Refactoring Gestures Class
[platform/core/uifw/dali-core.git] / dali / internal / event / events / tap-gesture / tap-gesture-processor.cpp
1 /*
2  * Copyright (c) 2020 Samsung Electronics Co., Ltd.
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
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11  * distributed under the License is distributed on an "AS IS" BASIS,
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13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  *
16  */
17
18 // CLASS HEADER
19 #include <dali/internal/event/events/tap-gesture/tap-gesture-processor.h>
20
21 // EXTERNAL INCLUDES
22 #include <algorithm>
23
24 // INTERNAL INCLUDES
25 #include <dali/public-api/actors/actor.h>
26 #include <dali/public-api/common/dali-common.h>
27 #include <dali/public-api/events/tap-gesture.h>
28 #include <dali/public-api/math/vector2.h>
29 #include <dali/integration-api/debug.h>
30 #include <dali/internal/event/actors/actor-impl.h>
31 #include <dali/internal/event/render-tasks/render-task-impl.h>
32 #include <dali/internal/event/common/scene-impl.h>
33 #include <dali/internal/event/events/tap-gesture/tap-gesture-recognizer.h>
34 #include <dali/internal/event/events/tap-gesture/tap-gesture-impl.h>
35 #include <dali/internal/event/events/gesture-requests.h>
36 #include <dali/internal/event/events/tap-gesture/tap-gesture-event.h>
37
38 namespace Dali
39 {
40
41 namespace Internal
42 {
43
44 namespace
45 {
46
47 /**
48  * Creates a TapGesture and asks the specified detector to emit its detected signal.
49  * @param[in]  actor             The actor on which a tap has occurred.
50  * @param[in]  gestureDetectors  A reference to gesture detectors that should emit the signal.
51  * @param[in]  tapEvent          The tapEvent received from the adaptor.
52  * @param[in]  localPoint        Relative to the actor attached to the detector.
53  */
54 void EmitTapSignal(
55   Actor* actor,
56   const GestureDetectorContainer& gestureDetectors,
57   const TapGestureEvent& tapEvent,
58   Vector2 localPoint)
59 {
60   Internal::TapGesturePtr tap( new Internal::TapGesture(tapEvent.state) );
61   tap->SetTime( tapEvent.time );
62   tap->SetNumberOfTaps(tapEvent.numberOfTaps);
63   tap->SetNumberOfTouches(tapEvent.numberOfTouches);
64   tap->SetScreenPoint(tapEvent.point);
65   tap->SetLocalPoint(localPoint);
66
67   Dali::Actor actorHandle( actor );
68   const GestureDetectorContainer::const_iterator endIter = gestureDetectors.end();
69   for ( GestureDetectorContainer::const_iterator iter = gestureDetectors.begin(); iter != endIter; ++iter )
70   {
71     static_cast< TapGestureDetector* >( *iter )->EmitTapGestureSignal( actorHandle, Dali::TapGesture( tap.Get() ) );
72   }
73 }
74
75 } // unnamed namespace
76
77 TapGestureProcessor::TapGestureProcessor()
78 : GestureProcessor( Dali::Gesture::Tap ),
79   mTapGestureDetectors(),
80   mMinTapsRequired( 1 ),
81   mMaxTapsRequired( 1 ),
82   mMinTouchesRequired( 1 ),
83   mMaxTouchesRequired( 1 ),
84   mCurrentTapEvent( NULL ),
85   mPossibleProcessed( false )
86 {
87 }
88
89 TapGestureProcessor::~TapGestureProcessor()
90 {
91 }
92
93 void TapGestureProcessor::Process( Scene& scene, const TapGestureEvent& tapEvent )
94 {
95   switch ( tapEvent.state )
96   {
97     case Dali::Gesture::Possible:
98     {
99       // Do a hit test and if an actor has been hit then save to see if tap event is still valid on a tap( same actor being hit )
100       HitTestAlgorithm::Results hitTestResults;
101       if ( HitTest( scene, tapEvent.point, hitTestResults ) )
102       {
103         SetActor( &GetImplementation( hitTestResults.actor ) );
104         mCurrentTapActor.SetActor( GetCurrentGesturedActor() );
105
106         // Indicate that we've processed a touch down. Bool should be sufficient as a change in actor will result in a cancellation
107         mPossibleProcessed = true;
108       }
109       else
110       {
111         ResetActor();
112       }
113       break;
114     }
115
116     case Dali::Gesture::Started:
117     {
118       // Ensure that we're processing a hit on the current actor and that we've already processed a touch down
119       HitTestAlgorithm::Results hitTestResults;
120       if ( GetCurrentGesturedActor() && HitTest( scene, tapEvent.point, hitTestResults ) && mPossibleProcessed )
121       {
122         // Check that this actor is still the one that was used for the last touch down ?
123         if ( mCurrentTapActor.GetActor() == &GetImplementation( hitTestResults.actor ) )
124         {
125           mCurrentTapEvent = &tapEvent;
126           ProcessAndEmit( hitTestResults );
127         }
128         mCurrentTapEvent = NULL;
129         mPossibleProcessed = false;
130       }
131       break;
132     }
133
134     case Dali::Gesture::Cancelled:
135     {
136       mPossibleProcessed = false;
137       ResetActor();
138       break;
139     }
140
141     case Dali::Gesture::Continuing:
142     {
143       DALI_ABORT( "Incorrect state received from Integration layer: Continuing\n" );
144       break;
145     }
146     case Dali::Gesture::Finished:
147     {
148       DALI_ABORT( "Incorrect state received from Integration layer: Finished\n" );
149       break;
150     }
151     case Dali::Gesture::Clear:
152     {
153       DALI_ABORT( "Incorrect state received from Integration layer: Clear\n" );
154       break;
155     }
156   }
157 }
158
159 void TapGestureProcessor::AddGestureDetector( TapGestureDetector* gestureDetector, Scene& scene )
160 {
161   bool firstRegistration(mTapGestureDetectors.empty());
162
163   mTapGestureDetectors.push_back(gestureDetector);
164
165   const unsigned int minTapsRequired = gestureDetector->GetMinimumTapsRequired();
166   const unsigned int maxTapsRequired = gestureDetector->GetMaximumTapsRequired();
167   const unsigned int touchesRequired = gestureDetector->GetTouchesRequired();
168
169   DALI_ASSERT_ALWAYS( minTapsRequired <= maxTapsRequired && "Minimum taps requested is greater than the maximum requested" );
170
171   if (firstRegistration)
172   {
173     // If this is the first tap gesture detector that has been added, then our minimum and maximum
174     // requirements are the same as each other.
175
176     mMinTapsRequired = minTapsRequired;
177     mMaxTapsRequired = maxTapsRequired;
178     mMinTouchesRequired = mMaxTouchesRequired = touchesRequired;
179
180     TapGestureRequest request;
181     request.minTaps = mMinTapsRequired;
182     request.maxTaps = mMaxTapsRequired;
183     request.minTouches = mMinTouchesRequired;
184     request.maxTouches = mMaxTouchesRequired;
185
186     Size size = scene.GetSize();
187     mGestureRecognizer = new TapGestureRecognizer(*this, Vector2(size.width, size.height), static_cast<const TapGestureRequest&>(request));
188   }
189   else
190   {
191     // If we have already registered for tap gesture detection before then we need to check our
192     // minimum and maximums and see if our gesture detection requirements have changed, if they
193     // have, then we should ask the adaptor to update its detection policy.
194
195     // This is quicker than calling UpdateDetection as there is no need to iterate through the container
196
197     unsigned int minTaps = mMinTapsRequired < minTapsRequired ? mMinTapsRequired : minTapsRequired;
198     unsigned int maxTaps = mMaxTapsRequired > maxTapsRequired ? mMaxTapsRequired : maxTapsRequired;
199     unsigned int minTouches = mMinTouchesRequired < touchesRequired ? mMinTouchesRequired : touchesRequired;
200     unsigned int maxTouches = mMaxTouchesRequired > touchesRequired ? mMaxTouchesRequired : touchesRequired;
201
202     if ( (minTaps != mMinTapsRequired)||(maxTaps != mMaxTapsRequired) ||
203          (minTouches != mMinTouchesRequired)||(maxTouches != mMaxTouchesRequired) )
204     {
205       TapGestureRequest request;
206       request.minTaps = mMinTapsRequired = minTaps;
207       request.maxTaps = mMaxTapsRequired = maxTaps;
208       request.minTouches = mMinTouchesRequired = minTouches;
209       request.maxTouches = mMaxTouchesRequired = maxTouches;
210
211       mGestureRecognizer->Update(request);
212     }
213   }
214 }
215
216 void TapGestureProcessor::RemoveGestureDetector( TapGestureDetector* gestureDetector )
217 {
218   // Find detector ...
219   TapGestureDetectorContainer::iterator endIter = std::remove( mTapGestureDetectors.begin(), mTapGestureDetectors.end(), gestureDetector );
220   DALI_ASSERT_DEBUG( endIter != mTapGestureDetectors.end() );
221
222   // ... and remove it
223   mTapGestureDetectors.erase( endIter, mTapGestureDetectors.end() );
224
225   if ( mTapGestureDetectors.empty() )
226   {
227     mGestureRecognizer = nullptr;
228
229     ResetActor();
230   }
231   else
232   {
233     UpdateDetection();
234   }
235 }
236
237 void TapGestureProcessor::GestureDetectorUpdated( TapGestureDetector* gestureDetector )
238 {
239   DALI_ASSERT_DEBUG(find(mTapGestureDetectors.begin(), mTapGestureDetectors.end(), gestureDetector) != mTapGestureDetectors.end());
240
241   const unsigned int minTapsRequired = gestureDetector->GetMinimumTapsRequired();
242   const unsigned int maxTapsRequired = gestureDetector->GetMaximumTapsRequired();
243
244   DALI_ASSERT_ALWAYS( minTapsRequired <= maxTapsRequired && "Minimum taps requested is greater than the maximum requested" );
245
246   UpdateDetection();
247 }
248
249 void TapGestureProcessor::UpdateDetection()
250 {
251   DALI_ASSERT_DEBUG(!mTapGestureDetectors.empty());
252
253   unsigned int minTaps = UINT_MAX;
254   unsigned int maxTaps = 0;
255   unsigned int minTouches = UINT_MAX;
256   unsigned int maxTouches = 0;
257
258   for ( TapGestureDetectorContainer::iterator iter = mTapGestureDetectors.begin(), endIter = mTapGestureDetectors.end(); iter != endIter; ++iter )
259   {
260     TapGestureDetector* detector(*iter);
261
262     if( detector )
263     {
264       const unsigned int minTapsRequired = detector->GetMinimumTapsRequired();
265       const unsigned int maxTapsRequired = detector->GetMaximumTapsRequired();
266       const unsigned int touchesRequired = detector->GetTouchesRequired();
267
268       minTaps = minTapsRequired < minTaps ? minTapsRequired : minTaps;
269       maxTaps = maxTapsRequired > maxTaps ? maxTapsRequired : maxTaps;
270       minTouches = touchesRequired < minTouches ? touchesRequired : minTouches;
271       maxTouches = touchesRequired > maxTouches ? touchesRequired : maxTouches;
272     }
273   }
274
275   if ( (minTaps != mMinTapsRequired)||(maxTaps != mMaxTapsRequired) ||
276        (minTouches != mMinTouchesRequired)||(maxTouches != mMaxTouchesRequired) )
277   {
278     TapGestureRequest request;
279     request.minTaps = mMinTapsRequired = minTaps;
280     request.maxTaps = mMaxTapsRequired = maxTaps;
281     request.minTouches = mMinTouchesRequired = minTouches;
282     request.maxTouches = mMaxTouchesRequired = maxTouches;
283
284     mGestureRecognizer->Update(request);
285   }
286 }
287
288 bool TapGestureProcessor::CheckGestureDetector( GestureDetector* detector, Actor* actor )
289 {
290   DALI_ASSERT_DEBUG( mCurrentTapEvent );
291
292   TapGestureDetector* tapDetector ( static_cast< TapGestureDetector* >( detector ) );
293
294   return ( ( tapDetector->GetMinimumTapsRequired() <= mCurrentTapEvent->numberOfTaps ) && ( tapDetector->GetMaximumTapsRequired() >= mCurrentTapEvent->numberOfTaps ) ) &&
295          ( tapDetector->GetTouchesRequired() == mCurrentTapEvent->numberOfTouches );
296 }
297
298 void TapGestureProcessor::EmitGestureSignal( Actor* actor, const GestureDetectorContainer& gestureDetectors, Vector2 actorCoordinates )
299 {
300   DALI_ASSERT_DEBUG( mCurrentTapEvent );
301
302   EmitTapSignal( actor, gestureDetectors, *mCurrentTapEvent, actorCoordinates );
303 }
304
305 } // namespace Internal
306
307 } // namespace Dali