-#ifndef __DALI_INTERNAL_GESTURE_PROCESSOR_H__
-#define __DALI_INTERNAL_GESTURE_PROCESSOR_H__
-
-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+#ifndef DALI_INTERNAL_GESTURE_PROCESSOR_H
+#define DALI_INTERNAL_GESTURE_PROCESSOR_H
+
+/*
+ * Copyright (c) 2019 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
// INTERNAL INCLUDES
+#include <dali/devel-api/events/gesture-devel.h>
#include <dali/internal/event/events/gesture-detector-impl.h>
#include <dali/internal/event/events/hit-test-algorithm-impl.h>
-#include <dali/internal/event/common/proxy-object.h>
+#include <dali/internal/event/events/gesture-recognizer.h>
+#include <dali/internal/event/common/object-impl.h>
namespace Dali
{
/**
* Base class for the different Gesture Processors.
*/
-class GestureProcessor : public ProxyObject::Observer
+class GestureProcessor : public Object::Observer
{
-protected: // Construction & Destruction
+public:
/**
- * Protected constructor. Cannot create an instance of GestureProcessor
+ * Process the touch event in the attached recognizer
+ * @param[in] scene Scene.
+ * @param[in] event Touch event to process
*/
- GestureProcessor();
+ void ProcessTouch( Scene& scene, const Integration::TouchEvent& event );
/**
- * Virtual protected destructor.
+ * Returns whether any GestureDetector requires a Core::Update
+ * @return true if update required
*/
- virtual ~GestureProcessor();
+ inline bool NeedsUpdate()
+ {
+ bool updateRequired = mNeedsUpdate;
+ mNeedsUpdate = false;
+ return updateRequired;
+ }
+
+protected:
- // Templates and types for deriving classes
+ // Construction & Destruction
/**
- * Given a container of derived pointer types, this populates an equivalent container of base pointer types.
- * @param[in] derivedContainer A const reference to the container with pointers to the derived class.
- * @param[out] baseContainer A reference to the container to populate with equivalent pointers to the base class.
- * @pre Ensure the baseContainer is empty.
+ * Protected constructor. Cannot create an instance of GestureProcessor
*/
- template< typename Detector >
- static void UpCastContainer( const typename DerivedGestureDetectorContainer<Detector>::type& derivedContainer, GestureDetectorContainer& baseContainer )
- {
- baseContainer.assign( derivedContainer.begin(), derivedContainer.end() );
- }
+ GestureProcessor( DevelGesture::Type type );
/**
- * Given a container of base pointer types, this populates an equivalent container of derived pointer types.
- * @param[in] baseContainer A const reference to the container with pointers to the base class.
- * @param[out] derivedContainer A reference to the container to populate with equivalent pointers to the derived class.
- * @pre Ensure the derivedContainer is empty.
+ * Protected constructor. Cannot create an instance of GestureProcessor
*/
- template< typename Detector >
- static void DownCastContainer( const GestureDetectorContainer& baseContainer, typename DerivedGestureDetectorContainer<Detector>::type& derivedContainer )
- {
- for ( GestureDetectorContainer::const_iterator iter = baseContainer.begin(), endIter = baseContainer.end(); iter != endIter; ++iter )
- {
- derivedContainer.push_back( static_cast< Detector* >( *iter ) );
- }
- }
+ GestureProcessor( Gesture::Type type );
/**
- * Functor to use in GetGesturedActor() and ProcessAndEmit() methods.
+ * Virtual protected destructor.
*/
- struct Functor
- {
- /**
- * This operator should be overridden to check if the gesture detector meets the parameters of the current gesture.
- * @param[in] detector The gesture detector to check.
- * @param[in] actor The actor that has been gestured.
- * @return true, if it meets the parameters, false otherwise.
- */
- virtual bool operator() ( GestureDetector* detector, Actor* actor ) = 0;
-
- /**
- * This operator should be overridden to emit the gesture signal on the provided container of gesture detectors along with the actor
- * the gesture has occurred on.
- * @param[in] actor The actor which has been gestured.
- * @param[in] gestureDetectors The detectors that should emit the signal.
- * @param[in] actorCoordinates The local actor coordinates where the gesture took place.
- */
- virtual void operator() ( Dali::Actor actor, const GestureDetectorContainer& gestureDetectors, Vector2 actorCoordinates ) = 0;
- };
-
- // Methods for deriving classes
-
- /**
- * Given the hit actor and attached detectors, this walks up the actor tree to determine the actor that is connected to one (or several) gesture
- * detectors. The functor is used to check whether the gesture falls within the gesture detector's parameters.
- * Derived classes need to provide this functor.
+ virtual ~GestureProcessor();
+
+ // Methods to be used by deriving classes
+
+ /**
+ * Given the hit actor, this walks up the actor tree to determine the actor that is connected to one (or several) gesture detectors.
*
- * @param[in,out] actor The hit actor. When this function returns, this is the actor that has been hit by the gesture.
- * @param[in] connectedDetectors Reference to the detectors connected to the derived processor
+ * @param[in,out] actor The gestured actor. When this function returns, this is the actor that has been hit by the gesture.
* @param[out] gestureDetectors A container containing all the gesture detectors that have the hit actor attached and satisfy the functor parameters.
- * @param[in] functor A reference to Functor. The operator() (GestureDetector*) should be used to check if the connected gesture detector
- * meets the current gesture's parameters.
+ *
+ * @note Uses CheckGestureDetector() to check if a the current gesture matches the criteria the gesture detector requires.
+ * @pre gestureDetectors should be empty.
*/
- void GetGesturedActor( Dali::Actor& actor, const GestureDetectorContainer& connectedDetectors, GestureDetectorContainer& gestureDetectors, Functor& functor );
+ void GetGesturedActor( Actor*& actor, GestureDetectorContainer& gestureDetectors );
/**
- * This does what GetGesturedActor() does but also starts emission of the gesture (using the functor).
+ * Calls the emission method in the deriving class for matching gesture-detectors with the hit-actor (or one of its parents).
*
* @param[in] hitTestResults The Hit Test Results.
- * @param[in] connectedDetectors The detectors attached to the gesture processor.
- * @param[in] functor A reference to the functor which should provide an operator() to check if detector satisfies current gesture and another
- * operator() which will be called when all conditions are met and the gesture should be emitted for the actor and detectors.
*
+ * @note Uses the CheckGestureDetector() to check if the gesture matches the criteria of the given gesture detector
+ * and EmitGestureSignal() to emit the signal.
* @pre Hit Testing should already be done.
*/
- void ProcessAndEmit( const HitTestAlgorithm::Results& hitTestResults, const GestureDetectorContainer& connectedDetectors, Functor& functor );
+ void ProcessAndEmit( HitTestAlgorithm::Results& hitTestResults );
/**
* Hit test the screen coordinates, and place the results in hitTestResults.
- * @param[in] stage Stage.
+ * @param[in] scene Scene.
* @param[in] screenCoordinates The screen coordinates to test.
* @param[out] hitTestResults Structure to write results into.
* @return false if the system overlay was hit or no actor was hit.
*/
- virtual bool HitTest(Stage& stage, Vector2 screenCoordinates, HitTestAlgorithm::Results& hitTestResults);
+ virtual bool HitTest( Scene& scene, Vector2 screenCoordinates, HitTestAlgorithm::Results& hitTestResults);
/**
* Sets the mCurrentGesturedActor and connects to the required signals.
* @actor actor The actor so set.
*/
- void SetActor( Dali::Actor actor );
+ void SetActor( Actor* actor );
/**
* Resets the set actor and disconnects any connected signals.
*/
Actor* GetCurrentGesturedActor();
+private:
+
// For derived classes to override
/**
*/
virtual void OnGesturedActorStageDisconnection() = 0;
-private:
+ /**
+ * Called by the ProcessAndEmit() & GetGesturedActor() methods to check if the provided
+ * gesture-detector meets the parameters of the current gesture.
+ *
+ * @param[in] detector The gesture detector to check.
+ * @param[in] actor The actor that has been gestured.
+ *
+ * @return true, if the detector meets the parameters, false otherwise.
+ */
+ virtual bool CheckGestureDetector( GestureDetector* detector, Actor* actor ) = 0;
+
+ /**
+ * Called by the ProcessAndEmit() method when the gesture meets all applicable criteria and
+ * should be overridden by deriving classes to emit the gesture signal on gesture-detectors
+ * provided for the actor the gesture has occurred on.
+ *
+ * @param[in] actor The actor which has been gestured.
+ * @param[in] gestureDetectors The detectors that should emit the signal.
+ * @param[in] actorCoordinates The local actor coordinates where the gesture took place.
+ */
+ virtual void EmitGestureSignal( Actor* actor, const GestureDetectorContainer& gestureDetectors, Vector2 actorCoordinates ) = 0;
// Undefined
+
GestureProcessor( const GestureProcessor& );
GestureProcessor& operator=( const GestureProcessor& );
-private:
+ // SceneObject overrides
/**
* This will never get called as we do not observe objects that have not been added to the scene.
- * @param[in] proxy The proxy object.
- * @see ProxyObject::Observer::SceneObjectAdded()
+ * @param[in] object The object object.
+ * @see Object::Observer::SceneObjectAdded()
*/
- virtual void SceneObjectAdded(ProxyObject& proxy) { }
+ virtual void SceneObjectAdded(Object& object) { }
/**
* This will be called when the actor is removed from the stage, we should clear and stop
* observing it.
- * @param[in] proxy The proxy object.
- * @see ProxyObject::Observer::SceneObjectRemoved()
+ * @param[in] object The object object.
+ * @see Object::Observer::SceneObjectRemoved()
*/
- virtual void SceneObjectRemoved(ProxyObject& proxy);
+ virtual void SceneObjectRemoved(Object& object);
/**
* This will be called when the actor is destroyed. We should clear the actor.
* No need to stop observing as the object is being destroyed anyway.
- * @see ProxyObject::Observer::ProxyDestroyed()
+ * @see Object::Observer::ObjectDestroyed()
*/
- virtual void ProxyDestroyed(ProxyObject& proxy);
+ virtual void ObjectDestroyed(Object& object);
- // Signal Handlers
- /**
- * Signal handler called when the actor is removed from the stage.
- * @param[in] actor The actor removed from the stage.
- */
- void OnStageDisconnection( Dali::Actor actor );
+protected: //Data
+
+ GestureRecognizerPtr mGestureRecognizer; ///< The gesture recognizer
+ bool mNeedsUpdate; ///< Indicates if any GestureDetector requires a Core::Update
private: // Data
- Actor* mCurrentGesturedActor; ///< The current actor that has been gestured.
- bool mGesturedActorDisconnected; ///< Indicates whether the gestured actor has been disconnected from the scene
+ DevelGesture::Type mType; ///< Type of GestureProcessor
+ Actor* mCurrentGesturedActor; ///< The current actor that has been gestured.
+ bool mGesturedActorDisconnected:1; ///< Indicates whether the gestured actor has been disconnected from the scene
};
} // namespace Internal
} // namespace Dali
-#endif // __DALI_INTERNAL_GESTURE_PROCESSOR_H__
+#endif // DALI_INTERNAL_GESTURE_PROCESSOR_H