/*
- * Copyright (c) 2014 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.
#endif
// INTERNAL INCLUDES
-#include <dali/public-api/actors/renderable-actor.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>
+#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[TouchPoint::Last] =
-{
- "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 )
+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, event );
+ consumedActor = EmitTouchSignals(parent, touchEvent);
}
}
}
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 )
+ if(actor)
{
- TouchPoint& primaryPoint = touchEvent.points[0];
+ TouchEventPtr touchEventImpl = TouchEvent::Clone(*originalTouchEvent.Get());
- actor->ScreenToLocal( renderTask, primaryPoint.local.x, primaryPoint.local.y, primaryPoint.screen.x, primaryPoint.screen.y );
+ 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);
+
+ 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( MakeCallback( this, &TouchEventProcessor::OnObservedActorDisconnected ) ),
+TouchEventProcessor::TouchEventProcessor(Scene& scene)
+: mScene(scene),
+ mLastPrimaryHitActor(MakeCallback(this, &TouchEventProcessor::OnObservedActorDisconnected)),
mLastConsumedActor(),
+ mCapturingTouchActor(),
mTouchDownConsumedActor(),
mLastRenderTask()
{
- 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_ASSERT_ALWAYS( !event.points.empty() && "Empty TouchEvent sent from Integration\n" );
-
- Stage& stage = mStage;
+ DALI_LOG_TRACE_METHOD(gLogFilter);
+ DALI_ASSERT_ALWAYS(!event.points.empty() && "Empty TouchEvent sent from Integration\n");
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]);
+ 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 );
- touchEvent.points[0].hitActor = lastPrimaryHitActorHandle;
- consumingActor = EmitTouchSignals( lastPrimaryHitActorHandle, touchEvent );
+ Dali::Actor lastPrimaryHitActorHandle(lastPrimaryHitActor);
+ 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).
- Actor* lastConsumedActor( mLastConsumedActor.GetActor() );
- if ( lastConsumedActor &&
- lastConsumedActor != lastPrimaryHitActor &&
- lastConsumedActor != consumingActor )
+ Actor* lastConsumedActor(mLastConsumedActor.GetActor());
+ if(lastConsumedActor &&
+ lastConsumedActor != lastPrimaryHitActor &&
+ lastConsumedActor != consumingActor)
{
- Dali::Actor lastConsumedActorHandle( lastConsumedActor );
- touchEvent.points[0].hitActor = lastConsumedActorHandle;
- EmitTouchSignals( lastConsumedActorHandle, touchEvent );
+ 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 );
- touchEvent.points[0].hitActor = touchDownConsumedActorHandle;
- EmitTouchSignals( touchDownConsumedActorHandle, touchEvent );
+ Dali::Actor touchDownConsumedActorHandle(touchDownConsumedActor);
+
+ 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());
- return; // No need for hit testing
+ TouchEventPtr touchEventImpl(new TouchEvent(event.time));
+ Dali::TouchEvent touchEventHandle(touchEventImpl.Get());
+
+ 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 )
+ 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 ) );
+ 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 == 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();
- 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.
- 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);
}
}
}
// 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 ) );
+ 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;
}
else
{
- mLastPrimaryHitActor.SetActor( NULL );
- mLastConsumedActor.SetActor( NULL );
+ mLastPrimaryHitActor.SetActor(nullptr);
+ mLastConsumedActor.SetActor(nullptr);
+ mCapturingTouchActor.SetActor(nullptr);
mLastRenderTask.Reset();
}
}
// 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 TouchPoint::Up:
+ 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 );
- 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;
+ Dali::Actor touchDownConsumedActorHandle(touchDownConsumedActor);
+
+ 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 )
+void TouchEventProcessor::OnObservedActorDisconnected(Actor* actor)
{
- if ( actor == mLastPrimaryHitActor.GetActor() )
+ if(actor == mLastPrimaryHitActor.GetActor())
{
- Dali::Actor handle( actor );
- TouchEvent touchEvent( 0 );
- touchEvent.points.push_back( TouchPoint( 0, TouchPoint::Interrupted, 0.0f, 0.0f ) );
- touchEvent.points[0].hitActor = handle;
+ 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( handle, touchEvent );
+ Dali::Actor eventConsumer = EmitTouchSignals(actorHandle, touchEventHandle);
- if ( mLastConsumedActor.GetActor() != eventConsumer )
+ if(mLastConsumedActor.GetActor() != eventConsumer)
{
- EmitTouchSignals( Dali::Actor( mLastConsumedActor.GetActor() ), touchEvent );
+ 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();
}
}