/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
{
case Event::Touch:
{
- mTouchEventProcessor.ProcessTouchEvent( static_cast<const Integration::TouchEvent&>(*event) );
- mGestureEventProcessor.ProcessTouchEvent(mScene, static_cast<const Integration::TouchEvent&>(*event));
+ Integration::TouchEvent& touchEvent = static_cast<Integration::TouchEvent&>(*event);
+ const bool consumed = mTouchEventProcessor.ProcessTouchEvent( touchEvent );
+
+ // If touch is consumed, then gestures should be cancelled
+ // Do this by sending an interrupted event to the GestureEventProcessor
+ if( consumed )
+ {
+ Integration::Point& point = touchEvent.GetPoint(0);
+ point.SetState( PointState::INTERRUPTED );
+ }
+
+ mGestureEventProcessor.ProcessTouchEvent(mScene, touchEvent);
break;
}
/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
const Integration::Point& currentPoint1 = event.points[0];
const Integration::Point& currentPoint2 = event.points[1];
- if (currentPoint1.GetState() == PointState::UP || currentPoint2.GetState() == PointState::UP)
+ if (currentPoint1.GetState() == PointState::UP || currentPoint2.GetState() == PointState::UP || currentPoint1.GetState() == PointState::INTERRUPTED)
{
// One of our touch points has an Up event so change our state back to Clear.
mState = Clear;
case Started:
{
- if (pointCount != 2)
+ if(event.points[0].GetState() == PointState::INTERRUPTED)
+ {
+ // System interruption occurred, pinch should be cancelled
+ mTouchEvents.clear();
+ SendPinch(Gesture::Cancelled, event);
+ mState = Clear;
+ mTouchEvents.clear();
+ }
+ else if (pointCount != 2)
{
// Send pinch finished event
SendPinch(Gesture::Finished, event);
/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
const Integration::Point& currentPoint1 = event.points[0];
const Integration::Point& currentPoint2 = event.points[1];
- if( currentPoint1.GetState() == PointState::UP || currentPoint2.GetState() == PointState::UP )
+ if( currentPoint1.GetState() == PointState::UP || currentPoint2.GetState() == PointState::UP || currentPoint1.GetState() == PointState::INTERRUPTED )
{
// One of our touch points has an Up event so change our state back to Clear.
mState = Clear;
case Started:
{
- if( pointCount != 2 )
+ if(event.points[0].GetState() == PointState::INTERRUPTED)
+ {
+ // System interruption occurred, rotation should be cancelled
+ mTouchEvents.clear();
+ SendRotation(Gesture::Cancelled, event);
+ mState = Clear;
+ mTouchEvents.clear();
+ }
+ else if( pointCount != 2 )
{
// Send rotation finished event
SendRotation( Gesture::Finished, event );
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" );
touchEventImpl->AddPoint( currentPoint );
mScene.EmitTouchedSignal( touchEventHandle );
- return; // No need for hit testing
+ return false; // No need for hit testing & already an interrupted event so just return false
}
// 2) Hit Testing.
// 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 )
{
consumedActor = EmitTouchSignals( touchEventImpl->GetPoint( 0 ).GetHitActor(), touchEventHandle );
+ consumed = consumedActor ? true : false;
}
Integration::Point& primaryPoint = touchEventImpl->GetPoint( 0 );
}
}
+ 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.
}
}
}
+
+ return consumed;
}
void TouchEventProcessor::OnObservedActorDisconnected( Actor* actor )
/**
* This function is called by the event processor whenever a touch event occurs.
* @param[in] event The touch event that has occurred.
+ * @return true if consumed
*/
- void ProcessTouchEvent( const Integration::TouchEvent& event );
+ bool ProcessTouchEvent( const Integration::TouchEvent& event );
private:
* - If the consumed actor on hover-start is not the same as the consumed actor on hover-finished, then
* hover signals are also emitted from the hover-started actor with an "Interrupted" state.
*
- * <h3>Key Events:</h3>
- *
- * Key events are received by an actor once set to grab key events, only one actor can be set as focused.
- *
* @nosubgrouping
*
* Signals
* @endcode
* The return value of True, indicates that the touch event has been consumed.
* Otherwise the signal will be emitted on the next sensitive parent of the actor.
+ * A true return will also cancel any ongoing gestures.
* @SINCE_1_1.37
* @return The signal to connect to
* @pre The Actor has been initialized.