Merge "use modern construct '= default' for special functions." into devel/master
[platform/core/uifw/dali-core.git] / dali / internal / event / events / touch-event-processor.cpp
old mode 100644 (file)
new mode 100755 (executable)
index 6a79fa8..146387c
@@ -23,7 +23,7 @@
 #endif
 
 // INTERNAL INCLUDES
-#include <dali/public-api/events/touch-data.h>
+#include <dali/public-api/events/touch-event.h>
 #include <dali/public-api/math/vector2.h>
 #include <dali/public-api/signals/callback.h>
 #include <dali/integration-api/debug.h>
@@ -33,7 +33,7 @@
 #include <dali/internal/event/common/scene-impl.h>
 #include <dali/internal/event/events/hit-test-algorithm-impl.h>
 #include <dali/internal/event/events/multi-point-event-util.h>
-#include <dali/internal/event/events/touch-data-impl.h>
+#include <dali/internal/event/events/touch-event-impl.h>
 #include <dali/internal/event/render-tasks/render-task-impl.h>
 
 namespace Dali
@@ -60,11 +60,41 @@ const char * TOUCH_POINT_STATE[ 6 ] =
 
 #endif // defined(DEBUG_ENABLED)
 
+Dali::Actor EmitInterceptTouchSignals( Dali::Actor actor, const Dali::TouchEvent& touchEvent )
+{
+  Dali::Actor interceptedActor;
+
+  if( actor )
+  {
+     Dali::Actor parent = actor.GetParent();
+     if( parent )
+     {
+       // Recursively deliver events to the actor and its parents for intercept touch event.
+       interceptedActor = EmitInterceptTouchSignals( parent, touchEvent );
+     }
+
+     if( !interceptedActor )
+     {
+       bool intercepted = false;
+       Actor& actorImpl( GetImplementation(actor) );
+       if( actorImpl.GetInterceptTouchRequired() )
+       {
+          intercepted = actorImpl.EmitInterceptTouchEventSignal( touchEvent );
+          if( intercepted )
+          {
+            interceptedActor = Dali::Actor( &actorImpl );
+          }
+       }
+     }
+  }
+
+  return interceptedActor;
+}
 
 /**
  *  Recursively deliver events to the actor and its parents, until the event is consumed or the stage is reached.
  */
-Dali::Actor EmitTouchSignals( Dali::Actor actor, const TouchEvent& event, const Dali::TouchData& touchData )
+Dali::Actor EmitTouchSignals( Dali::Actor actor, const Dali::TouchEvent& touchEvent )
 {
   Dali::Actor consumedActor;
 
@@ -79,7 +109,7 @@ Dali::Actor EmitTouchSignals( Dali::Actor actor, const TouchEvent& event, const
     // Only emit the signal if the actor's touch signal has connections (or derived actor implementation requires touch).
     if ( actorImpl.GetTouchRequired() )
     {
-      consumed = actorImpl.EmitTouchEventSignal( event, touchData );
+      consumed = actorImpl.EmitTouchEventSignal( touchEvent );
     }
 
     if ( consumed )
@@ -96,7 +126,7 @@ Dali::Actor EmitTouchSignals( Dali::Actor actor, const TouchEvent& event, const
            (parent == oldParent) )
       {
         // One of the actor's parents may consumed the event and they should be set as the consumed actor.
-        consumedActor = EmitTouchSignals( parent, event, touchData );
+        consumedActor = EmitTouchSignals( parent, touchEvent );
       }
     }
   }
@@ -106,29 +136,27 @@ Dali::Actor EmitTouchSignals( Dali::Actor actor, const TouchEvent& event, const
 
 Dali::Actor AllocAndEmitTouchSignals( unsigned long time,  Dali::Actor actor, const Integration::Point& point )
 {
-  TouchEvent touchEvent( time );
-  TouchDataPtr touchData( new TouchData( time ) );
-  Dali::TouchData touchDataHandle( touchData.Get() );
+  TouchEventPtr touchEvent( new TouchEvent( time ) );
+  Dali::TouchEvent touchEventHandle( touchEvent.Get() );
 
-  touchEvent.points.push_back( point.GetTouchPoint() );
-  touchData->AddPoint( point );
+  touchEvent->AddPoint( point );
 
-  return EmitTouchSignals( actor, touchEvent, touchDataHandle );
+  return EmitTouchSignals( actor, touchEventHandle );
 }
 
 
 /**
  * Changes the state of the primary point to leave and emits the touch signals
  */
-Dali::Actor EmitTouchSignals( Actor* actor, RenderTask& renderTask, const TouchEvent& originalEvent, const TouchDataPtr& originalTouchData, PointState::Type state )
+Dali::Actor EmitTouchSignals( Actor* actor, RenderTask& renderTask, const TouchEventPtr& originalTouchEvent, PointState::Type state )
 {
   Dali::Actor consumingActor;
 
   if( actor )
   {
-    TouchDataPtr touchData = TouchData::Clone( *originalTouchData.Get() );
+    TouchEventPtr touchEventImpl = TouchEvent::Clone( *originalTouchEvent.Get() );
 
-    Integration::Point& primaryPoint = touchData->GetPoint( 0 );
+    Integration::Point& primaryPoint = touchEventImpl->GetPoint( 0 );
 
     const Vector2& screenPosition = primaryPoint.GetScreenPosition();
     Vector2 localPosition;
@@ -138,10 +166,7 @@ Dali::Actor EmitTouchSignals( Actor* actor, RenderTask& renderTask, const TouchE
     primaryPoint.SetHitActor( Dali::Actor( actor ) );
     primaryPoint.SetState( state );
 
-    TouchEvent touchEvent( originalEvent );
-    touchEvent.points[0] = primaryPoint.GetTouchPoint();
-
-    consumingActor = EmitTouchSignals( Dali::Actor(actor), touchEvent, Dali::TouchData( touchData.Get() ) );
+    consumingActor = EmitTouchSignals( Dali::Actor(actor), Dali::TouchEvent( touchEventImpl.Get() ) );
   }
 
   return consumingActor;
@@ -263,21 +288,18 @@ bool TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& even
 
     currentPoint.SetHitActor( Dali::Actor() );
 
-    TouchEvent touchEvent( event.time );
-    TouchDataPtr touchData( new TouchData( event.time ) );
-    Dali::TouchData touchDataHandle( touchData.Get() );
+    TouchEventPtr touchEventImpl( new TouchEvent( event.time ) );
+    Dali::TouchEvent touchEventHandle( touchEventImpl.Get() );
 
-    touchEvent.points.push_back( currentPoint.GetTouchPoint() );
-    touchData->AddPoint( currentPoint );
+    touchEventImpl->AddPoint( currentPoint );
 
-    mScene.EmitTouchedSignal( touchEvent, touchDataHandle );
+    mScene.EmitTouchedSignal( touchEventHandle );
     return false; // No need for hit testing & already an interrupted event so just return false
   }
 
   // 2) Hit Testing.
-  TouchEvent touchEvent( event.time );
-  TouchDataPtr touchData( new TouchData( event.time ) );
-  Dali::TouchData touchDataHandle( touchData.Get() );
+  TouchEventPtr touchEventImpl( new TouchEvent( event.time ) );
+  Dali::TouchEvent touchEventHandle( touchEventImpl.Get() );
 
   DALI_LOG_INFO( gLogFilter, Debug::Concise, "\n" );
   DALI_LOG_INFO( gLogFilter, Debug::General, "Point(s): %d\n", event.GetPointCount() );
@@ -305,8 +327,7 @@ bool TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& even
     newPoint.SetHitActor( hitTestResults.actor );
     newPoint.SetLocalPosition( hitTestResults.actorCoordinates );
 
-    touchEvent.points.push_back( newPoint.GetTouchPoint() );
-    touchData->AddPoint( newPoint );
+    touchEventImpl->AddPoint( newPoint );
 
     DALI_LOG_INFO( gLogFilter, Debug::General, "  State(%s), Screen(%.0f, %.0f), HitActor(%p, %s), Local(%.2f, %.2f)\n",
                    TOUCH_POINT_STATE[currentPoint.GetState()], currentPoint.GetScreenPosition().x, currentPoint.GetScreenPosition().y,
@@ -324,11 +345,20 @@ bool TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& even
   Dali::Actor consumedActor;
   if ( currentRenderTask )
   {
-    consumedActor = EmitTouchSignals( touchData->GetPoint( 0 ).GetHitActor(), touchEvent, touchDataHandle );
+    // Emit the intercept touch signal
+    Dali::Actor interceptedActor = EmitInterceptTouchSignals( touchEventImpl->GetPoint( 0 ).GetHitActor(), touchEventHandle );
+    if( interceptedActor )
+    {
+      consumedActor = EmitTouchSignals( interceptedActor, touchEventHandle );
+    }
+    else
+    {
+      consumedActor = EmitTouchSignals( touchEventImpl->GetPoint( 0 ).GetHitActor(), touchEventHandle );
+    }
     consumed = consumedActor ? true : false;
   }
 
-  Integration::Point& primaryPoint = touchData->GetPoint( 0 );
+  Integration::Point& primaryPoint = touchEventImpl->GetPoint( 0 );
   Dali::Actor primaryHitActor = primaryPoint.GetHitActor();
   PointState::Type primaryPointState = primaryPoint.GetState();
 
@@ -336,7 +366,7 @@ bool TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& even
   DALI_LOG_INFO( gLogFilter, Debug::Concise, "ConsumedActor:       (%p) %s\n", consumedActor ? reinterpret_cast< void* >( &consumedActor.GetBaseObject() ) : NULL, consumedActor ? consumedActor.GetProperty< std::string >( Dali::Actor::Property::NAME ).c_str() : "" );
 
   if ( ( primaryPointState == PointState::DOWN ) &&
-       ( touchEvent.GetPointCount() == 1 ) &&
+       ( touchEventImpl->GetPointCount() == 1 ) &&
        ( consumedActor && consumedActor.GetProperty< bool >( Dali::Actor::Property::CONNECTED_TO_SCENE ) ) )
   {
     mTouchDownConsumedActor.SetActor( &GetImplementation( consumedActor ) );
@@ -363,7 +393,7 @@ bool TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& even
           if ( lastPrimaryHitActor->GetLeaveRequired() )
           {
             DALI_LOG_INFO( gLogFilter, Debug::Concise, "LeaveActor(Hit):     (%p) %s\n", reinterpret_cast< void* >( lastPrimaryHitActor ), lastPrimaryHitActor->GetName().c_str() );
-            leaveEventConsumer = EmitTouchSignals( mLastPrimaryHitActor.GetActor(), lastRenderTaskImpl, touchEvent, touchData, PointState::LEAVE );
+            leaveEventConsumer = EmitTouchSignals( mLastPrimaryHitActor.GetActor(), lastRenderTaskImpl, touchEventImpl, PointState::LEAVE );
           }
         }
         else
@@ -371,7 +401,7 @@ bool TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& even
           // At this point mLastPrimaryHitActor was touchable and sensitive in the previous touch event process but is not in the current one.
           // An interrupted event is send to allow some actors to go back to their original state (i.e. Button controls)
           DALI_LOG_INFO( gLogFilter, Debug::Concise, "InterruptedActor(Hit):     (%p) %s\n", reinterpret_cast< void* >( lastPrimaryHitActor ), lastPrimaryHitActor->GetName().c_str() );
-          leaveEventConsumer = EmitTouchSignals( mLastPrimaryHitActor.GetActor(), lastRenderTaskImpl, touchEvent, touchData, PointState::INTERRUPTED );
+          leaveEventConsumer = EmitTouchSignals( mLastPrimaryHitActor.GetActor(), lastRenderTaskImpl, touchEventImpl, PointState::INTERRUPTED );
         }
       }
 
@@ -391,7 +421,7 @@ bool TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& even
           if( lastConsumedActor->GetLeaveRequired() )
           {
             DALI_LOG_INFO( gLogFilter, Debug::Concise, "LeaveActor(Consume): (%p) %s\n", reinterpret_cast< void* >( lastConsumedActor ), lastConsumedActor->GetName().c_str() );
-            EmitTouchSignals( lastConsumedActor, lastRenderTaskImpl, touchEvent, touchData, PointState::LEAVE );
+            EmitTouchSignals( lastConsumedActor, lastRenderTaskImpl, touchEventImpl, PointState::LEAVE );
           }
         }
         else
@@ -399,7 +429,7 @@ bool TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& even
           // At this point mLastConsumedActor was touchable and sensitive in the previous touch event process but is not in the current one.
           // An interrupted event is send to allow some actors to go back to their original state (i.e. Button controls)
           DALI_LOG_INFO( gLogFilter, Debug::Concise, "InterruptedActor(Consume):     (%p) %s\n", reinterpret_cast< void* >( lastConsumedActor ), lastConsumedActor->GetName().c_str() );
-          EmitTouchSignals( mLastConsumedActor.GetActor(), lastRenderTaskImpl, touchEvent, touchData, PointState::INTERRUPTED );
+          EmitTouchSignals( mLastConsumedActor.GetActor(), lastRenderTaskImpl, touchEventImpl, PointState::INTERRUPTED );
         }
       }
     }
@@ -417,19 +447,19 @@ bool TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& even
   }
   else
   {
-    // The primaryHitActor may have been removed from the stage so ensure it is still on the stage before setting members.
-    if ( primaryHitActor && GetImplementation( primaryHitActor ).OnStage() )
+    // The primaryHitActor may have been removed from the scene so ensure it is still on the scene before setting members.
+    if ( primaryHitActor && GetImplementation( primaryHitActor ).OnScene() )
     {
       mLastPrimaryHitActor.SetActor( &GetImplementation( primaryHitActor ) );
 
-      // Only observe the consumed actor if we have a primaryHitActor (check if it is still on stage).
-      if ( consumedActor && GetImplementation( consumedActor ).OnStage() )
+      // Only observe the consumed actor if we have a primaryHitActor (check if it is still on the scene).
+      if ( consumedActor && GetImplementation( consumedActor ).OnScene() )
       {
         mLastConsumedActor.SetActor( &GetImplementation( consumedActor ) );
       }
       else
       {
-        mLastConsumedActor.SetActor( NULL );
+        mLastConsumedActor.SetActor( nullptr );
       }
 
       mLastRenderTask = currentRenderTask;
@@ -446,7 +476,7 @@ bool TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& even
   // 6) Emit an interrupted event to the touch-down actor if it hasn't consumed the up and
   //    emit the stage touched event if required.
 
-  if ( touchEvent.GetPointCount() == 1 ) // Only want the first touch and the last release
+  if ( touchEventImpl->GetPointCount() == 1 ) // Only want the first touch and the last release
   {
     switch ( primaryPointState )
     {
@@ -460,21 +490,21 @@ bool TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& even
         {
           Dali::Actor touchDownConsumedActorHandle( touchDownConsumedActor );
 
-          Integration::Point currentPoint = touchData->GetPoint( 0 );
+          Integration::Point currentPoint = touchEventImpl->GetPoint( 0 );
           currentPoint.SetHitActor( touchDownConsumedActorHandle );
           currentPoint.SetState( PointState::INTERRUPTED );
 
           AllocAndEmitTouchSignals( event.time, touchDownConsumedActorHandle, currentPoint );
         }
 
-        mTouchDownConsumedActor.SetActor( NULL );
+        mTouchDownConsumedActor.SetActor( nullptr );
 
         DALI_FALLTHROUGH;
       }
 
       case PointState::DOWN:
       {
-        mScene.EmitTouchedSignal( touchEvent, touchDataHandle );
+        mScene.EmitTouchedSignal( touchEventHandle );
         break;
       }
 
@@ -496,29 +526,26 @@ void TouchEventProcessor::OnObservedActorDisconnected( Actor* actor )
 {
   if ( actor == mLastPrimaryHitActor.GetActor() )
   {
-    Dali::Actor handle( actor );
+    Dali::Actor actorHandle( actor );
 
     Integration::Point point;
     point.SetState( PointState::INTERRUPTED );
-    point.SetHitActor( handle );
+    point.SetHitActor( actorHandle );
 
-    TouchDataPtr touchData( new TouchData );
-    touchData->AddPoint( point );
-    Dali::TouchData touchDataHandle( touchData.Get() );
+    TouchEventPtr touchEventImpl( new TouchEvent );
+    touchEventImpl->AddPoint( point );
+    Dali::TouchEvent touchEventHandle( touchEventImpl.Get() );
 
-    TouchEvent touchEvent( 0 );
-    touchEvent.points.push_back( point.GetTouchPoint() );
-
-    Dali::Actor eventConsumer = EmitTouchSignals( handle, touchEvent, touchDataHandle );
+    Dali::Actor eventConsumer = EmitTouchSignals( actorHandle, touchEventHandle );
 
     if ( mLastConsumedActor.GetActor() != eventConsumer )
     {
-      EmitTouchSignals( Dali::Actor( mLastConsumedActor.GetActor() ), touchEvent, touchDataHandle );
+      EmitTouchSignals( Dali::Actor( mLastConsumedActor.GetActor() ), touchEventHandle );
     }
 
     // Do not set mLastPrimaryHitActor to NULL we may be iterating through its observers
 
-    mLastConsumedActor.SetActor( NULL );
+    mLastConsumedActor.SetActor( nullptr );
     mLastRenderTask.Reset();
   }
 }