-//OASIS//DTD DITA Concept//EN" "concept.dtd">
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<concept id="GUID-A7E39E45-02BA-58F4-8807-EFABB8F6E5D0" xml:lang="en"><title>Processing
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pen events</title><shortdesc>This topic describes various events processed by Pen or Mouse.</shortdesc><prolog><metadata><keywords/></metadata></prolog><conbody>
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<section id="GUID-FB1CCFC8-F70A-4D6E-BF27-3652413359AE"><title>Simple drag
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events</title> <p>In order for the FEP control to receive drag events occurring
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in its window, all that is needed is to call <codeph>EnableDragEvents()</codeph> in
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the control’s construction routine. Having done that, the control will receive
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drag events as calls to its <codeph>HandlePointerEventL()</codeph> virtual
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function. The <codeph>iType</codeph> member of <codeph>HandlePointerEventL()</codeph> ’s <codeph>aPointerEvent</codeph> parameter
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is set to <codeph>TPointerEvent::EDrag</codeph> for drag events. </p> <p>This
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method makes heavy use of IPC (inter-process communication) as the user drags
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the mouse/pen around the FEP control’s window, which means that the FEP does
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not get drag events at optimum frequency. This may be problematic for something
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like handwriting recognition software. If there is a requirement to follow
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the path traced by the mouse/pen as closely as possible, another method can
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be used, namely buffered drag events. </p> </section>
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<section id="GUID-739BD481-1EAF-42B3-B0F0-8C50D01CE488"><title>Buffered drag
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events</title> <p>The advantage of buffered drag events over simple drag events
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is that the window server client can receive multiple mouse/pen positions
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in a single event, which reduces the IPC overhead. To enable this, the following
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code needs to be called in the FEP control’s construction routine: </p> <codeblock id="GUID-3247B04E-05FD-534E-8F8D-C15DE2FEA33C" xml:space="preserve">User::LeaveIfError(DrawableWindow()-&gt;AllocPointerMoveBuffer(ENumberOfPointsInBuffer, 0));</codeblock> <p>This assumes that <codeph>ENumberOfPointsInBuffer</codeph> has been defined
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elsewhere; TFEP2Plugin sets this constant to 32. The control
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then receives drag events as calls to its <codeph>HandlePointerBufferReadyL()</codeph> virtual
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function, rather than as calls to <codeph>HandlePointerEventL()</codeph>.
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To retrieve these drag events, include the following code at the start of
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the FEP control’s <codeph>HandlePointerBufferReadyL()</codeph> function: </p> <codeblock id="GUID-18B4F1EB-7090-5C6C-9EB4-98F6CF37FA88" xml:space="preserve">TPoint arrayOfPoints[ENumberOfPointsInBuffer];
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TPtr8 bufferOfPoints(REINTERPRET_CAST(TUint8*, arrayOfPoints), 0, ENumberOfPointsInBuffer*sizeof(TPoint));
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User::LeaveIfError(DrawableWindow()-&gt;RetrievePointerMoveBuffer(bufferOfPoints));
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const TInt numberOfPointsInBuffer=bufferOfPoints.Length()/sizeof(TPoint);</codeblock> <p>Having
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done that, <codeph>numberOfPointsInBuffer</codeph> of <codeph>arrayOfPoints</codeph> can
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be used for whatever purpose the FEP requires, for example handwriting recognition.
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Note that <codeph>AllocPointerMoveBuffer()</codeph> ’s counterpart <codeph>FreePointerMoveBuffer()</codeph> does
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not need to be called in the FEP control’s destructor as this happens automatically
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when the control’s window is destroyed. </p></section>
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<section id="GUID-9E66280C-65AE-4AB1-9F00-65FBE6CF218D"><title>Intercepting
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pen events anywhere on the screen</title> <p>In order to intercept mouse/pen
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events anywhere on the screen it is necessary to write a plugin into the window
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server (WSERV). This is in addition to the FEP plugin which plugs into the
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FEP architecture. TFEP2plugin provides a working example of this (TFEP2be).
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The details of how to write a window server plugin DLL are beyond the scope
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of this document because the APIs involved belong to the window server. See <xref href="GUID-029C644B-BE0F-37C6-95E2-D27F974E6AD3.dita"><apiname>CAnim</apiname></xref> and <codeph>CAnimDll</codeph> in
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the SDK for information on this. The way mouse/pen events can be intercepted
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is by returning <codeph>ETrue</codeph> from the function overriding <codeph>MEventHandler::OfferRawEvent()</codeph> (<xref href="GUID-029C644B-BE0F-37C6-95E2-D27F974E6AD3.dita"><apiname>CAnim</apiname></xref> derives
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from <xref href="GUID-F1B47E38-4585-3903-93C7-0BCB075465AA.dita"><apiname>MEventHandler</apiname></xref>). Events which are handled in this way
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will not be sent to the relevant window server client, in other words, the
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client who would otherwise have received this event. </p> <p>The sprite feature
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of the window server (<xref href="GUID-75C09150-E93B-323D-AFBF-E42C7BD78229.dita"><apiname>RWsSprite</apiname></xref>, defined in <filepath>epoc32\include\W32STD.H</filepath>)
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can be used to display to the user the path on the screen being traced out
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by their mouse/pen movements. However, care should be taken when using sprites
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for this purpose. Sprites use bitmaps, which in this context would need to
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be the size of the screen. Because each running application has its own FEP,
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which would have its own sprite, which in turn would have its own screen-sized
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bitmap, it becomes apparent that some optimization must be done to avoid huge
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amounts of memory being consumed. TFEP2Plugin solves this problem by using
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a single bitmap shared between each sprite. It uses the 4 byte thread-local
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storage of the window server plugin DLL to store the identifier of this bitmap.
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The code which constructs the sprite is protected by a mutex (<xref href="GUID-C0FEA3A0-7DD3-3B87-A919-CB973BC05766.dita"><apiname>RMutex</apiname></xref>,
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defined in <filepath>epoc32\include\E32STD.H</filepath>) as it tests to see
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if the bitmap to be used by the sprite has already been created by a FEP running
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the same code in another thread. If it has then it merely calls <codeph>CFbsBitmap::Duplicate()</codeph> which
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simply increments the existing bitmap’s reference count, thus only one large
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bitmap is created rather than one per running application. </p> <p>Intercepting
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mouse/pen events anywhere on the screen is likely to be most useful to handwriting-interpreting
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FEPs. Given that using this feature involves two polymorphic DLLs (plugging
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into different frameworks) running in two separate threads in separate processes,
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there is a choice regarding where the bulk of the FEP’s processing is done.
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The advantage of the processing being done outside of the window server process
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(in other words, in the FEP architecture plugin) is that bugs in the processing
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code (for instance crashing or hanging) do not affect the whole machine. The
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advantage of the processing being done inside the window server process (in
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other words, in the window server plugin) is that the long lists of screen
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positions (tracing out the path of where the user has dragged the mouse/pen)
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do not need to be communicated between processes. </p></section>
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</conbody></concept>