If the parent is intercepted, the child is informed that it is INTERRUPTED.
[platform/core/uifw/dali-core.git] / dali / internal / event / events / touch-event-processor.cpp
index 6a79fa8..2e173b5 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2020 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.
@@ -23,9 +23,6 @@
 #endif
 
 // INTERNAL INCLUDES
-#include <dali/public-api/events/touch-data.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/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>
+#include <dali/public-api/events/touch-event.h>
+#include <dali/public-api/math/vector2.h>
+#include <dali/public-api/signals/callback.h>
 
 namespace Dali
 {
-
 namespace Internal
 {
-
 namespace
 {
-
 #if defined(DEBUG_ENABLED)
-Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_TOUCH_PROCESSOR" );
+Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_TOUCH_PROCESSOR");
 
-const char * TOUCH_POINT_STATE[ 6 ] =
-{
-  "DOWN",
-  "UP",
-  "MOTION",
-  "LEAVE",
-  "STATIONARY",
-  "INTERRUPTED",
+const char* TOUCH_POINT_STATE[6] =
+  {
+    "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, const Dali::TouchData& touchData )
+Dali::Actor EmitTouchSignals(Dali::Actor actor, const Dali::TouchEvent& touchEvent)
 {
   Dali::Actor consumedActor;
 
-  if ( actor )
+  if(actor)
   {
-    Dali::Actor oldParent( actor.GetParent() );
+    Dali::Actor oldParent(actor.GetParent());
 
-    Actor& actorImpl( GetImplementation(actor) );
+    Actor& actorImpl(GetImplementation(actor));
 
-    bool consumed( false );
+    bool consumed(false);
 
     // Only emit the signal if the actor's touch signal has connections (or derived actor implementation requires touch).
-    if ( actorImpl.GetTouchRequired() )
+    if(actorImpl.GetTouchRequired())
     {
-      consumed = actorImpl.EmitTouchEventSignal( event, touchData );
+      consumed = actorImpl.EmitTouchEventSignal(touchEvent);
     }
 
-    if ( consumed )
+    if(consumed)
     {
       // One of this actor's listeners has consumed the event so set this actor as the consumed actor.
-      consumedActor = Dali::Actor( &actorImpl );
+      consumedActor = Dali::Actor(&actorImpl);
     }
     else
     {
       // The actor may have been removed/reparented during the signal callbacks.
       Dali::Actor parent = actor.GetParent();
 
-      if ( parent &&
-           (parent == oldParent) )
+      if(parent &&
+         (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);
       }
     }
   }
@@ -104,44 +131,38 @@ Dali::Actor EmitTouchSignals( Dali::Actor actor, const TouchEvent& event, const
   return consumedActor;
 }
 
-Dali::Actor AllocAndEmitTouchSignals( unsigned long time,  Dali::Actor actor, const Integration::Point& point )
+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 )
+  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;
-    actor->ScreenToLocal( renderTask, localPosition.x, localPosition.y, screenPosition.x, screenPosition.y );
-
-    primaryPoint.SetLocalPosition( localPosition );
-    primaryPoint.SetHitActor( Dali::Actor( actor ) );
-    primaryPoint.SetState( state );
+    Vector2        localPosition;
+    actor->ScreenToLocal(renderTask, localPosition.x, localPosition.y, screenPosition.x, screenPosition.y);
 
-    TouchEvent touchEvent( originalEvent );
-    touchEvent.points[0] = primaryPoint.GetTouchPoint();
+    primaryPoint.SetLocalPosition(localPosition);
+    primaryPoint.SetHitActor(Dali::Actor(actor));
+    primaryPoint.SetState(state);
 
-    consumingActor = EmitTouchSignals( Dali::Actor(actor), touchEvent, Dali::TouchData( touchData.Get() ) );
+    consumingActor = EmitTouchSignals(Dali::Actor(actor), Dali::TouchEvent(touchEventImpl.Get()));
   }
 
   return consumingActor;
@@ -157,33 +178,33 @@ Dali::Actor EmitTouchSignals( Actor* actor, RenderTask& renderTask, const TouchE
  * @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 )
+  HitTestAlgorithm::Results& hitTestResults,
+  ActorObserver&             capturingTouchActorObserver,
+  const RenderTaskPtr&       lastRenderTask,
+  const Integration::Point&  currentPoint,
+  const Internal::Scene&     scene)
 {
   Actor* capturingTouchActor = capturingTouchActorObserver.GetActor();
 
   // 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 )
+  if(capturingTouchActor && lastRenderTask)
   {
-    hitTestResults.actor = Dali::Actor( capturingTouchActor );
-    hitTestResults.renderTask = 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 );
+    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 );
+    HitTestAlgorithm::HitTest(scene.GetSize(), scene.GetRenderTaskList(), scene.GetLayerList(), currentPoint.GetScreenPosition(), hitTestResults);
 
-    if( currentPoint.GetState() == PointState::STARTED && hitTestResults.actor )
+    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() )
+      Actor* hitActor = &GetImplementation(hitTestResults.actor);
+      if(hitActor->CapturesAllTouchAfterStart())
       {
-        capturingTouchActorObserver.SetActor( hitActor );
+        capturingTouchActorObserver.SetActor(hitActor);
       }
     }
   }
@@ -191,129 +212,122 @@ void ParsePrimaryTouchPoint(
 
 } // unnamed namespace
 
-TouchEventProcessor::TouchEventProcessor( Scene& scene )
-: mScene( scene ),
-  mLastPrimaryHitActor( MakeCallback( this, &TouchEventProcessor::OnObservedActorDisconnected ) ),
+TouchEventProcessor::TouchEventProcessor(Scene& scene)
+: mScene(scene),
+  mLastPrimaryHitActor(MakeCallback(this, &TouchEventProcessor::OnObservedActorDisconnected)),
   mLastConsumedActor(),
   mCapturingTouchActor(),
   mTouchDownConsumedActor(),
-  mLastRenderTask()
+  mLastRenderTask(),
+  mLastPrimaryPointState(PointState::FINISHED)
 {
-  DALI_LOG_TRACE_METHOD( gLogFilter );
+  DALI_LOG_TRACE_METHOD(gLogFilter);
 }
 
 TouchEventProcessor::~TouchEventProcessor()
 {
-  DALI_LOG_TRACE_METHOD( gLogFilter );
+  DALI_LOG_TRACE_METHOD(gLogFilter);
 }
 
-bool 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" );
+  DALI_LOG_TRACE_METHOD(gLogFilter);
+  DALI_ASSERT_ALWAYS(!event.points.empty() && "Empty TouchEvent sent from Integration\n");
 
   PRINT_HIERARCHY(gLogFilter);
 
   // 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].GetState() == PointState::INTERRUPTED )
+  if(event.points[0].GetState() == PointState::INTERRUPTED)
   {
-    Dali::Actor consumingActor;
-    Integration::Point currentPoint( event.points[0] );
+    Dali::Actor        consumingActor;
+    Integration::Point currentPoint(event.points[0]);
 
-    Actor* lastPrimaryHitActor( mLastPrimaryHitActor.GetActor() );
-    if ( lastPrimaryHitActor )
+    Actor* lastPrimaryHitActor(mLastPrimaryHitActor.GetActor());
+    if(lastPrimaryHitActor)
     {
-      Dali::Actor lastPrimaryHitActorHandle( lastPrimaryHitActor );
-      currentPoint.SetHitActor( lastPrimaryHitActorHandle );
+      Dali::Actor lastPrimaryHitActorHandle(lastPrimaryHitActor);
+      currentPoint.SetHitActor(lastPrimaryHitActorHandle);
 
-      consumingActor = AllocAndEmitTouchSignals( event.time, lastPrimaryHitActorHandle, currentPoint );
+      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).
-    Actor* lastConsumedActor( mLastConsumedActor.GetActor() );
-    if ( lastConsumedActor &&
-         lastConsumedActor != lastPrimaryHitActor &&
-         lastConsumedActor != consumingActor )
+    Actor* lastConsumedActor(mLastConsumedActor.GetActor());
+    if(lastConsumedActor &&
+       lastConsumedActor != lastPrimaryHitActor &&
+       lastConsumedActor != consumingActor)
     {
-      Dali::Actor lastConsumedActorHandle( lastConsumedActor );
-      currentPoint.SetHitActor( lastConsumedActorHandle );
-      AllocAndEmitTouchSignals( event.time, lastConsumedActorHandle, currentPoint );
+      Dali::Actor lastConsumedActorHandle(lastConsumedActor);
+      currentPoint.SetHitActor(lastConsumedActorHandle);
+      AllocAndEmitTouchSignals(event.time, lastConsumedActorHandle, currentPoint);
     }
 
     // Tell the touch-down consuming actor as well, if required
-    Actor* touchDownConsumedActor( mTouchDownConsumedActor.GetActor() );
-    if ( touchDownConsumedActor &&
-         touchDownConsumedActor != lastPrimaryHitActor &&
-         touchDownConsumedActor != lastConsumedActor &&
-         touchDownConsumedActor != consumingActor )
+    Actor* touchDownConsumedActor(mTouchDownConsumedActor.GetActor());
+    if(touchDownConsumedActor &&
+       touchDownConsumedActor != lastPrimaryHitActor &&
+       touchDownConsumedActor != lastConsumedActor &&
+       touchDownConsumedActor != consumingActor)
     {
-      Dali::Actor touchDownConsumedActorHandle( touchDownConsumedActor );
+      Dali::Actor touchDownConsumedActorHandle(touchDownConsumedActor);
 
-      currentPoint.SetHitActor( touchDownConsumedActorHandle );
-      AllocAndEmitTouchSignals( event.time, touchDownConsumedActorHandle, currentPoint );
+      currentPoint.SetHitActor(touchDownConsumedActorHandle);
+      AllocAndEmitTouchSignals(event.time, touchDownConsumedActorHandle, currentPoint);
     }
 
-    mLastPrimaryHitActor.SetActor( nullptr );
-    mLastConsumedActor.SetActor( nullptr );
-    mCapturingTouchActor.SetActor( nullptr );
-    mTouchDownConsumedActor.SetActor( nullptr );
+    mLastPrimaryHitActor.SetActor(nullptr);
+    mLastConsumedActor.SetActor(nullptr);
+    mCapturingTouchActor.SetActor(nullptr);
+    mTouchDownConsumedActor.SetActor(nullptr);
     mLastRenderTask.Reset();
+    mLastPrimaryPointState = PointState::FINISHED;
 
-    currentPoint.SetHitActor( Dali::Actor() );
+    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() );
+  DALI_LOG_INFO(gLogFilter, Debug::Concise, "\n");
+  DALI_LOG_INFO(gLogFilter, Debug::General, "Point(s): %d\n", event.GetPointCount());
 
   RenderTaskPtr currentRenderTask;
-  bool firstPointParsed = false;
+  bool          firstPointParsed = false;
 
-  for ( auto&& currentPoint : event.points )
+  for(auto&& currentPoint : event.points)
   {
     HitTestAlgorithm::Results hitTestResults;
-    if( !firstPointParsed )
+    if(!firstPointParsed)
     {
       firstPointParsed = true;
-      ParsePrimaryTouchPoint( hitTestResults, mCapturingTouchActor, mLastRenderTask, currentPoint, mScene );
+      ParsePrimaryTouchPoint(hitTestResults, mCapturingTouchActor, mLastRenderTask, currentPoint, mScene);
 
       // Only set the currentRenderTask for the primary hit actor.
       currentRenderTask = hitTestResults.renderTask;
     }
     else
     {
-      HitTestAlgorithm::HitTest( mScene.GetSize(), mScene.GetRenderTaskList(), mScene.GetLayerList(), currentPoint.GetScreenPosition(), hitTestResults );
+      HitTestAlgorithm::HitTest(mScene.GetSize(), mScene.GetRenderTaskList(), mScene.GetLayerList(), currentPoint.GetScreenPosition(), hitTestResults);
     }
 
-    Integration::Point newPoint( currentPoint );
-    newPoint.SetHitActor( hitTestResults.actor );
-    newPoint.SetLocalPosition( hitTestResults.actorCoordinates );
+    Integration::Point newPoint(currentPoint);
+    newPoint.SetHitActor(hitTestResults.actor);
+    newPoint.SetLocalPosition(hitTestResults.actorCoordinates);
 
-    touchEvent.points.push_back( newPoint.GetTouchPoint() );
-    touchData->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,
-                   ( 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 );
+    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, (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);
   }
 
   // 3) Recursively deliver events to the actor and its parents, until the event is consumed or the stage is reached.
@@ -322,56 +336,75 @@ bool TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& even
 
   // Emit the touch signal
   Dali::Actor consumedActor;
-  if ( currentRenderTask )
+
+  Integration::Point& primaryPoint      = touchEventImpl->GetPoint(0);
+  Dali::Actor         primaryHitActor   = primaryPoint.GetHitActor();
+  PointState::Type    primaryPointState = primaryPoint.GetState();
+
+  if(currentRenderTask)
   {
-    consumedActor = EmitTouchSignals( touchData->GetPoint( 0 ).GetHitActor(), touchEvent, touchDataHandle );
+    // Emit the intercept touch signal
+    Dali::Actor interceptedActor = EmitInterceptTouchSignals(primaryHitActor, touchEventHandle);
+    if(interceptedActor)
+    {
+      // If the child is being touched, INTERRUPTED is sent.
+      if(mLastPrimaryHitActor.GetActor() &&
+         mLastPrimaryHitActor.GetActor() != interceptedActor &&
+         mLastRenderTask &&
+         mLastPrimaryPointState != PointState::FINISHED)
+      {
+        EmitTouchSignals(mLastPrimaryHitActor.GetActor(), *mLastRenderTask.Get(), touchEventImpl, PointState::INTERRUPTED);
+      }
+
+      consumedActor = EmitTouchSignals(interceptedActor, touchEventHandle);
+    }
+    else
+    {
+      consumedActor = EmitTouchSignals(primaryHitActor, touchEventHandle);
+    }
     consumed = consumedActor ? true : false;
   }
 
-  Integration::Point& primaryPoint = touchData->GetPoint( 0 );
-  Dali::Actor primaryHitActor = primaryPoint.GetHitActor();
-  PointState::Type primaryPointState = primaryPoint.GetState();
-
-  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() : "" );
+  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 == PointState::DOWN ) &&
-       ( touchEvent.GetPointCount() == 1 ) &&
-       ( consumedActor && consumedActor.GetProperty< bool >( Dali::Actor::Property::CONNECTED_TO_SCENE ) ) )
+  if((primaryPointState == PointState::DOWN) &&
+     (touchEventImpl->GetPointCount() == 1) &&
+     (consumedActor && consumedActor.GetProperty<bool>(Dali::Actor::Property::CONNECTED_TO_SCENE)))
   {
-    mTouchDownConsumedActor.SetActor( &GetImplementation( consumedActor ) );
+    mTouchDownConsumedActor.SetActor(&GetImplementation(consumedActor));
   }
 
   // 4) Check if the last primary hit actor requires a leave event and if it was different to the current primary
   //    hit actor.  Also process the last consumed actor in the same manner.
 
-  Actor* lastPrimaryHitActor( mLastPrimaryHitActor.GetActor() );
-  Actor* lastConsumedActor( mLastConsumedActor.GetActor() );
-  if( ( primaryPointState == PointState::MOTION ) || ( primaryPointState == PointState::UP ) || ( primaryPointState == PointState::STATIONARY ) )
+  Actor* lastPrimaryHitActor(mLastPrimaryHitActor.GetActor());
+  Actor* lastConsumedActor(mLastConsumedActor.GetActor());
+  if((primaryPointState == PointState::MOTION) || (primaryPointState == PointState::UP) || (primaryPointState == PointState::STATIONARY))
   {
-    if( mLastRenderTask )
+    if(mLastRenderTask)
     {
       Dali::Actor leaveEventConsumer;
       RenderTask& lastRenderTaskImpl = *mLastRenderTask.Get();
 
-      if( lastPrimaryHitActor &&
-          lastPrimaryHitActor != primaryHitActor &&
-          lastPrimaryHitActor != consumedActor )
+      if(lastPrimaryHitActor &&
+         lastPrimaryHitActor != primaryHitActor &&
+         lastPrimaryHitActor != consumedActor)
       {
-        if( lastPrimaryHitActor->IsHittable() && IsActuallySensitive( lastPrimaryHitActor ) )
+        if(lastPrimaryHitActor->IsHittable() && IsActuallySensitive(lastPrimaryHitActor))
         {
-          if ( lastPrimaryHitActor->GetLeaveRequired() )
+          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 );
+            DALI_LOG_INFO(gLogFilter, Debug::Concise, "LeaveActor(Hit):     (%p) %s\n", reinterpret_cast<void*>(lastPrimaryHitActor), lastPrimaryHitActor->GetName().data());
+            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", reinterpret_cast< void* >( lastPrimaryHitActor ), lastPrimaryHitActor->GetName().c_str() );
-          leaveEventConsumer = EmitTouchSignals( mLastPrimaryHitActor.GetActor(), lastRenderTaskImpl, touchEvent, touchData, PointState::INTERRUPTED );
+          DALI_LOG_INFO(gLogFilter, Debug::Concise, "InterruptedActor(Hit):     (%p) %s\n", reinterpret_cast<void*>(lastPrimaryHitActor), lastPrimaryHitActor->GetName().data());
+          leaveEventConsumer = EmitTouchSignals(mLastPrimaryHitActor.GetActor(), lastRenderTaskImpl, touchEventImpl, PointState::INTERRUPTED);
         }
       }
 
@@ -380,26 +413,26 @@ bool TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& even
       // 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.
-      if ( lastConsumedActor &&
-           lastConsumedActor != consumedActor &&
-           lastConsumedActor != lastPrimaryHitActor &&
-           lastConsumedActor != primaryHitActor &&
-           lastConsumedActor != leaveEventConsumer )
+      if(lastConsumedActor &&
+         lastConsumedActor != consumedActor &&
+         lastConsumedActor != lastPrimaryHitActor &&
+         lastConsumedActor != primaryHitActor &&
+         lastConsumedActor != leaveEventConsumer)
       {
-        if( lastConsumedActor->IsHittable() && IsActuallySensitive( lastConsumedActor ) )
+        if(lastConsumedActor->IsHittable() && IsActuallySensitive(lastConsumedActor))
         {
-          if( lastConsumedActor->GetLeaveRequired() )
+          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 );
+            DALI_LOG_INFO(gLogFilter, Debug::Concise, "LeaveActor(Consume): (%p) %s\n", reinterpret_cast<void*>(lastConsumedActor), lastConsumedActor->GetName().data());
+            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", reinterpret_cast< void* >( lastConsumedActor ), lastConsumedActor->GetName().c_str() );
-          EmitTouchSignals( mLastConsumedActor.GetActor(), lastRenderTaskImpl, touchEvent, touchData, PointState::INTERRUPTED );
+          DALI_LOG_INFO(gLogFilter, Debug::Concise, "InterruptedActor(Consume):     (%p) %s\n", reinterpret_cast<void*>(lastConsumedActor), lastConsumedActor->GetName().data());
+          EmitTouchSignals(mLastConsumedActor.GetActor(), lastRenderTaskImpl, touchEventImpl, PointState::INTERRUPTED);
         }
       }
     }
@@ -407,74 +440,76 @@ bool 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 == PointState::UP )
+  if(primaryPointState == PointState::UP)
   {
-    mLastPrimaryHitActor.SetActor( nullptr );
-    mLastConsumedActor.SetActor( nullptr );
-    mCapturingTouchActor.SetActor( nullptr );
+    mLastPrimaryHitActor.SetActor(nullptr);
+    mLastConsumedActor.SetActor(nullptr);
+    mCapturingTouchActor.SetActor(nullptr);
     mLastRenderTask.Reset();
+    mLastPrimaryPointState = PointState::FINISHED;
   }
   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 ) );
+      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 ) );
+        mLastConsumedActor.SetActor(&GetImplementation(consumedActor));
       }
       else
       {
-        mLastConsumedActor.SetActor( NULL );
+        mLastConsumedActor.SetActor(nullptr);
       }
 
-      mLastRenderTask = currentRenderTask;
+      mLastRenderTask        = currentRenderTask;
+      mLastPrimaryPointState = primaryPointState;
     }
     else
     {
-      mLastPrimaryHitActor.SetActor( nullptr );
-      mLastConsumedActor.SetActor( nullptr );
-      mCapturingTouchActor.SetActor( nullptr );
+      mLastPrimaryHitActor.SetActor(nullptr);
+      mLastConsumedActor.SetActor(nullptr);
+      mCapturingTouchActor.SetActor(nullptr);
       mLastRenderTask.Reset();
+      mLastPrimaryPointState = PointState::FINISHED;
     }
   }
 
   // 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 )
+    switch(primaryPointState)
     {
       case PointState::UP:
       {
-        Actor* touchDownConsumedActor( mTouchDownConsumedActor.GetActor() );
-        if ( touchDownConsumedActor &&
-             touchDownConsumedActor != consumedActor &&
-             touchDownConsumedActor != lastPrimaryHitActor &&
-             touchDownConsumedActor != lastConsumedActor )
+        Actor* touchDownConsumedActor(mTouchDownConsumedActor.GetActor());
+        if(touchDownConsumedActor &&
+           touchDownConsumedActor != consumedActor &&
+           touchDownConsumedActor != lastPrimaryHitActor &&
+           touchDownConsumedActor != lastConsumedActor)
         {
-          Dali::Actor touchDownConsumedActorHandle( touchDownConsumedActor );
+          Dali::Actor touchDownConsumedActorHandle(touchDownConsumedActor);
 
-          Integration::Point currentPoint = touchData->GetPoint( 0 );
-          currentPoint.SetHitActor( touchDownConsumedActorHandle );
-          currentPoint.SetState( PointState::INTERRUPTED );
+          Integration::Point currentPoint = touchEventImpl->GetPoint(0);
+          currentPoint.SetHitActor(touchDownConsumedActorHandle);
+          currentPoint.SetState(PointState::INTERRUPTED);
 
-          AllocAndEmitTouchSignals( event.time, touchDownConsumedActorHandle, currentPoint );
+          AllocAndEmitTouchSignals(event.time, touchDownConsumedActorHandle, currentPoint);
         }
 
-        mTouchDownConsumedActor.SetActor( NULL );
+        mTouchDownConsumedActor.SetActor(nullptr);
 
         DALI_FALLTHROUGH;
       }
 
       case PointState::DOWN:
       {
-        mScene.EmitTouchedSignal( touchEvent, touchDataHandle );
+        mScene.EmitTouchedSignal(touchEventHandle);
         break;
       }
 
@@ -492,34 +527,32 @@ bool TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& even
   return consumed;
 }
 
-void TouchEventProcessor::OnObservedActorDisconnected( Actor* actor )
+void TouchEventProcessor::OnObservedActorDisconnected(Actor* actor)
 {
-  if ( actor == mLastPrimaryHitActor.GetActor() )
+  if(actor == mLastPrimaryHitActor.GetActor())
   {
-    Dali::Actor handle( actor );
+    Dali::Actor actorHandle(actor);
 
     Integration::Point point;
-    point.SetState( PointState::INTERRUPTED );
-    point.SetHitActor( handle );
-
-    TouchDataPtr touchData( new TouchData );
-    touchData->AddPoint( point );
-    Dali::TouchData touchDataHandle( touchData.Get() );
+    point.SetState(PointState::INTERRUPTED);
+    point.SetHitActor(actorHandle);
 
-    TouchEvent touchEvent( 0 );
-    touchEvent.points.push_back( point.GetTouchPoint() );
+    TouchEventPtr touchEventImpl(new TouchEvent);
+    touchEventImpl->AddPoint(point);
+    Dali::TouchEvent touchEventHandle(touchEventImpl.Get());
 
-    Dali::Actor eventConsumer = EmitTouchSignals( handle, touchEvent, touchDataHandle );
+    Dali::Actor eventConsumer = EmitTouchSignals(actorHandle, touchEventHandle);
 
-    if ( mLastConsumedActor.GetActor() != eventConsumer )
+    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();
+    mLastPrimaryPointState = PointState::FINISHED;
   }
 }