Revert "If CapturesAllTouchAfterStart() is true, it should be hit only after touchdown." 77/273077/1
authorjoogab.yun <joogab.yun@samsung.com>
Wed, 30 Mar 2022 09:28:12 +0000 (18:28 +0900)
committerjoogab.yun <joogab.yun@samsung.com>
Wed, 30 Mar 2022 09:28:30 +0000 (18:28 +0900)
This reverts commit 3b0fba86dfcad3ae5841679e1c1790db563d7301.

Change-Id: I91350d5f72b826bc7b6fad4920b89079e4fc7d53

automated-tests/src/dali/utc-Dali-TouchProcessing.cpp
dali/internal/event/events/hit-test-algorithm-impl.cpp

index 13e1eba..d39266a 100644 (file)
@@ -2104,22 +2104,6 @@ int UtcDaliTouchEventCapturePropertySet(void)
   application.ProcessEvent(GenerateSingleTouch(PointState::FINISHED, Vector2(110.0f, 110.0f)));
   DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
   DALI_TEST_EQUALS(data.receivedTouch.GetPoint(0).state, PointState::FINISHED, TEST_LOCATION);
-  data.Reset();
-
-  // Emit a down outside of actor, we should not receive the event
-  application.ProcessEvent(GenerateSingleTouch(PointState::STARTED, Vector2(110.0f, 110.0f)));
-  DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
-  data.Reset();
-
-  // Now motion inside of actor, we should not receive the event, Because the touchdown didn't happen inside the actor.
-  application.ProcessEvent(GenerateSingleTouch(PointState::MOTION, Vector2(10.0f, 10.0f)));
-  DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
-  data.Reset();
-
-  // Up event, we should not receive the event,  Because the touchdown didn't happen inside the actor.
-  application.ProcessEvent(GenerateSingleTouch(PointState::FINISHED, Vector2(110.0f, 110.0f)));
-  DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
-  data.Reset();
 
   END_TEST;
 }
index 045b390..267c1ff 100644 (file)
@@ -259,13 +259,6 @@ HitActor HitTestWithinLayer(Actor&                                     actor,
               }
             }
 
-            // If CapturesAllTouchAfterStart() is true, it should be hit only after touchdown.
-            // If the touch moves after another actor has been touched so that the current actor is hit, it should behave as if it didn't hit.
-            if(actor.CapturesAllTouchAfterStart() && point.GetState() != PointState::STARTED)
-            {
-              haveHitActor = false;
-            }
-
             // If the hit actor does not want to hit, the hit-test continues.
             if(haveHitActor && hitCheck.ActorRequiresHitResultCheck(&actor, point, hitPointLocal, eventTime))
             {