/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2023 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/integration-api/debug.h>
#include <dali/integration-api/events/touch-event-integ.h>
+#include <dali/integration-api/trace.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
{
-
+DALI_INIT_TRACE_FILTER(gTraceFilter, DALI_TRACE_PERFORMANCE_MARKER, false);
#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");
+#endif // defined(DEBUG_ENABLED)
-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)
+bool ShouldEmitInterceptTouchEvent(const Actor& actorImpl, const Dali::TouchEvent& event)
+{
+ PointState::Type state = event.GetState(0);
+ return actorImpl.GetInterceptTouchRequired() && (state != PointState::MOTION || actorImpl.IsDispatchTouchMotion());
+}
+
+bool ShouldEmitTouchEvent(const Actor& actorImpl, const Dali::TouchEvent& event)
+{
+ PointState::Type state = event.GetState(0);
+ return actorImpl.GetTouchRequired() && (state != PointState::MOTION || actorImpl.IsDispatchTouchMotion());
+}
+
+// child -> parent
+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(ShouldEmitInterceptTouchEvent(actorImpl, touchEvent))
+ {
+ DALI_TRACE_SCOPE(gTraceFilter, "DALI_EMIT_INTERCEPT_TOUCH_EVENT_SIGNAL");
+ intercepted = actorImpl.EmitInterceptTouchEventSignal(touchEvent);
+ if(intercepted)
+ {
+ interceptedActor = Dali::Actor(&actorImpl);
+ }
+ }
+ }
+ }
+ return interceptedActor;
+}
+
+// geometry
+// child -> below
+Dali::Actor EmitGeoInterceptTouchSignals(std::list<Dali::Internal::Actor*>& actorLists, std::list<Dali::Internal::Actor*>& interceptActorList, const Dali::TouchEvent& touchEvent)
+{
+ interceptActorList.clear();
+ Dali::Actor interceptedActor;
+ for(auto&& actor : actorLists)
+ {
+ interceptActorList.push_back(actor);
+ if(ShouldEmitInterceptTouchEvent(*actor, touchEvent))
+ {
+ DALI_TRACE_SCOPE(gTraceFilter, "DALI_EMIT_INTERCEPT_TOUCH_EVENT_SIGNAL");
+ if(actor->EmitInterceptTouchEventSignal(touchEvent))
+ {
+ interceptedActor = Dali::Actor(actor);
+ break;
+ }
+ }
+ }
+ 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(ShouldEmitTouchEvent(actorImpl, touchEvent))
{
- consumed = actorImpl.EmitTouchEventSignal( event );
+ DALI_TRACE_SCOPE(gTraceFilter, "DALI_EMIT_TOUCH_EVENT_SIGNAL");
+ 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);
}
}
}
}
/**
+ * Recursively deliver events to the actor and its below actor, until the event is consumed or the stage is reached.
+ */
+Dali::Actor EmitGeoTouchSignals(std::list<Dali::Internal::Actor*>& actorLists, const Dali::TouchEvent& touchEvent)
+{
+ Dali::Actor consumedActor;
+
+ std::list<Dali::Internal::Actor*>::reverse_iterator rIter = actorLists.rbegin();
+ for (; rIter != actorLists.rend(); rIter++)
+ {
+ Actor* actorImpl(*rIter);
+ // Only emit the signal if the actor's touch signal has connections (or derived actor implementation requires touch).
+ if(ShouldEmitTouchEvent(*actorImpl, touchEvent))
+ {
+ DALI_TRACE_SCOPE(gTraceFilter, "DALI_EMIT_TOUCH_EVENT_SIGNAL");
+ if(actorImpl->EmitTouchEventSignal(touchEvent))
+ {
+ // One of this actor's listeners has consumed the event so set this actor as the consumed actor.
+ consumedActor = Dali::Actor(actorImpl);
+ break;
+ }
+ }
+ }
+ return consumedActor;
+}
+
+Dali::Actor AllocAndEmitTouchSignals(unsigned long time, Dali::Actor actor, const Integration::Point& point, RenderTaskPtr renderTask)
+{
+ TouchEventPtr touchEvent(new TouchEvent(time));
+ Dali::TouchEvent touchEventHandle(touchEvent.Get());
+
+ touchEvent->AddPoint(point);
+ touchEvent->SetRenderTask(Dali::RenderTask(renderTask.Get()));
+
+ return EmitTouchSignals(actor, touchEventHandle);
+}
+
+Dali::Actor GeoAllocAndEmitTouchSignals(std::list<Dali::Internal::Actor*>& actorLists, unsigned long time, const Integration::Point& point, RenderTaskPtr renderTask)
+{
+ TouchEventPtr touchEvent(new TouchEvent(time));
+ Dali::TouchEvent touchEventHandle(touchEvent.Get());
+
+ touchEvent->AddPoint(point);
+ touchEvent->SetRenderTask(Dali::RenderTask(renderTask.Get()));
+
+ return EmitGeoTouchSignals(actorLists, 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, bool isGeometry)
{
- 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());
+ touchEventImpl->SetRenderTask(Dali::RenderTask(&renderTask));
+
+ 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);
+
+ if(isGeometry)
+ {
+ std::list<Dali::Internal::Actor*> actorLists;
+ actorLists.push_back(actor);
+ consumingActor = EmitGeoTouchSignals(actorLists, Dali::TouchEvent(touchEventImpl.Get()));
+ }
+ else
+ {
+ consumingActor = EmitTouchSignals(Dali::Actor(actor), Dali::TouchEvent(touchEventImpl.Get()));
+ }
+ }
+
+ return consumingActor;
+}
- actor->ScreenToLocal( renderTask, primaryPoint.local.x, primaryPoint.local.y, primaryPoint.screen.x, primaryPoint.screen.y );
+/**
+ * @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
+ * @param[in] actorLists The list of actors that can be touched, from leaf actor to root.
+ */
+void ParsePrimaryTouchPoint(
+ HitTestAlgorithm::Results& hitTestResults,
+ ActorObserver& capturingTouchActorObserver,
+ ActorObserver& ownTouchActorObserver,
+ const RenderTaskPtr& lastRenderTask,
+ const Integration::Point& currentPoint,
+ const Internal::Scene& scene,
+ std::list<Dali::Internal::Actor*>& actorLists)
+{
+ 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
+ {
+ Actor* ownTouchActor = ownTouchActorObserver.GetActor();
+ HitTestAlgorithm::HitTest(scene.GetSize(), scene.GetRenderTaskList(), scene.GetLayerList(), currentPoint.GetScreenPosition(), hitTestResults, ownTouchActor, scene.IsGeometryHittestEnabled());
- return EmitTouchSignals( Dali::Actor(actor), touchEvent );
+ if(currentPoint.GetState() == PointState::STARTED && hitTestResults.actor)
+ {
+ bool isGeometry = scene.IsGeometryHittestEnabled();
+ // 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() || isGeometry)
+ {
+ capturingTouchActorObserver.SetActor(hitActor);
+ }
+ if(hitActor->IsAllowedOnlyOwnTouch() || isGeometry)
+ {
+ ownTouchActorObserver.SetActor(hitActor);
+ }
+ if(isGeometry)
+ {
+ actorLists = hitTestResults.actorLists;
+ }
+ }
+ }
}
} // unnamed namespace
-TouchEventProcessor::TouchEventProcessor( Stage& stage )
-: mStage( stage ),
- mLastPrimaryHitActor(),
+TouchEventProcessor::TouchEventProcessor(Scene& scene)
+: mScene(scene),
+ mLastPrimaryHitActor(MakeCallback(this, &TouchEventProcessor::OnObservedActorDisconnected)),
mLastConsumedActor(),
+ mCapturingTouchActor(),
+ mOwnTouchActor(),
mTouchDownConsumedActor(),
- mLastRenderTask()
+ mInterceptedTouchActor(),
+ 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 )
+void TouchEventProcessor::Clear()
{
- DALI_LOG_TRACE_METHOD( gLogFilter );
-
- DALI_ASSERT_ALWAYS( !event.points.empty() && "Empty TouchEvent sent from Integration\n" );
+ mLastPrimaryHitActor.SetActor(nullptr);
+ mLastConsumedActor.SetActor(nullptr);
+ mCapturingTouchActor.SetActor(nullptr);
+ mOwnTouchActor.SetActor(nullptr);
+ mInterceptedTouchActor.SetActor(nullptr);
+ mLastRenderTask.Reset();
+ mLastPrimaryPointState = PointState::FINISHED;
+}
- Stage& stage = mStage;
+bool TouchEventProcessor::ProcessTouchEvent(const Integration::TouchEvent& event)
+{
+ 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 );
+ DALI_TRACE_SCOPE(gTraceFilter, "DALI_PROCESS_TOUCH_EVENT");
+
+ bool isGeometry = mScene.IsGeometryHittestEnabled();
// 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 )
+ if(isGeometry)
{
- Dali::Actor lastPrimaryHitActorHandle( lastPrimaryHitActor );
- touchEvent.points[0].hitActor = lastPrimaryHitActorHandle;
- consumingActor = EmitTouchSignals( lastPrimaryHitActorHandle, touchEvent );
- }
+ // Since the geometry way only receives touch events from the consumed actor,
+ // it first searches for whether there is a consumed actor and then sends the event
+ Actor* touchConsumedActor(mLastConsumedActor.GetActor());
+ Actor* touchDownConsumedActor(mTouchDownConsumedActor.GetActor());
+ Actor* lastPrimaryHitActor(mLastPrimaryHitActor.GetActor());
+ if(touchConsumedActor)
+ {
+ Dali::Actor touchConsumedActorHandle(touchConsumedActor);
+ currentPoint.SetHitActor(touchConsumedActorHandle);
+ std::list<Dali::Internal::Actor*> actorLists;
+ actorLists.push_back(touchConsumedActor);
+ GeoAllocAndEmitTouchSignals(actorLists, event.time, currentPoint, mLastRenderTask);
+ }
+ else if(touchDownConsumedActor)
+ {
+ Dali::Actor touchDownConsumedActorHandle(touchDownConsumedActor);
+ currentPoint.SetHitActor(touchDownConsumedActorHandle);
+ std::list<Dali::Internal::Actor*> actorLists;
+ actorLists.push_back(touchDownConsumedActor);
+ GeoAllocAndEmitTouchSignals(actorLists, event.time, currentPoint, mLastRenderTask);
+ }
+ else if(lastPrimaryHitActor)
+ {
+ Dali::Actor lastPrimaryHitActorHandle(lastPrimaryHitActor);
+ currentPoint.SetHitActor(lastPrimaryHitActorHandle);
- // 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, touchEvent );
+ GeoAllocAndEmitTouchSignals(mCandidateActorLists, event.time, currentPoint, mLastRenderTask);
+ }
}
-
- // Tell the touch-down consuming actor as well, if required
- Actor* touchDownConsumedActor( mTouchDownConsumedActor.GetActor() );
- if ( touchDownConsumedActor &&
- touchDownConsumedActor != lastPrimaryHitActor &&
- touchDownConsumedActor != lastConsumedActor &&
- touchDownConsumedActor != consumingActor )
+ else
{
- Dali::Actor touchDownConsumedActorHandle( touchDownConsumedActor );
- touchEvent.points[0].hitActor = touchDownConsumedActorHandle;
- EmitTouchSignals( touchDownConsumedActorHandle, touchEvent );
+ Actor* lastPrimaryHitActor(mLastPrimaryHitActor.GetActor());
+ if(lastPrimaryHitActor)
+ {
+ Dali::Actor lastPrimaryHitActorHandle(lastPrimaryHitActor);
+ currentPoint.SetHitActor(lastPrimaryHitActorHandle);
+
+ consumingActor = AllocAndEmitTouchSignals(event.time, lastPrimaryHitActorHandle, currentPoint, mLastRenderTask);
+ }
+
+ // 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, mLastRenderTask);
+ }
+
+ // 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, mLastRenderTask);
+ }
}
- mLastPrimaryHitActor.SetActor( NULL );
- mLastConsumedActor.SetActor( NULL );
- mTouchDownConsumedActor.SetActor( NULL );
- mLastRenderTask.Reset();
+ Clear();
+ mTouchDownConsumedActor.SetActor(nullptr);
- 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 );
+ hitTestResults.point = currentPoint;
+ hitTestResults.eventTime = event.time;
+ if(!firstPointParsed)
+ {
+ firstPointParsed = true;
+ ParsePrimaryTouchPoint(hitTestResults, mCapturingTouchActor, mOwnTouchActor, mLastRenderTask, currentPoint, mScene, mCandidateActorLists);
- 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;
+ touchEventImpl->SetRenderTask(Dali::RenderTask(currentRenderTask.Get()));
+ }
+ else
+ {
+ HitTestAlgorithm::HitTest(mScene.GetSize(), mScene.GetRenderTaskList(), mScene.GetLayerList(), currentPoint.GetScreenPosition(), hitTestResults, nullptr, isGeometry);
+ }
- 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, touchEvent );
- }
+ if(isGeometry)
+ {
+ Actor* interceptedTouchActor(mInterceptedTouchActor.GetActor());
+ if(interceptedTouchActor)
+ {
+ Actor* touchConsumedActor(mLastConsumedActor.GetActor());
+ if(touchConsumedActor) // If there is a consumed actor, send events only to the consumed actor.
+ {
+ RenderTask& currentRenderTaskImpl = *currentRenderTask.Get();
+ consumedActor = EmitTouchSignals(touchConsumedActor, currentRenderTaskImpl, touchEventImpl, primaryPointState, isGeometry);
+ }
+ else // If there is an intercepted actor, send a touch event starting from the intercepted actor.
+ {
+ Dali::Actor interceptedTouchActorHandle(interceptedTouchActor);
+ std::list<Dali::Internal::Actor*> interceptActorLists = mInterceptedActorLists;
+ consumedActor = EmitGeoTouchSignals(interceptActorLists, touchEventHandle);
+ }
+ }
+ else
+ {
+ Dali::Actor interceptedActor;
+ // Let's find out if there is an intercept actor.
+ interceptedActor = EmitGeoInterceptTouchSignals(mCandidateActorLists, mInterceptedActorLists, touchEventHandle);
+ if(interceptedActor)
+ {
+ mInterceptedTouchActor.SetActor(&GetImplementation(interceptedActor));
- TouchPoint& primaryPoint = touchEvent.points[0];
- Dali::Actor primaryHitActor = primaryPoint.hitActor;
- TouchPoint::State primaryPointState = primaryPoint.state;
+ // If there is an interception, send an interrupted event to the last consumed actor or to the actor that hit previously.
+ if(mLastConsumedActor.GetActor() &&
+ mLastConsumedActor.GetActor() != interceptedActor &&
+ mLastRenderTask &&
+ mLastPrimaryPointState != PointState::FINISHED)
+ {
+ EmitTouchSignals(mLastConsumedActor.GetActor(), *mLastRenderTask.Get(), touchEventImpl, PointState::INTERRUPTED, isGeometry);
+ mTouchDownConsumedActor.SetActor(nullptr);
+ mLastConsumedActor.SetActor(nullptr);
+ }
+ else if(mLastPrimaryHitActor.GetActor() &&
+ mLastPrimaryHitActor.GetActor() != interceptedActor &&
+ mLastRenderTask &&
+ mLastPrimaryPointState != PointState::FINISHED)
+ {
+ std::list<Dali::Internal::Actor*>::reverse_iterator rIter = mCandidateActorLists.rbegin();
+ for (; rIter != mCandidateActorLists.rend(); rIter++)
+ {
+ Actor* actorImpl(*rIter);
+ EmitTouchSignals(actorImpl, *mLastRenderTask.Get(), touchEventImpl, PointState::INTERRUPTED, isGeometry);
+ }
+ }
+ }
- 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() : "" );
+ Actor* touchConsumedActor(mLastConsumedActor.GetActor());
+ if(touchConsumedActor) // If there is a consumed actor, send events only to the consumed actor.
+ {
+ RenderTask& currentRenderTaskImpl = *currentRenderTask.Get();
+ consumedActor = EmitTouchSignals(touchConsumedActor, currentRenderTaskImpl, touchEventImpl, primaryPointState, isGeometry);
+ }
+ else
+ {
+ // Let's propagate touch events from the intercepted actor or start propagating touch events from the leaf actor.
+ consumedActor = EmitGeoTouchSignals(interceptedActor ? mInterceptedActorLists : mCandidateActorLists, touchEventHandle);
+ }
+ }
+ }
+ else
+ {
+ Actor* interceptedTouchActor(mInterceptedTouchActor.GetActor());
+ if(interceptedTouchActor)
+ {
+ Dali::Actor interceptedTouchActorHandle(interceptedTouchActor);
+ consumedActor = EmitTouchSignals(interceptedTouchActorHandle, touchEventHandle);
+ }
+ else
+ {
+ // Emit the intercept touch signal
+ Dali::Actor interceptedActor = EmitInterceptTouchSignals(primaryHitActor, touchEventHandle);
+ if(interceptedActor)
+ {
+ mInterceptedTouchActor.SetActor(&GetImplementation(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, isGeometry);
+ mTouchDownConsumedActor.SetActor(nullptr);
+ }
+ consumedActor = EmitTouchSignals(interceptedActor, touchEventHandle);
+ }
+ else
+ {
+ consumedActor = EmitTouchSignals(primaryHitActor, touchEventHandle);
+ }
+ }
+ }
+
+ consumed = consumedActor ? true : false;
- if ( ( primaryPointState == TouchPoint::Down ) &&
- ( touchEvent.GetPointCount() == 1 ) &&
- ( consumedActor && consumedActor.OnStage() ) )
+ if(primaryPointState == PointState::MOTION)
+ {
+ DALI_LOG_INFO(gLogFilter, Debug::Concise, "PrimaryHitActor: (%p) id(%d), name(%s), state(%s), screenPosition(%f, %f), isGeo : %d \n", primaryHitActor ? reinterpret_cast<void*>(&primaryHitActor.GetBaseObject()) : NULL, primaryHitActor ? primaryHitActor.GetProperty<int32_t>(Dali::Actor::Property::ID) : -1, primaryHitActor ? primaryHitActor.GetProperty<std::string>(Dali::Actor::Property::NAME).c_str() : "", TOUCH_POINT_STATE[primaryPointState], primaryPoint.GetScreenPosition().x, primaryPoint.GetScreenPosition().y, isGeometry);
+ DALI_LOG_INFO(gLogFilter, Debug::Concise, "ConsumedActor: (%p) id(%d), name(%s), state(%s), isGeo : %d \n", consumedActor ? reinterpret_cast<void*>(&consumedActor.GetBaseObject()) : NULL, consumedActor ? consumedActor.GetProperty<int32_t>(Dali::Actor::Property::ID) : -1, consumedActor ? consumedActor.GetProperty<std::string>(Dali::Actor::Property::NAME).c_str() : "", TOUCH_POINT_STATE[primaryPointState], isGeometry);
+ }
+ else
+ {
+ DALI_LOG_RELEASE_INFO("PrimaryHitActor:(%p), id(%d), name(%s), state(%s), screenPosition(%f, %f), isGeo : %d \n", primaryHitActor ? reinterpret_cast<void*>(&primaryHitActor.GetBaseObject()) : NULL, primaryHitActor ? primaryHitActor.GetProperty<int32_t>(Dali::Actor::Property::ID) : -1, primaryHitActor ? primaryHitActor.GetProperty<std::string>(Dali::Actor::Property::NAME).c_str() : "", TOUCH_POINT_STATE[primaryPointState], primaryPoint.GetScreenPosition().x, primaryPoint.GetScreenPosition().y, isGeometry);
+ DALI_LOG_RELEASE_INFO("ConsumedActor: (%p), id(%d), name(%s), state(%s), isGeo : %d \n", consumedActor ? reinterpret_cast<void*>(&consumedActor.GetBaseObject()) : NULL, consumedActor ? consumedActor.GetProperty<int32_t>(Dali::Actor::Property::ID) : -1, consumedActor ? consumedActor.GetProperty<std::string>(Dali::Actor::Property::NAME).c_str() : "", TOUCH_POINT_STATE[primaryPointState], isGeometry);
+ }
+ }
+
+ 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(nullptr);
+ if(mInterceptedTouchActor.GetActor())
+ {
+ lastPrimaryHitActor = mInterceptedTouchActor.GetActor();
+ }
+ else
{
- if ( mLastRenderTask )
+ lastPrimaryHitActor = mLastPrimaryHitActor.GetActor();
+ }
+ Actor* lastConsumedActor(mLastConsumedActor.GetActor());
+ if((primaryPointState == PointState::MOTION) || (primaryPointState == PointState::UP) || (primaryPointState == PointState::STATIONARY))
+ {
+ if(mLastRenderTask)
{
Dali::Actor leaveEventConsumer;
- RenderTask& lastRenderTaskImpl( GetImplementation( mLastRenderTask ) );
+ RenderTask& lastRenderTaskImpl = *mLastRenderTask.Get();
- if( lastPrimaryHitActor &&
- lastPrimaryHitActor != primaryHitActor &&
- lastPrimaryHitActor != consumedActor )
+ if(isGeometry)
{
- if( lastPrimaryHitActor->IsHittable() && IsActuallySensitive( lastPrimaryHitActor ) )
+ if(lastPrimaryHitActor)
{
- if ( lastPrimaryHitActor->GetLeaveRequired() )
+ if(!lastPrimaryHitActor->IsHittable() || !IsActuallySensitive(lastPrimaryHitActor))
{
- 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 );
+ // 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_RELEASE_INFO("InterruptedActor(Hit): (%p) %s\n", reinterpret_cast<void*>(lastPrimaryHitActor), lastPrimaryHitActor->GetName().data());
+ leaveEventConsumer = EmitTouchSignals(lastPrimaryHitActor, lastRenderTaskImpl, touchEventImpl, PointState::INTERRUPTED, isGeometry);
}
}
- else
+
+ 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 != lastPrimaryHitActor &&
+ lastConsumedActor != leaveEventConsumer)
{
- // 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 );
+ if(!lastConsumedActor->IsHittable() || !IsActuallySensitive(lastConsumedActor))
+ {
+ // 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_RELEASE_INFO("InterruptedActor(Consume): (%p) %s\n", reinterpret_cast<void*>(lastConsumedActor), lastConsumedActor->GetName().data());
+ EmitTouchSignals(mLastConsumedActor.GetActor(), lastRenderTaskImpl, touchEventImpl, PointState::INTERRUPTED, isGeometry);
+ }
}
}
-
- // 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 )
+ else
{
- if( lastConsumedActor->IsHittable() && IsActuallySensitive( lastConsumedActor ) )
+ if(lastPrimaryHitActor &&
+ lastPrimaryHitActor != primaryHitActor &&
+ lastPrimaryHitActor != consumedActor)
{
- if( lastConsumedActor->GetLeaveRequired() )
+ if(lastPrimaryHitActor->IsHittable() && IsActuallySensitive(lastPrimaryHitActor))
{
- DALI_LOG_INFO( gLogFilter, Debug::Concise, "LeaveActor(Consume): (%p) %s\n", (void*)lastConsumedActor, lastConsumedActor->GetName().c_str() );
- EmitTouchSignals( lastConsumedActor, lastRenderTaskImpl, touchEvent, TouchPoint::Leave );
+ if(lastPrimaryHitActor->GetLeaveRequired())
+ {
+ DALI_LOG_RELEASE_INFO("LeaveActor(Hit): (%p) %d %s\n", reinterpret_cast<void*>(lastPrimaryHitActor), lastPrimaryHitActor->GetId(), lastPrimaryHitActor->GetName().data());
+ leaveEventConsumer = EmitTouchSignals(lastPrimaryHitActor, lastRenderTaskImpl, touchEventImpl, PointState::LEAVE, isGeometry);
+ }
+ }
+ 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_RELEASE_INFO("InterruptedActor(Hit): (%p) %d %s\n", reinterpret_cast<void*>(lastPrimaryHitActor), lastPrimaryHitActor->GetId(), lastPrimaryHitActor->GetName().data());
+ leaveEventConsumer = EmitTouchSignals(lastPrimaryHitActor, lastRenderTaskImpl, touchEventImpl, PointState::INTERRUPTED, isGeometry);
}
}
- else
+
+ 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)
{
- // 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 );
+ if(lastConsumedActor->IsHittable() && IsActuallySensitive(lastConsumedActor))
+ {
+ if(lastConsumedActor->GetLeaveRequired())
+ {
+ DALI_LOG_RELEASE_INFO("LeaveActor(Consume): (%p) %d %s\n", reinterpret_cast<void*>(lastConsumedActor), lastConsumedActor->GetId(), lastConsumedActor->GetName().data());
+ EmitTouchSignals(lastConsumedActor, lastRenderTaskImpl, touchEventImpl, PointState::LEAVE, isGeometry);
+ }
+ }
+ 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_RELEASE_INFO("InterruptedActor(Consume): (%p) %d %s\n", reinterpret_cast<void*>(lastConsumedActor), lastConsumedActor->GetId(), lastConsumedActor->GetName().data());
+ EmitTouchSignals(mLastConsumedActor.GetActor(), lastRenderTaskImpl, touchEventImpl, PointState::INTERRUPTED, isGeometry);
+ }
}
}
}
// 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 );
- mLastRenderTask.Reset();
+ Clear();
}
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 );
+ if(isGeometry)
+ {
+ if(lastConsumedActor && !lastConsumedActor->OnScene())
+ {
+ mLastConsumedActor.SetActor(nullptr);
+ }
+ }
+ else
+ {
+ mLastConsumedActor.SetActor(nullptr);
+ }
}
- mLastRenderTask = currentRenderTask;
+ mLastRenderTask = currentRenderTask;
+ mLastPrimaryPointState = primaryPointState;
}
else
{
- mLastPrimaryHitActor.SetActor( NULL );
- mLastConsumedActor.SetActor( NULL );
- mLastRenderTask.Reset();
+ Clear();
}
}
// 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);
+
+ if(isGeometry)
+ {
+ std::list<Dali::Internal::Actor*> actorLists;
+ actorLists.push_back(touchDownConsumedActor);
+ GeoAllocAndEmitTouchSignals(actorLists, event.time, currentPoint, nullptr /* Not Required for this use case */);
+ }
+ else
+ {
+ AllocAndEmitTouchSignals(event.time, touchDownConsumedActorHandle, currentPoint, nullptr /* Not Required for this use case */);
+ }
}
- mTouchDownConsumedActor.SetActor( NULL );
+ mTouchDownConsumedActor.SetActor(nullptr);
+ mInterceptedTouchActor.SetActor(nullptr);
+
+ DALI_FALLTHROUGH;
}
- // No break, Fallthrough
- case TouchPoint::Down:
+ case PointState::DOWN:
{
- mStage.EmitTouchedSignal( touchEvent );
+ mScene.EmitTouchedSignal(touchEventHandle);
break;
}
- case TouchPoint::Motion:
- case TouchPoint::Leave:
- case TouchPoint::Stationary:
- case TouchPoint::Interrupted:
- case TouchPoint::Last:
+ case PointState::MOTION:
+ case PointState::LEAVE:
+ case PointState::STATIONARY:
+ case PointState::INTERRUPTED:
{
// Ignore
break;
}
}
}
+
+ return consumed;
+}
+
+void TouchEventProcessor::OnObservedActorDisconnected(Actor* actor)
+{
+ if(mScene.IsGeometryHittestEnabled() && (actor == mLastConsumedActor.GetActor() || actor == mLastPrimaryHitActor.GetActor()))
+ {
+ Dali::Actor actorHandle(actor);
+ Integration::Point point;
+ point.SetState(PointState::INTERRUPTED);
+ point.SetHitActor(actorHandle);
+ if(actor == mLastConsumedActor.GetActor())
+ {
+ std::list<Dali::Internal::Actor*> actorLists;
+ actorLists.push_back(mLastConsumedActor.GetActor());
+ GeoAllocAndEmitTouchSignals(actorLists, 0, point, mLastRenderTask);
+ }
+ else if(!mLastConsumedActor.GetActor())
+ {
+ GeoAllocAndEmitTouchSignals(mCandidateActorLists, 0, point, mLastRenderTask);
+ }
+ // Do not set mLastPrimaryHitActor to NULL we may be iterating through its observers
+ mLastConsumedActor.SetActor(nullptr);
+ mLastRenderTask.Reset();
+ mLastPrimaryPointState = PointState::FINISHED;
+ }
+ else
+ {
+ if(actor == mLastPrimaryHitActor.GetActor())
+ {
+ Dali::Actor actorHandle(actor);
+ Integration::Point point;
+ point.SetState(PointState::INTERRUPTED);
+ point.SetHitActor(actorHandle);
+
+ TouchEventPtr touchEventImpl(new TouchEvent);
+ touchEventImpl->AddPoint(point);
+ Dali::TouchEvent touchEventHandle(touchEventImpl.Get());
+
+ Dali::Actor eventConsumer = EmitTouchSignals(actorHandle, touchEventHandle);
+ if(mLastConsumedActor.GetActor() != eventConsumer)
+ {
+ EmitTouchSignals(Dali::Actor(mLastConsumedActor.GetActor()), touchEventHandle);
+ }
+
+ // Do not set mLastPrimaryHitActor to NULL we may be iterating through its observers
+ mLastConsumedActor.SetActor(nullptr);
+ mLastRenderTask.Reset();
+ mLastPrimaryPointState = PointState::FINISHED;
+ }
+ }
+
}
} // namespace Internal