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 eddc888..2e173b5 100644 (file)
@@ -1,18 +1,19 @@
-//
-// 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.
-//
+/*
+ * 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.
+ * 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.
+ *
+ */
 
 // CLASS HEADER
 #include <dali/internal/event/events/touch-event-processor.h>
 #endif
 
 // INTERNAL INCLUDES
-#include <dali/public-api/actors/renderable-actor.h>
-#include <dali/public-api/math/vector2.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>
+#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
 {
-
-bool IsActuallySensitive( Actor* actor );
-
 #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[TouchPoint::Last] =
-{
-  "Down",
-  "Up",
-  "Motion",
-  "Leave",
-  "Stationary",
-  "Interrupted",
+const char* TOUCH_POINT_STATE[6] =
+  {
+    "DOWN",
+    "UP",
+    "MOTION",
+    "LEAVE",
+    "STATIONARY",
+    "INTERRUPTED",
 };
 
-static const Debug::LogLevel HIERARCHY_DEBUG_LOG_LEVEL( Debug::Verbose );
-
-static bool HIERARCHY_GEOMETRY( false );
-static bool HIERARCHY_SENSITIVITY( false );
-static bool HIERARCHY_TOUCH_REQUIRED( false );
-static bool HIERARCHY_HITTABLE( false );
+#endif // defined(DEBUG_ENABLED)
 
-/**
- * Prints out all the children of the given actor when debug is enabled.
- *
- * @param[in]  actor  The actor whose children to print.
- * @param[in]  level  The number of " | " to put in front of the children.
- */
-void PrintChildren( Dali::Actor actor, int level )
+Dali::Actor EmitInterceptTouchSignals(Dali::Actor actor, const Dali::TouchEvent& touchEvent)
 {
-  std::ostringstream output;
+  Dali::Actor interceptedActor;
 
-  for ( int t = 0; t < level; ++t )
+  if(actor)
   {
-    output << " | ";
-  }
-
-  output << actor.GetName() << "(" << actor.GetTypeName() << ", " << actor.GetObjectPtr() << ")";
-
-  if ( HIERARCHY_GEOMETRY )
-  {
-    output << " Pos: " << actor.GetCurrentWorldPosition() << " Size: " << actor.GetCurrentSize() << " Scale: " << actor.GetCurrentWorldScale();
-  }
-
-  if ( HIERARCHY_SENSITIVITY )
-  {
-    output << " Sensitivity: " << ( IsActuallySensitive( &GetImplementation( actor ) ) ? "True " : "False " );
-  }
-
-  if ( HIERARCHY_TOUCH_REQUIRED )
-  {
-    output << " TouchRequired: " << ( GetImplementation(actor).GetTouchRequired() ? "True " : "False " );
-  }
-
-  if ( HIERARCHY_HITTABLE )
-  {
-    output << " Hittable: " << ( GetImplementation(actor).IsHittable() ? "True " : "False " );
-  }
-
-  output << std::endl;
-
-  DALI_LOG_INFO( gLogFilter, HIERARCHY_DEBUG_LOG_LEVEL, output.str().c_str() );
+    Dali::Actor parent = actor.GetParent();
+    if(parent)
+    {
+      // Recursively deliver events to the actor and its parents for intercept touch event.
+      interceptedActor = EmitInterceptTouchSignals(parent, touchEvent);
+    }
 
-  ++level;
-  unsigned int numChildren=actor.GetChildCount();
-  for ( unsigned int i=0; i<numChildren; ++i )
-  {
-    PrintChildren( actor.GetChildAt(i), level );
+    if(!interceptedActor)
+    {
+      bool   intercepted = false;
+      Actor& actorImpl(GetImplementation(actor));
+      if(actorImpl.GetInterceptTouchRequired())
+      {
+        intercepted = actorImpl.EmitInterceptTouchEventSignal(touchEvent);
+        if(intercepted)
+        {
+          interceptedActor = Dali::Actor(&actorImpl);
+        }
+      }
+    }
   }
-  --level;
-}
 
-/**
- * Prints the entire hierarchy of the scene.
- */
-void PrintHierarchy()
-{
-  if ( gLogFilter->IsEnabledFor( HIERARCHY_DEBUG_LOG_LEVEL ) )
-  {
-    PrintChildren( Dali::Stage().GetCurrent().GetRootLayer(), 0 );
-  }
+  return interceptedActor;
 }
 
-#define PRINT_HIERARCHY PrintHierarchy()
-
-#else // defined(DEBUG_ENABLED)
-
-#define PRINT_HIERARCHY
-
-#endif // defined(DEBUG_ENABLED)
-
 /**
  *  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, RenderTask& renderTask, const TouchEvent& event )
+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 );
+      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, renderTask, event );
+        consumedActor = EmitTouchSignals(parent, touchEvent);
       }
     }
   }
@@ -175,214 +131,308 @@ Dali::Actor EmitTouchSignals( Dali::Actor actor, RenderTask& renderTask, const T
   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 );
-  TouchPoint& primaryPoint = touchEvent.points[0];
+  Dali::Actor consumingActor;
+
+  if(actor)
+  {
+    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);
 
-  actor->ScreenToLocal( renderTask, primaryPoint.local.x, primaryPoint.local.y, primaryPoint.screen.x, primaryPoint.screen.y );
+    primaryPoint.SetLocalPosition(localPosition);
+    primaryPoint.SetHitActor(Dali::Actor(actor));
+    primaryPoint.SetState(state);
 
-  primaryPoint.hitActor = actor;
-  primaryPoint.state = state;
+    consumingActor = EmitTouchSignals(Dali::Actor(actor), Dali::TouchEvent(touchEventImpl.Get()));
+  }
 
-  return EmitTouchSignals( Dali::Actor(actor), renderTask, touchEvent );
+  return consumingActor;
 }
 
 /**
- * In the hit test algorithm above we do not descend actor tree if it is insensitive, so here, we
- * should also check if any of the actor's parents has become insensitive since we last processed
- * it.
+ * @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
  */
-bool IsActuallySensitive( Actor* actor )
+void ParsePrimaryTouchPoint(
+  HitTestAlgorithm::Results& hitTestResults,
+  ActorObserver&             capturingTouchActorObserver,
+  const RenderTaskPtr&       lastRenderTask,
+  const Integration::Point&  currentPoint,
+  const Internal::Scene&     scene)
 {
-  bool sensitive = true;
+  Actor* capturingTouchActor = capturingTouchActorObserver.GetActor();
 
-  while ( actor && sensitive )
+  // 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)
   {
-    sensitive = actor->IsSensitive();
-    actor = actor->GetParent();
+    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 sensitive;
+    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(),
-  mLastRenderTask()
+  mCapturingTouchActor(),
+  mTouchDownConsumedActor(),
+  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);
 }
 
-void TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& event )
+bool TouchEventProcessor::ProcessTouchEvent(const Integration::TouchEvent& event)
 {
-  DALI_LOG_TRACE_METHOD( gLogFilter );
+  DALI_LOG_TRACE_METHOD(gLogFilter);
+  DALI_ASSERT_ALWAYS(!event.points.empty() && "Empty TouchEvent sent from Integration\n");
 
-  DALI_ASSERT_ALWAYS( !event.points.empty() && "Empty TouchEvent sent from Integration\n" );
-
-  Stage& stage = mStage;
-
-  PRINT_HIERARCHY;
-
-  // Copy so we can add the results of a hit-test.
-  TouchEvent touchEvent( event.time );
+  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].state == TouchPoint::Interrupted )
+  if(event.points[0].GetState() == PointState::INTERRUPTED)
   {
-    Dali::Actor consumingActor;
-    touchEvent.points.push_back(event.points[0]);
+    Dali::Actor        consumingActor;
+    Integration::Point currentPoint(event.points[0]);
 
-    if ( mLastRenderTask )
+    Actor* lastPrimaryHitActor(mLastPrimaryHitActor.GetActor());
+    if(lastPrimaryHitActor)
     {
-      RenderTask& lastRenderTaskImpl( GetImplementation( mLastRenderTask ) );
+      Dali::Actor lastPrimaryHitActorHandle(lastPrimaryHitActor);
+      currentPoint.SetHitActor(lastPrimaryHitActorHandle);
 
-      Actor* lastPrimaryHitActor( mLastPrimaryHitActor.GetActor() );
-      if ( lastPrimaryHitActor )
-      {
-        Dali::Actor lastPrimaryHitActorHandle( lastPrimaryHitActor );
-        touchEvent.points[0].hitActor = lastPrimaryHitActorHandle;
-        consumingActor = EmitTouchSignals( lastPrimaryHitActorHandle, lastRenderTaskImpl, touchEvent );
-      }
+      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 )
-      {
-        Dali::Actor lastConsumedActorHandle( lastConsumedActor );
-        touchEvent.points[0].hitActor = lastConsumedActorHandle;
-        EmitTouchSignals( lastConsumedActorHandle, lastRenderTaskImpl, touchEvent );
-      }
+    // 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)
+    {
+      Dali::Actor lastConsumedActorHandle(lastConsumedActor);
+      currentPoint.SetHitActor(lastConsumedActorHandle);
+      AllocAndEmitTouchSignals(event.time, lastConsumedActorHandle, currentPoint);
     }
 
-    mLastPrimaryHitActor.SetActor( NULL );
-    mLastConsumedActor.SetActor( NULL );
+    // Tell the touch-down consuming actor as well, if required
+    Actor* touchDownConsumedActor(mTouchDownConsumedActor.GetActor());
+    if(touchDownConsumedActor &&
+       touchDownConsumedActor != lastPrimaryHitActor &&
+       touchDownConsumedActor != lastConsumedActor &&
+       touchDownConsumedActor != consumingActor)
+    {
+      Dali::Actor touchDownConsumedActorHandle(touchDownConsumedActor);
+
+      currentPoint.SetHitActor(touchDownConsumedActorHandle);
+      AllocAndEmitTouchSignals(event.time, touchDownConsumedActorHandle, currentPoint);
+    }
+
+    mLastPrimaryHitActor.SetActor(nullptr);
+    mLastConsumedActor.SetActor(nullptr);
+    mCapturingTouchActor.SetActor(nullptr);
+    mTouchDownConsumedActor.SetActor(nullptr);
     mLastRenderTask.Reset();
+    mLastPrimaryPointState = PointState::FINISHED;
+
+    currentPoint.SetHitActor(Dali::Actor());
 
-    touchEvent.points[0].hitActor = NULL;
-    mStage.EmitTouchedSignal( touchEvent );
+    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_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);
 
-    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() : "" ),
-                   hitTestResults.actorCoordinates.x, hitTestResults.actorCoordinates.y );
+    touchEventImpl->AddPoint(newPoint);
 
-    // Only set the currentRenderTask for the primary hit actor.
-    if ( iter == beginIter && hitTestResults.renderTask )
-    {
-      currentRenderTask = hitTestResults.renderTask;
-    }
+    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.
 
+  bool consumed = false;
+
   // 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( touchEvent.points[0].hitActor, GetImplementation( currentRenderTask ), touchEvent );
+    // 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;
   }
 
-  TouchPoint& primaryPoint = touchEvent.points[0];
-  Dali::Actor primaryHitActor = primaryPoint.hitActor;
-  TouchPoint::State primaryPointState = primaryPoint.state;
+  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", 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() : "" );
+  if((primaryPointState == PointState::DOWN) &&
+     (touchEventImpl->GetPointCount() == 1) &&
+     (consumedActor && consumedActor.GetProperty<bool>(Dali::Actor::Property::CONNECTED_TO_SCENE)))
+  {
+    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.
 
-  if( (primaryPointState == TouchPoint::Motion) || (primaryPointState == TouchPoint::Up) || (primaryPointState == TouchPoint::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( GetImplementation( mLastRenderTask ) );
+      RenderTask& lastRenderTaskImpl = *mLastRenderTask.Get();
 
-      Actor* lastPrimaryHitActor( mLastPrimaryHitActor.GetActor() );
-      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", (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().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", (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().data());
+          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.
-      Actor* lastConsumedActor( mLastConsumedActor.GetActor() );
-      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", (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().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", (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().data());
+          EmitTouchSignals(mLastConsumedActor.GetActor(), lastRenderTaskImpl, touchEventImpl, PointState::INTERRUPTED);
         }
       }
     }
@@ -390,123 +440,119 @@ 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();
+    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 && 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 && 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( NULL );
-      mLastConsumedActor.SetActor( NULL );
+      mLastPrimaryHitActor.SetActor(nullptr);
+      mLastConsumedActor.SetActor(nullptr);
+      mCapturingTouchActor.SetActor(nullptr);
       mLastRenderTask.Reset();
+      mLastPrimaryPointState = PointState::FINISHED;
     }
   }
 
-  // 6) Emit the stage touched event if required.
-  if ( touchEvent.GetPointCount() == 1 ) // Only want the first touch and the last release
+  // 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(touchEventImpl->GetPointCount() == 1) // Only want the first touch and the last release
   {
-    switch ( primaryPointState )
+    switch(primaryPointState)
     {
-      case TouchPoint::Down:
-      case TouchPoint::Up:
+      case PointState::UP:
+      {
+        Actor* touchDownConsumedActor(mTouchDownConsumedActor.GetActor());
+        if(touchDownConsumedActor &&
+           touchDownConsumedActor != consumedActor &&
+           touchDownConsumedActor != lastPrimaryHitActor &&
+           touchDownConsumedActor != lastConsumedActor)
+        {
+          Dali::Actor touchDownConsumedActorHandle(touchDownConsumedActor);
+
+          Integration::Point currentPoint = touchEventImpl->GetPoint(0);
+          currentPoint.SetHitActor(touchDownConsumedActorHandle);
+          currentPoint.SetState(PointState::INTERRUPTED);
+
+          AllocAndEmitTouchSignals(event.time, touchDownConsumedActorHandle, currentPoint);
+        }
+
+        mTouchDownConsumedActor.SetActor(nullptr);
+
+        DALI_FALLTHROUGH;
+      }
+
+      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;
       }
     }
   }
-}
 
-TouchEventProcessor::ActorObserver::ActorObserver()
-: mActor ( NULL )
-{
-  DALI_LOG_TRACE_METHOD( gLogFilter );
-}
-
-TouchEventProcessor::ActorObserver::~ActorObserver()
-{
-  DALI_LOG_TRACE_METHOD( gLogFilter );
-  SetActor( NULL );
+  return consumed;
 }
 
-Actor* TouchEventProcessor::ActorObserver::GetActor()
+void TouchEventProcessor::OnObservedActorDisconnected(Actor* actor)
 {
-  return mActor;
-}
+  if(actor == mLastPrimaryHitActor.GetActor())
+  {
+    Dali::Actor actorHandle(actor);
 
-void TouchEventProcessor::ActorObserver::SetActor( Actor* actor )
-{
-  DALI_LOG_TRACE_METHOD( gLogFilter );
+    Integration::Point point;
+    point.SetState(PointState::INTERRUPTED);
+    point.SetHitActor(actorHandle);
 
-  if ( mActor != actor )
-  {
-    if ( mActor )
-    {
-      SceneObjectRemoved( *mActor );
-    }
+    TouchEventPtr touchEventImpl(new TouchEvent);
+    touchEventImpl->AddPoint(point);
+    Dali::TouchEvent touchEventHandle(touchEventImpl.Get());
 
-    mActor = actor;
+    Dali::Actor eventConsumer = EmitTouchSignals(actorHandle, touchEventHandle);
 
-    if ( mActor )
+    if(mLastConsumedActor.GetActor() != eventConsumer)
     {
-      mActor->AddObserver( *this );
-      DALI_LOG_INFO(gLogFilter, Debug::Verbose, "Start Observing:            %p\n", mActor);
+      EmitTouchSignals(Dali::Actor(mLastConsumedActor.GetActor()), touchEventHandle);
     }
-  }
-}
 
-void TouchEventProcessor::ActorObserver::SceneObjectRemoved( ProxyObject& proxy )
-{
-  DALI_LOG_TRACE_METHOD( gLogFilter );
+    // Do not set mLastPrimaryHitActor to NULL we may be iterating through its observers
 
-  if ( mActor == &proxy )
-  {
-    proxy.RemoveObserver( *this );
-    DALI_LOG_INFO(gLogFilter, Debug::Verbose, "Stop Observing:             %p\n", mActor);
-    mActor = NULL;
-  }
-}
-
-void TouchEventProcessor::ActorObserver::ProxyDestroyed(ProxyObject& proxy)
-{
-  DALI_LOG_TRACE_METHOD( gLogFilter );
-
-  if ( mActor == &proxy )
-  {
-    DALI_LOG_INFO(gLogFilter, Debug::Verbose, "Stop Observing:             %p\n", mActor);
-    mActor = NULL;
+    mLastConsumedActor.SetActor(nullptr);
+    mLastRenderTask.Reset();
+    mLastPrimaryPointState = PointState::FINISHED;
   }
 }