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 8426d77..146387c
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
 #endif
 
 // INTERNAL INCLUDES
-#include <dali/public-api/actors/renderable-actor.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>
 #include <dali/integration-api/events/touch-event-integ.h>
 #include <dali/internal/event/actors/actor-impl.h>
 #include <dali/internal/event/actors/layer-impl.h>
-#include <dali/internal/event/common/stage-impl.h>
+#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-event-impl.h>
 #include <dali/internal/event/render-tasks/render-task-impl.h>
 
 namespace Dali
@@ -46,22 +48,53 @@ namespace
 #if defined(DEBUG_ENABLED)
 Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_TOUCH_PROCESSOR" );
 
-const char * TOUCH_POINT_STATE[TouchPoint::Last] =
+const char * TOUCH_POINT_STATE[ 6 ] =
 {
-  "Down",
-  "Up",
-  "Motion",
-  "Leave",
-  "Stationary",
-  "Interrupted",
+  "DOWN",
+  "UP",
+  "MOTION",
+  "LEAVE",
+  "STATIONARY",
+  "INTERRUPTED",
 };
 
 #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 )
+Dali::Actor EmitTouchSignals( Dali::Actor actor, const Dali::TouchEvent& touchEvent )
 {
   Dali::Actor consumedActor;
 
@@ -76,7 +109,7 @@ Dali::Actor EmitTouchSignals( Dali::Actor actor, const TouchEvent& event )
     // 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 );
+      consumed = actorImpl.EmitTouchEventSignal( touchEvent );
     }
 
     if ( consumed )
@@ -93,7 +126,7 @@ Dali::Actor EmitTouchSignals( Dali::Actor actor, const TouchEvent& event )
            (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 );
+        consumedActor = EmitTouchSignals( parent, touchEvent );
       }
     }
   }
@@ -101,33 +134,93 @@ Dali::Actor EmitTouchSignals( Dali::Actor actor, const TouchEvent& event )
   return consumedActor;
 }
 
+Dali::Actor AllocAndEmitTouchSignals( unsigned long time,  Dali::Actor actor, const Integration::Point& point )
+{
+  TouchEventPtr touchEvent( new TouchEvent( time ) );
+  Dali::TouchEvent touchEventHandle( touchEvent.Get() );
+
+  touchEvent->AddPoint( point );
+
+  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, TouchPoint::State state )
+Dali::Actor EmitTouchSignals( Actor* actor, RenderTask& renderTask, const TouchEventPtr& originalTouchEvent, PointState::Type state )
 {
-  TouchEvent touchEvent( originalEvent );
+  Dali::Actor consumingActor;
 
-  DALI_ASSERT_DEBUG( NULL != actor && "NULL actor pointer" );
   if( actor )
   {
-    TouchPoint& primaryPoint = touchEvent.points[0];
+    TouchEventPtr touchEventImpl = TouchEvent::Clone( *originalTouchEvent.Get() );
+
+    Integration::Point& primaryPoint = touchEventImpl->GetPoint( 0 );
+
+    const Vector2& screenPosition = primaryPoint.GetScreenPosition();
+    Vector2 localPosition;
+    actor->ScreenToLocal( renderTask, localPosition.x, localPosition.y, screenPosition.x, screenPosition.y );
+
+    primaryPoint.SetLocalPosition( localPosition );
+    primaryPoint.SetHitActor( Dali::Actor( actor ) );
+    primaryPoint.SetState( state );
 
-    actor->ScreenToLocal( renderTask, primaryPoint.local.x, primaryPoint.local.y, primaryPoint.screen.x, primaryPoint.screen.y );
+    consumingActor = EmitTouchSignals( Dali::Actor(actor), Dali::TouchEvent( touchEventImpl.Get() ) );
+  }
+
+  return consumingActor;
+}
+
+/**
+ * @brief Parses the primary touch point by performing a hit-test if necessary
+ *
+ * @param[out] hitTestResults The hit test results are put into this variable
+ * @param[in/out] capturingTouchActorObserver The observer for the capturing touch actor member
+ * @param[in] lastRenderTask The last render task member
+ * @param[in] currentPoint The current point information
+ * @param[in] scene The scene that this touch is related to
+ */
+void ParsePrimaryTouchPoint(
+    HitTestAlgorithm::Results& hitTestResults,
+    ActorObserver& capturingTouchActorObserver,
+    const RenderTaskPtr& lastRenderTask,
+    const Integration::Point& currentPoint,
+    const Internal::Scene& scene )
+{
+  Actor* capturingTouchActor = capturingTouchActorObserver.GetActor();
 
-    primaryPoint.hitActor = Dali::Actor(actor);
-    primaryPoint.state = state;
+  // We only set the capturing touch actor when the first touch-started actor captures all touch so if it's set, just use it
+  if( capturingTouchActor && lastRenderTask )
+  {
+    hitTestResults.actor = Dali::Actor( capturingTouchActor );
+    hitTestResults.renderTask = lastRenderTask;
+    const Vector2& screenPosition = currentPoint.GetScreenPosition();
+    capturingTouchActor->ScreenToLocal( *lastRenderTask, hitTestResults.actorCoordinates.x, hitTestResults.actorCoordinates.y, screenPosition.x, screenPosition.y );
   }
+  else
+  {
+    HitTestAlgorithm::HitTest( scene.GetSize(), scene.GetRenderTaskList(), scene.GetLayerList(), currentPoint.GetScreenPosition(), hitTestResults );
 
-  return EmitTouchSignals( Dali::Actor(actor), touchEvent );
+    if( currentPoint.GetState() == PointState::STARTED && hitTestResults.actor )
+    {
+      // If we've just started touch, then check whether the actor has requested to capture all touch events
+      Actor* hitActor = &GetImplementation( hitTestResults.actor );
+      if( hitActor->CapturesAllTouchAfterStart() )
+      {
+        capturingTouchActorObserver.SetActor( hitActor );
+      }
+    }
+  }
 }
 
 } // unnamed namespace
 
-TouchEventProcessor::TouchEventProcessor( Stage& stage )
-: mStage( stage ),
-  mLastPrimaryHitActor(),
+TouchEventProcessor::TouchEventProcessor( Scene& scene )
+: mScene( scene ),
+  mLastPrimaryHitActor( MakeCallback( this, &TouchEventProcessor::OnObservedActorDisconnected ) ),
   mLastConsumedActor(),
+  mCapturingTouchActor(),
   mTouchDownConsumedActor(),
   mLastRenderTask()
 {
@@ -139,33 +232,28 @@ TouchEventProcessor::~TouchEventProcessor()
   DALI_LOG_TRACE_METHOD( gLogFilter );
 }
 
-void TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& event )
+bool TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& event )
 {
   DALI_LOG_TRACE_METHOD( gLogFilter );
-
   DALI_ASSERT_ALWAYS( !event.points.empty() && "Empty TouchEvent sent from Integration\n" );
 
-  Stage& stage = mStage;
-
   PRINT_HIERARCHY(gLogFilter);
 
-  // Copy so we can add the results of a hit-test.
-  TouchEvent touchEvent( event.time );
-
   // 1) Check if it is an interrupted event - we should inform our last primary hit actor about this
   //    and emit the stage signal as well.
 
-  if ( event.points[0].state == TouchPoint::Interrupted )
+  if ( event.points[0].GetState() == PointState::INTERRUPTED )
   {
     Dali::Actor consumingActor;
-    touchEvent.points.push_back(event.points[0]);
+    Integration::Point currentPoint( event.points[0] );
 
     Actor* lastPrimaryHitActor( mLastPrimaryHitActor.GetActor() );
     if ( lastPrimaryHitActor )
     {
       Dali::Actor lastPrimaryHitActorHandle( lastPrimaryHitActor );
-      touchEvent.points[0].hitActor = lastPrimaryHitActorHandle;
-      consumingActor = EmitTouchSignals( lastPrimaryHitActorHandle, touchEvent );
+      currentPoint.SetHitActor( lastPrimaryHitActorHandle );
+
+      consumingActor = AllocAndEmitTouchSignals( event.time, lastPrimaryHitActorHandle, currentPoint );
     }
 
     // If the last consumed actor was different to the primary hit actor then inform it as well (if it has not already been informed).
@@ -175,8 +263,8 @@ void TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& even
          lastConsumedActor != consumingActor )
     {
       Dali::Actor lastConsumedActorHandle( lastConsumedActor );
-      touchEvent.points[0].hitActor = lastConsumedActorHandle;
-      EmitTouchSignals( lastConsumedActorHandle, touchEvent );
+      currentPoint.SetHitActor( lastConsumedActorHandle );
+      AllocAndEmitTouchSignals( event.time, lastConsumedActorHandle, currentPoint );
     }
 
     // Tell the touch-down consuming actor as well, if required
@@ -187,71 +275,99 @@ void TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& even
          touchDownConsumedActor != consumingActor )
     {
       Dali::Actor touchDownConsumedActorHandle( touchDownConsumedActor );
-      touchEvent.points[0].hitActor = touchDownConsumedActorHandle;
-      EmitTouchSignals( touchDownConsumedActorHandle, touchEvent );
+
+      currentPoint.SetHitActor( touchDownConsumedActorHandle );
+      AllocAndEmitTouchSignals( event.time, touchDownConsumedActorHandle, currentPoint );
     }
 
-    mLastPrimaryHitActor.SetActor( NULL );
-    mLastConsumedActor.SetActor( NULL );
-    mTouchDownConsumedActor.SetActor( NULL );
+    mLastPrimaryHitActor.SetActor( nullptr );
+    mLastConsumedActor.SetActor( nullptr );
+    mCapturingTouchActor.SetActor( nullptr );
+    mTouchDownConsumedActor.SetActor( nullptr );
     mLastRenderTask.Reset();
 
-    touchEvent.points[0].hitActor.Reset();
-    mStage.EmitTouchedSignal( touchEvent );
+    currentPoint.SetHitActor( Dali::Actor() );
+
+    TouchEventPtr touchEventImpl( new TouchEvent( event.time ) );
+    Dali::TouchEvent touchEventHandle( touchEventImpl.Get() );
 
-    return; // No need for hit testing
+    touchEventImpl->AddPoint( currentPoint );
+
+    mScene.EmitTouchedSignal( touchEventHandle );
+    return false; // No need for hit testing & already an interrupted event so just return false
   }
 
   // 2) Hit Testing.
+  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() );
 
-  Dali::RenderTask currentRenderTask;
+  RenderTaskPtr currentRenderTask;
+  bool firstPointParsed = false;
 
-  for ( TouchPointContainerConstIterator iter = event.points.begin(), beginIter = event.points.begin(), endIter = event.points.end(); iter != endIter; ++iter )
+  for ( auto&& currentPoint : event.points )
   {
     HitTestAlgorithm::Results hitTestResults;
-    HitTestAlgorithm::HitTest( stage, iter->screen, hitTestResults );
+    if( !firstPointParsed )
+    {
+      firstPointParsed = true;
+      ParsePrimaryTouchPoint( hitTestResults, mCapturingTouchActor, mLastRenderTask, currentPoint, mScene );
 
-    TouchPoint newPoint( iter->deviceId, iter->state, iter->screen.x, iter->screen.y );
-    newPoint.hitActor = hitTestResults.actor;
-    newPoint.local = hitTestResults.actorCoordinates;
+      // Only set the currentRenderTask for the primary hit actor.
+      currentRenderTask = hitTestResults.renderTask;
+    }
+    else
+    {
+      HitTestAlgorithm::HitTest( mScene.GetSize(), mScene.GetRenderTaskList(), mScene.GetLayerList(), currentPoint.GetScreenPosition(), hitTestResults );
+    }
 
-    touchEvent.points.push_back( newPoint );
+    Integration::Point newPoint( currentPoint );
+    newPoint.SetHitActor( hitTestResults.actor );
+    newPoint.SetLocalPosition( hitTestResults.actorCoordinates );
+
+    touchEventImpl->AddPoint( newPoint );
 
     DALI_LOG_INFO( gLogFilter, Debug::General, "  State(%s), Screen(%.0f, %.0f), HitActor(%p, %s), Local(%.2f, %.2f)\n",
-                   TOUCH_POINT_STATE[iter->state], iter->screen.x, iter->screen.y,
-                   ( hitTestResults.actor ? (void*)&hitTestResults.actor.GetBaseObject() : NULL ),
-                   ( hitTestResults.actor ? hitTestResults.actor.GetName().c_str() : "" ),
+                   TOUCH_POINT_STATE[currentPoint.GetState()], currentPoint.GetScreenPosition().x, currentPoint.GetScreenPosition().y,
+                   ( hitTestResults.actor ? reinterpret_cast< void* >( &hitTestResults.actor.GetBaseObject() ) : NULL ),
+                   ( hitTestResults.actor ? hitTestResults.actor.GetProperty< std::string >( Dali::Actor::Property::NAME ).c_str() : "" ),
                    hitTestResults.actorCoordinates.x, hitTestResults.actorCoordinates.y );
 
-    // Only set the currentRenderTask for the primary hit actor.
-    if ( iter == beginIter && hitTestResults.renderTask )
-    {
-      currentRenderTask = hitTestResults.renderTask;
-    }
   }
 
   // 3) Recursively deliver events to the actor and its parents, until the event is consumed or the stage is reached.
 
+  bool consumed = false;
+
   // Emit the touch signal
   Dali::Actor consumedActor;
   if ( currentRenderTask )
   {
-    consumedActor = EmitTouchSignals( touchEvent.points[0].hitActor, touchEvent );
+    // 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;
   }
 
-  TouchPoint& primaryPoint = touchEvent.points[0];
-  Dali::Actor primaryHitActor = primaryPoint.hitActor;
-  TouchPoint::State primaryPointState = primaryPoint.state;
+  Integration::Point& primaryPoint = touchEventImpl->GetPoint( 0 );
+  Dali::Actor primaryHitActor = primaryPoint.GetHitActor();
+  PointState::Type primaryPointState = primaryPoint.GetState();
 
-  DALI_LOG_INFO( gLogFilter, Debug::Concise, "PrimaryHitActor:     (%p) %s\n", primaryPoint.hitActor ? (void*)&primaryPoint.hitActor.GetBaseObject() : NULL, primaryPoint.hitActor ? primaryPoint.hitActor.GetName().c_str() : "" );
-  DALI_LOG_INFO( gLogFilter, Debug::Concise, "ConsumedActor:       (%p) %s\n", consumedActor ? (void*)&consumedActor.GetBaseObject() : NULL, consumedActor ? consumedActor.GetName().c_str() : "" );
+  DALI_LOG_INFO( gLogFilter, Debug::Concise, "PrimaryHitActor:     (%p) %s\n", primaryHitActor ? reinterpret_cast< void* >( &primaryHitActor.GetBaseObject() ) : NULL, primaryHitActor ? primaryHitActor.GetProperty< std::string >( Dali::Actor::Property::NAME ).c_str() : "" );
+  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 == TouchPoint::Down ) &&
-       ( touchEvent.GetPointCount() == 1 ) &&
-       ( consumedActor && consumedActor.OnStage() ) )
+  if ( ( primaryPointState == PointState::DOWN ) &&
+       ( touchEventImpl->GetPointCount() == 1 ) &&
+       ( consumedActor && consumedActor.GetProperty< bool >( Dali::Actor::Property::CONNECTED_TO_SCENE ) ) )
   {
     mTouchDownConsumedActor.SetActor( &GetImplementation( consumedActor ) );
   }
@@ -261,12 +377,12 @@ void TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& even
 
   Actor* lastPrimaryHitActor( mLastPrimaryHitActor.GetActor() );
   Actor* lastConsumedActor( mLastConsumedActor.GetActor() );
-  if( (primaryPointState == TouchPoint::Motion) || (primaryPointState == TouchPoint::Up) || (primaryPointState == TouchPoint::Stationary) )
+  if( ( primaryPointState == PointState::MOTION ) || ( primaryPointState == PointState::UP ) || ( primaryPointState == PointState::STATIONARY ) )
   {
-    if ( mLastRenderTask )
+    if( mLastRenderTask )
     {
       Dali::Actor leaveEventConsumer;
-      RenderTask& lastRenderTaskImpl( GetImplementation( mLastRenderTask ) );
+      RenderTask& lastRenderTaskImpl = *mLastRenderTask.Get();
 
       if( lastPrimaryHitActor &&
           lastPrimaryHitActor != primaryHitActor &&
@@ -276,19 +392,21 @@ void TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& even
         {
           if ( lastPrimaryHitActor->GetLeaveRequired() )
           {
-            DALI_LOG_INFO( gLogFilter, Debug::Concise, "LeaveActor(Hit):     (%p) %s\n", (void*)lastPrimaryHitActor, lastPrimaryHitActor->GetName().c_str() );
-            leaveEventConsumer = EmitTouchSignals( mLastPrimaryHitActor.GetActor(), lastRenderTaskImpl, touchEvent, TouchPoint::Leave );
+            DALI_LOG_INFO( gLogFilter, Debug::Concise, "LeaveActor(Hit):     (%p) %s\n", reinterpret_cast< void* >( lastPrimaryHitActor ), lastPrimaryHitActor->GetName().c_str() );
+            leaveEventConsumer = EmitTouchSignals( mLastPrimaryHitActor.GetActor(), lastRenderTaskImpl, touchEventImpl, PointState::LEAVE );
           }
         }
         else
         {
           // 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", (void*)lastPrimaryHitActor, lastPrimaryHitActor->GetName().c_str() );
-          leaveEventConsumer = EmitTouchSignals( mLastPrimaryHitActor.GetActor(), lastRenderTaskImpl, touchEvent, TouchPoint::Interrupted );
+          DALI_LOG_INFO( gLogFilter, Debug::Concise, "InterruptedActor(Hit):     (%p) %s\n", reinterpret_cast< void* >( lastPrimaryHitActor ), lastPrimaryHitActor->GetName().c_str() );
+          leaveEventConsumer = EmitTouchSignals( mLastPrimaryHitActor.GetActor(), lastRenderTaskImpl, touchEventImpl, PointState::INTERRUPTED );
         }
       }
 
+      consumed |= leaveEventConsumer ? true : false;
+
       // Check if the motion event has been consumed by another actor's listener.  In this case, the previously
       // consumed actor's listeners may need to be informed (through a leave event).
       // Further checks here to ensure we do not signal the same actor twice for the same event.
@@ -302,16 +420,16 @@ void TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& even
         {
           if( lastConsumedActor->GetLeaveRequired() )
           {
-            DALI_LOG_INFO( gLogFilter, Debug::Concise, "LeaveActor(Consume): (%p) %s\n", (void*)lastConsumedActor, lastConsumedActor->GetName().c_str() );
-            EmitTouchSignals( lastConsumedActor, lastRenderTaskImpl, touchEvent, TouchPoint::Leave );
+            DALI_LOG_INFO( gLogFilter, Debug::Concise, "LeaveActor(Consume): (%p) %s\n", reinterpret_cast< void* >( lastConsumedActor ), lastConsumedActor->GetName().c_str() );
+            EmitTouchSignals( lastConsumedActor, lastRenderTaskImpl, touchEventImpl, PointState::LEAVE );
           }
         }
         else
         {
           // 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", (void*)lastConsumedActor, lastConsumedActor->GetName().c_str() );
-          EmitTouchSignals( mLastConsumedActor.GetActor(), lastRenderTaskImpl, touchEvent, TouchPoint::Interrupted );
+          DALI_LOG_INFO( gLogFilter, Debug::Concise, "InterruptedActor(Consume):     (%p) %s\n", reinterpret_cast< void* >( lastConsumedActor ), lastConsumedActor->GetName().c_str() );
+          EmitTouchSignals( mLastConsumedActor.GetActor(), lastRenderTaskImpl, touchEventImpl, PointState::INTERRUPTED );
         }
       }
     }
@@ -320,35 +438,37 @@ void TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& even
   // 5) If our primary point is an Up event, then the primary point (in multi-touch) will change next
   //    time so set our last primary actor to NULL.  Do the same to the last consumed actor as well.
 
-  if ( primaryPointState == TouchPoint::Up )
+  if ( primaryPointState == PointState::UP )
   {
-    mLastPrimaryHitActor.SetActor( NULL );
-    mLastConsumedActor.SetActor( NULL );
+    mLastPrimaryHitActor.SetActor( nullptr );
+    mLastConsumedActor.SetActor( nullptr );
+    mCapturingTouchActor.SetActor( nullptr );
     mLastRenderTask.Reset();
   }
   else
   {
-    // The primaryHitActor may have been removed from the stage so ensure it is still on the stage before setting members.
-    if ( primaryHitActor && 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 && 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;
     }
     else
     {
-      mLastPrimaryHitActor.SetActor( NULL );
-      mLastConsumedActor.SetActor( NULL );
+      mLastPrimaryHitActor.SetActor( nullptr );
+      mLastConsumedActor.SetActor( nullptr );
+      mCapturingTouchActor.SetActor( nullptr );
       mLastRenderTask.Reset();
     }
   }
@@ -356,11 +476,11 @@ void 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 )
     {
-      case TouchPoint::Up:
+      case PointState::UP:
       {
         Actor* touchDownConsumedActor( mTouchDownConsumedActor.GetActor() );
         if ( touchDownConsumedActor &&
@@ -369,36 +489,65 @@ void TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& even
              touchDownConsumedActor != lastConsumedActor )
         {
           Dali::Actor touchDownConsumedActorHandle( touchDownConsumedActor );
-          touchEvent.points[0].hitActor = touchDownConsumedActorHandle;
-          touchEvent.points[0].state = TouchPoint::Interrupted;
-          EmitTouchSignals( touchDownConsumedActorHandle, touchEvent );
 
-          // Restore touch-event to original state
-          touchEvent.points[0].hitActor = primaryHitActor;
-          touchEvent.points[0].state = primaryPointState;
+          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;
       }
-      // No break, Fallthrough
 
-      case TouchPoint::Down:
+      case PointState::DOWN:
       {
-        mStage.EmitTouchedSignal( touchEvent );
+        mScene.EmitTouchedSignal( touchEventHandle );
         break;
       }
 
-      case TouchPoint::Motion:
-      case TouchPoint::Leave:
-      case TouchPoint::Stationary:
-      case TouchPoint::Interrupted:
-      case TouchPoint::Last:
+      case PointState::MOTION:
+      case PointState::LEAVE:
+      case PointState::STATIONARY:
+      case PointState::INTERRUPTED:
       {
         // Ignore
         break;
       }
     }
   }
+
+  return consumed;
+}
+
+void TouchEventProcessor::OnObservedActorDisconnected( Actor* actor )
+{
+  if ( actor == mLastPrimaryHitActor.GetActor() )
+  {
+    Dali::Actor actorHandle( actor );
+
+    Integration::Point point;
+    point.SetState( PointState::INTERRUPTED );
+    point.SetHitActor( actorHandle );
+
+    TouchEventPtr touchEventImpl( new TouchEvent );
+    touchEventImpl->AddPoint( point );
+    Dali::TouchEvent touchEventHandle( touchEventImpl.Get() );
+
+    Dali::Actor eventConsumer = EmitTouchSignals( actorHandle, touchEventHandle );
+
+    if ( mLastConsumedActor.GetActor() != eventConsumer )
+    {
+      EmitTouchSignals( Dali::Actor( mLastConsumedActor.GetActor() ), touchEventHandle );
+    }
+
+    // Do not set mLastPrimaryHitActor to NULL we may be iterating through its observers
+
+    mLastConsumedActor.SetActor( nullptr );
+    mLastRenderTask.Reset();
+  }
 }
 
 } // namespace Internal