[Tizen] Not execute the remove callback
[platform/core/uifw/dali-core.git] / dali / internal / event / events / gesture-detector-impl.cpp
index 98c1481..b3b8981 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
 
 // INTERNAL INCLUDES
 #include <dali/integration-api/debug.h>
-#include <dali/internal/event/events/gesture-event-processor.h>
-#include <dali/internal/event/common/thread-local-storage.h>
 #include <dali/internal/event/common/stage-impl.h>
+#include <dali/internal/event/common/thread-local-storage.h>
+#include <dali/internal/event/events/actor-gesture-data.h>
+#include <dali/internal/event/events/gesture-event-processor.h>
 
 namespace Dali
 {
-
 namespace Internal
 {
-
-namespace
-{
-const std::string INVALID_PROPERTY; // Empty string for invalid calls
-}
-
-GestureDetector::GestureDetector(Gesture::Type type)
-: mType(type),
+GestureDetector::GestureDetector(GestureType::Value type, const SceneGraph::PropertyOwner* sceneObject)
+: Object(sceneObject),
+  mType(type),
   mGestureEventProcessor(ThreadLocalStorage::Get().GetGestureEventProcessor())
 {
 }
 
 GestureDetector::~GestureDetector()
 {
-  if ( !mAttachedActors.empty() )
+  if(!mPendingAttachActors.empty())
   {
-    for ( GestureDetectorActorContainer::iterator iter = mAttachedActors.begin(), endIter = mAttachedActors.end(); iter != endIter; ++iter )
+    for(GestureDetectorActorContainer::iterator iter = mPendingAttachActors.begin(), endIter = mPendingAttachActors.end(); iter != endIter; ++iter)
     {
-      Actor* actor( *iter );
-      actor->RemoveObserver( *this );
-      actor->RemoveGestureDetector( *this );
+      Actor* actor(*iter);
+      actor->RemoveObserver(*this);
+      actor->GetGestureData().RemoveGestureDetector(*this);
+    }
+
+    mPendingAttachActors.clear();
+  }
+
+  if(!mAttachedActors.empty())
+  {
+    for(GestureDetectorActorContainer::iterator iter = mAttachedActors.begin(), endIter = mAttachedActors.end(); iter != endIter; ++iter)
+    {
+      Actor* actor(*iter);
+      actor->RemoveObserver(*this);
+      actor->GetGestureData().RemoveGestureDetector(*this);
     }
 
     mAttachedActors.clear();
 
     // Guard to allow handle destruction after Core has been destroyed
-    if ( Stage::IsInstalled() )
+    if(Stage::IsInstalled())
     {
-      mGestureEventProcessor.RemoveGestureDetector( this );
+      mGestureEventProcessor.RemoveGestureDetector(this);
     }
   }
 }
 
 void GestureDetector::Attach(Actor& actor)
 {
-  if ( !IsAttached(actor) )
+  if(!IsAttached(actor))
   {
-    // Register with EventProcessor if first actor being added
-    if ( mAttachedActors.empty() )
+    if(actor.OnScene())
     {
-      mGestureEventProcessor.AddGestureDetector(this);
+      // Register with EventProcessor if first actor being added
+      if(mAttachedActors.empty())
+      {
+        mGestureEventProcessor.AddGestureDetector(this, actor.GetScene());
+      }
+      mAttachedActors.push_back(&actor);
+      // We need to observe the actor's destruction
+      actor.AddObserver(*this);
+      // Add the detector to the actor (so the actor knows it requires this gesture when going through hit-test algorithm)
+      actor.GetGestureData().AddGestureDetector(*this);
+      // Notification for derived classes
+      OnActorAttach(actor);
     }
+    else
+    {
+      actor.AddObserver(*this);
+      // Add the detector to the actor (so the actor knows it requires this gesture when going through hit-test algorithm)
+      actor.GetGestureData().AddGestureDetector(*this);
 
-    mAttachedActors.push_back(&actor);
+      mPendingAttachActors.push_back(&actor);
+    }
+  }
+}
 
-    // We need to observe the actor's destruction
-    actor.AddObserver(*this);
+void GestureDetector::SceneObjectAdded(Object& object)
+{
+  Actor& actor = dynamic_cast<Actor&>(object);
 
-    // Add the detector to the actor (so the actor knows it requires this gesture when going through hit-test algorithm)
-    actor.AddGestureDetector( *this );
+  // Make sure the actor has not already been attached. Can't use IsAttached() as that checks the pending list as well
+  if(find(mAttachedActors.begin(), mAttachedActors.end(), &actor) == mAttachedActors.end())
+  {
+    GestureDetectorActorContainer::iterator match = find(mPendingAttachActors.begin(), mPendingAttachActors.end(), &actor);
 
-    // Notification for derived classes
-    OnActorAttach(actor);
+    if(match != mPendingAttachActors.end())
+    {
+      mPendingAttachActors.erase(match);
+
+      // Register with EventProcessor if first actor being added
+      if(mAttachedActors.empty())
+      {
+        mGestureEventProcessor.AddGestureDetector(this, actor.GetScene());
+      }
+      mAttachedActors.push_back(&actor);
+
+      // Notification for derived classes
+      OnActorAttach(actor);
+    }
+    else
+    {
+      // Actor was not in the pending list
+      DALI_ASSERT_DEBUG(false);
+    }
+  }
+  else
+  {
+    // Check if actor has been attached and is still in the pending list - this would not be correct
+    DALI_ASSERT_DEBUG(find(mPendingAttachActors.begin(), mPendingAttachActors.end(), &actor) == mPendingAttachActors.end());
   }
 }
 
 void GestureDetector::Detach(Actor& actor)
 {
-  if ( !mAttachedActors.empty() )
+  if(!mPendingAttachActors.empty())
+  {
+    GestureDetectorActorContainer::iterator match = find(mPendingAttachActors.begin(), mPendingAttachActors.end(), &actor);
+
+    if(match != mPendingAttachActors.end())
+    {
+      // We no longer need to observe the actor's destruction
+      actor.RemoveObserver(*this);
+
+      // Remove detector from actor-gesture-data
+      actor.GetGestureData().RemoveGestureDetector(*this);
+
+      mPendingAttachActors.erase(match);
+    }
+  }
+
+  if(!mAttachedActors.empty())
   {
     GestureDetectorActorContainer::iterator match = find(mAttachedActors.begin(), mAttachedActors.end(), &actor);
 
-    if ( match != mAttachedActors.end() )
+    if(match != mAttachedActors.end())
     {
       // We no longer need to observe the actor's destruction
       actor.RemoveObserver(*this);
 
-      // Remove detector from actor (so it is set to no longer requiring this gesture when going through the hit-test algorithm)
-      actor.RemoveGestureDetector( *this );
+      // Remove detector from actor-gesture-data
+      actor.GetGestureData().RemoveGestureDetector(*this);
 
       mAttachedActors.erase(match);
 
@@ -108,9 +174,13 @@ void GestureDetector::Detach(Actor& actor)
       OnActorDetach(actor);
 
       // Unregister from gesture event processor if we do not have any actors
-      if ( mAttachedActors.empty() )
+      if(mAttachedActors.empty())
       {
-        mGestureEventProcessor.RemoveGestureDetector(this);
+        // Guard to allow handle destruction after Core has been destroyed
+        if(Stage::IsInstalled())
+        {
+          mGestureEventProcessor.RemoveGestureDetector(this);
+        }
       }
     }
   }
@@ -118,153 +188,117 @@ void GestureDetector::Detach(Actor& actor)
 
 void GestureDetector::DetachAll()
 {
-  if ( !mAttachedActors.empty() )
+  if(!mPendingAttachActors.empty())
+  {
+    GestureDetectorActorContainer pendingActors(mPendingAttachActors);
+
+    mPendingAttachActors.clear();
+
+    for(GestureDetectorActorContainer::iterator iter = pendingActors.begin(), endIter = pendingActors.end(); iter != endIter; ++iter)
+    {
+      Actor* actor(*iter);
+
+      // We no longer need to observe the actor's destruction
+      actor->RemoveObserver(*this);
+
+      // Remove detector from actor-gesture-data
+      actor->GetGestureData().RemoveGestureDetector(*this);
+    }
+  }
+
+  if(!mAttachedActors.empty())
   {
     GestureDetectorActorContainer attachedActors(mAttachedActors);
 
     // Clear mAttachedActors before we call OnActorDetach in case derived classes call a method which manipulates mAttachedActors.
     mAttachedActors.clear();
 
-    for ( GestureDetectorActorContainer::iterator iter = attachedActors.begin(), endIter = attachedActors.end(); iter != endIter; ++iter )
+    for(GestureDetectorActorContainer::iterator iter = attachedActors.begin(), endIter = attachedActors.end(); iter != endIter; ++iter)
     {
       Actor* actor(*iter);
 
       // We no longer need to observe the actor's destruction
       actor->RemoveObserver(*this);
 
-      // Remove detector from actor (so it is set to no longer requiring this gesture when going through the hit-test algorithm)
-      actor->RemoveGestureDetector( *this );
+      // Remove detector from actor-gesture-data
+      actor->GetGestureData().RemoveGestureDetector(*this);
 
       // Notification for derived classes
       OnActorDetach(*actor);
     }
 
-    // Unregister from gesture event processor
-    mGestureEventProcessor.RemoveGestureDetector(this);
+    // Guard to allow handle destruction after Core has been destroyed
+    if(Stage::IsInstalled())
+    {
+      // Unregister from gesture event processor
+      mGestureEventProcessor.RemoveGestureDetector(this);
+    }
   }
 }
 
-std::vector<Dali::Actor> GestureDetector::GetAttachedActors() const
+size_t GestureDetector::GetAttachedActorCount() const
 {
-  // Will only be used by Public API.
-  // Unlikely that it will be called that often so copying should be OK.
+  return mPendingAttachActors.size() + mAttachedActors.size();
+}
 
-  std::vector<Dali::Actor> actors;
+Dali::Actor GestureDetector::GetAttachedActor(size_t index) const
+{
+  Dali::Actor actor;
 
-  for ( GestureDetectorActorContainer::const_iterator iter = mAttachedActors.begin(), endIter = mAttachedActors.end(); iter != endIter; ++iter )
+  if(index < mPendingAttachActors.size())
+  {
+    actor = Dali::Actor(mPendingAttachActors[index]);
+  }
+  else if(index < mPendingAttachActors.size() + mAttachedActors.size())
   {
-    actors.push_back(Dali::Actor(*iter));
+    actor = Dali::Actor(mAttachedActors[index - mPendingAttachActors.size()]);
   }
 
-  return actors;
+  return actor;
 }
 
 bool GestureDetector::IsAttached(Actor& actor) const
 {
-  return find(mAttachedActors.begin(), mAttachedActors.end(), &actor) != mAttachedActors.end();
+  return (find(mPendingAttachActors.begin(), mPendingAttachActors.end(), &actor) != mPendingAttachActors.end()) ||
+         (find(mAttachedActors.begin(), mAttachedActors.end(), &actor) != mAttachedActors.end());
 }
 
-void GestureDetector::ProxyDestroyed(ProxyObject& proxy)
+void GestureDetector::ObjectDestroyed(Object& object)
 {
-  if ( !mAttachedActors.empty() )
+  if(!mPendingAttachActors.empty())
+  {
+    GestureDetectorActorContainer::iterator match = find(mPendingAttachActors.begin(), mPendingAttachActors.end(), &object);
+
+    if(match != mPendingAttachActors.end())
+    {
+      mPendingAttachActors.erase(match);
+    }
+  }
+
+  if(!mAttachedActors.empty())
   {
-    GestureDetectorActorContainer::iterator match = find(mAttachedActors.begin(), mAttachedActors.end(), &proxy);
+    GestureDetectorActorContainer::iterator match = find(mAttachedActors.begin(), mAttachedActors.end(), &object);
 
-    if ( match != mAttachedActors.end() )
+    if(match != mAttachedActors.end())
     {
       mAttachedActors.erase(match);
 
       // Notification for derived classes
-      OnActorDestroyed(proxy);
+      OnActorDestroyed(object);
 
       // Unregister from gesture event processor if we do not have any actors
-      if ( mAttachedActors.empty() )
+      if(mAttachedActors.empty())
       {
-        mGestureEventProcessor.RemoveGestureDetector(this);
+        // Guard to allow handle destruction after Core has been destroyed
+        if(Stage::IsInstalled())
+        {
+          mGestureEventProcessor.RemoveGestureDetector(this);
+        }
       }
     }
   }
 }
 
-bool GestureDetector::IsSceneObjectRemovable() const
-{
-  return false;
-}
-
-unsigned int GestureDetector::GetDefaultPropertyCount() const
-{
-  return 0;
-}
-
-void GestureDetector::GetDefaultPropertyIndices( Property::IndexContainer& ) const
-{
-}
-
-const std::string& GestureDetector::GetDefaultPropertyName( Property::Index index ) const
-{
-  return INVALID_PROPERTY;
-}
-
-Property::Index GestureDetector::GetDefaultPropertyIndex(const std::string& name) const
-{
-  return 0;
-}
-
-bool GestureDetector::IsDefaultPropertyWritable(Property::Index index) const
-{
-  return false;
-}
-
-bool GestureDetector::IsDefaultPropertyAnimatable(Property::Index index) const
-{
-  return false;
-}
-
-bool GestureDetector::IsDefaultPropertyAConstraintInput( Property::Index index ) const
-{
-  return false;
-}
-
-Property::Type GestureDetector::GetDefaultPropertyType(Property::Index index) const
-{
-  return Property::NONE;
-}
-
-void GestureDetector::SetDefaultProperty( Property::Index index, const Property::Value& property )
-{
-  // None of our properties should be settable from Public API
-}
-
-void GestureDetector::SetCustomProperty( Property::Index index, const CustomProperty& entry, const Property::Value& value )
-{
-  // None of our properties should be settable from Public API
-}
-
-Property::Value GestureDetector::GetDefaultProperty(Property::Index index) const
-{
-  return Property::Value();
-}
-
-void GestureDetector::InstallSceneObjectProperty( SceneGraph::PropertyBase& newProperty, const std::string& name, unsigned int index )
-{
-  // We do not want the user to install custom properties
-}
-
-const SceneGraph::PropertyOwner* GestureDetector::GetSceneObject() const
-{
-  return NULL;
-}
-
-const SceneGraph::PropertyBase* GestureDetector::GetSceneObjectAnimatableProperty( Property::Index index ) const
-{
-  return NULL;
-}
-
-const PropertyInputImpl* GestureDetector::GetSceneObjectInputProperty( Property::Index index ) const
-{
-  return NULL;
-}
-
 } // namespace Internal
 
 } // namespace Dali