END_TEST;
}
+
+int UtcDaliLongPressGestureInterruptedWhenTouchConsumed(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().Add(actor);
+
+ bool consume = false;
+ TouchEventFunctorConsumeSetter touchFunctor(consume);
+ actor.TouchedSignal().Connect(&application, touchFunctor);
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+
+ SignalData data;
+ GestureReceivedFunctor functor(data);
+
+ LongPressGestureDetector detector = LongPressGestureDetector::New();
+ detector.Attach(actor);
+ detector.DetectedSignal().Connect(&application, functor);
+
+ // Start gesture within the actor's area, we should receive the gesture as the touch is NOT being consumed
+ TestGenerateLongPress(application, 50.0f, 50.0f);
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ data.Reset();
+ TestEndLongPress(application, 50.0f, 50.0f);
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ data.Reset();
+
+ // Another gesture in the same location, this time we will not receive it as touch is being consumed
+ consume = true;
+ TestGenerateLongPress(application, 50.0f, 50.0f);
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
+ data.Reset();
+ TestEndLongPress(application, 50.0f, 50.0f);
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliLongPressGestureDisableDetectionDuringLongPressN(void)
+{
+ // Crash occurred when gesture-recognizer was deleted internally during a signal when the attached actor was detached
+
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().Add(actor);
+
+ // Add a detector
+ LongPressGestureDetector detector = LongPressGestureDetector::New();
+ bool functorCalled = false;
+ detector.Attach(actor);
+ detector.DetectedSignal().Connect(
+ &application,
+ [&detector, &functorCalled](Actor actor, const LongPressGesture& gesture) {
+ if(gesture.GetState() == GestureState::FINISHED)
+ {
+ detector.Detach(actor);
+ functorCalled = true;
+ }
+ });
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+
+ // Try the gesture, should not crash
+ try
+ {
+ TestGenerateLongPress(application, 50.0f, 10.0f);
+ TestEndLongPress(application, 50.0f, 10.0f);
+
+ DALI_TEST_CHECK(true); // No crash, test has passed
+ DALI_TEST_EQUALS(functorCalled, true, TEST_LOCATION);
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(false); // If we crash, the test has failed
+ }
+
+ END_TEST;
+}
END_TEST;
}
+
+int UtcDaliPanGestureInterruptedWhenTouchConsumed(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().Add(actor);
+
+ bool consume = false;
+ TouchEventFunctorConsumeSetter touchFunctor(consume);
+ actor.TouchedSignal().Connect(&application, touchFunctor);
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+
+ SignalData data;
+ GestureReceivedFunctor functor(data);
+
+ PanGestureDetector detector = PanGestureDetector::New();
+ detector.Attach(actor);
+ detector.DetectedSignal().Connect(&application, functor);
+
+ // Start gesture within the actor's area, we should receive the pan as the touch is NOT being consumed
+ uint32_t time = 100;
+ TestStartPan(application, Vector2(10.0f, 20.0f), Vector2(26.0f, 20.0f), time);
+
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(GestureState::STARTED, data.receivedGesture.GetState(), TEST_LOCATION);
+ data.Reset();
+
+ // Continue the gesture within the actor's area, but now the touch consumes thus cancelling the gesture
+ consume = true;
+
+ TestMovePan(application, Vector2(26.0f, 4.0f), time);
+ time += TestGetFrameInterval();
+
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(GestureState::CANCELLED, data.receivedGesture.GetState(), TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliPanGestureDisableDetectionDuringPanN(void)
+{
+ // Crash occurred when gesture-recognizer was deleted internally during a signal when the attached actor was detached
+
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().Add(actor);
+
+ // Add a pan detector
+ PanGestureDetector detector = PanGestureDetector::New();
+ bool functorCalled = false;
+ detector.Attach(actor);
+ detector.DetectedSignal().Connect(
+ &application,
+ [&detector, &functorCalled](Actor actor, const PanGesture& pan) {
+ if(pan.GetState() == GestureState::FINISHED)
+ {
+ detector.Detach(actor);
+ functorCalled = true;
+ }
+ });
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+
+ // Try the gesture, should not crash
+ try
+ {
+ uint32_t time = 100;
+ TestStartPan(application, Vector2(10.0f, 20.0f), Vector2(26.0f, 20.0f), time);
+ TestEndPan(application, Vector2(26.0f, 20.0f));
+
+ DALI_TEST_CHECK(true); // No crash, test has passed
+ DALI_TEST_EQUALS(functorCalled, true, TEST_LOCATION);
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(false); // If we crash, the test has failed
+ }
+
+ END_TEST;
+}
END_TEST;
}
+
+int UtcDaliPinchGestureInterruptedWhenTouchConsumed(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().Add(actor);
+
+ bool consume = false;
+ TouchEventFunctorConsumeSetter touchFunctor(consume);
+ actor.TouchedSignal().Connect(&application, touchFunctor);
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+
+ SignalData data;
+ GestureReceivedFunctor functor(data);
+
+ PinchGestureDetector detector = PinchGestureDetector::New();
+ detector.Attach(actor);
+ detector.DetectedSignal().Connect(&application, functor);
+
+ // Start gesture within the actor's area, we should receive the pinch as the touch is NOT being consumed
+ TestStartPinch(application, Vector2(2.0f, 20.0f), Vector2(38.0f, 20.0f), Vector2(10.0f, 20.0f), Vector2(30.0f, 20.0f), 100);
+
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(GestureState::STARTED, data.receivedGesture.GetState(), TEST_LOCATION);
+ data.Reset();
+
+ // Continue the gesture within the actor's area, but now the touch consumes thus cancelling the gesture
+ consume = true;
+
+ TestContinuePinch(application, Vector2(112.0f, 100.0f), Vector2(112.0f, 124.0f), Vector2(5.0f, 5.0f), Vector2(35.0f, 35.0f), 200);
+
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(GestureState::CANCELLED, data.receivedGesture.GetState(), TEST_LOCATION);
+ data.Reset();
+
+ // Start another pinch, we should not even get the callback this time
+ TestStartPinch(application, Vector2(2.0f, 20.0f), Vector2(38.0f, 20.0f), Vector2(10.0f, 20.0f), Vector2(30.0f, 20.0f), 100);
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliPinchGestureDisableDetectionDuringPinchN(void)
+{
+ // Crash sometimes occurred when gesture-recognizer was deleted internally during a signal when the attached actor was detached
+
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().Add(actor);
+
+ // Add a detector
+ PinchGestureDetector detector = PinchGestureDetector::New();
+ bool functorCalled = false;
+ detector.Attach(actor);
+ detector.DetectedSignal().Connect(
+ &application,
+ [&detector, &functorCalled](Actor actor, const PinchGesture& gesture) {
+ if(gesture.GetState() == GestureState::FINISHED)
+ {
+ detector.Detach(actor);
+ functorCalled = true;
+ }
+ });
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+
+ // Try the gesture, should not crash
+ try
+ {
+ TestStartPinch(application, Vector2(2.0f, 20.0f), Vector2(38.0f, 20.0f), Vector2(10.0f, 20.0f), Vector2(30.0f, 20.0f), 100);
+ TestContinuePinch(application, Vector2(112.0f, 100.0f), Vector2(112.0f, 124.0f), Vector2(5.0f, 5.0f), Vector2(35.0f, 35.0f), 200);
+ TestEndPinch(application, Vector2(10.0f, 20.0f), Vector2(30.0f, 20.0f), Vector2(19.0f, 20.0f), Vector2(21.0f, 20.0f), 1000);
+
+ DALI_TEST_CHECK(true); // No crash, test has passed
+ DALI_TEST_EQUALS(functorCalled, true, TEST_LOCATION);
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(false); // If we crash, the test has failed
+ }
+
+ END_TEST;
+}
END_TEST;
}
+int UtcDaliRotationGestureInterruptedWhenTouchConsumed(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().Add(actor);
+
+ bool consume = false;
+ TouchEventFunctorConsumeSetter touchFunctor(consume);
+ actor.TouchedSignal().Connect(&application, touchFunctor);
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+
+ SignalData data;
+ GestureReceivedFunctor functor(data);
+
+ RotationGestureDetector detector = RotationGestureDetector::New();
+ detector.Attach(actor);
+ detector.DetectedSignal().Connect(&application, functor);
+
+ // Start gesture within the actor's area, we should receive the rotation as the touch is NOT being consumed
+ TestStartRotation(application, Vector2(2.0f, 20.0f), Vector2(38.0f, 20.0f), Vector2(10.0f, 20.0f), Vector2(30.0f, 20.0f), 100);
+
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(GestureState::STARTED, data.receivedGesture.GetState(), TEST_LOCATION);
+ data.Reset();
+
+ // Continue the gesture within the actor's area, but now the touch consumes thus cancelling the gesture
+ consume = true;
+
+ TestContinueRotation(application, Vector2(10.0f, 20.0f), Vector2(30.0f, 20.0f), Vector2(15.0f, 20.0f), Vector2(25.0f, 20.0f), 500);
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ DALI_TEST_EQUALS(GestureState::CANCELLED, data.receivedGesture.GetState(), TEST_LOCATION);
+ data.Reset();
+
+ // Start another rotation, we should not even get the callback this time
+ TestStartRotation(application, Vector2(2.0f, 20.0f), Vector2(38.0f, 20.0f), Vector2(10.0f, 20.0f), Vector2(30.0f, 20.0f), 100);
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliRotationGestureDisableDetectionDuringRotationN(void)
+{
+ // Crash sometimes occurred when gesture-recognizer was deleted internally during a signal when the attached actor was detached
+
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().Add(actor);
+
+ // Add a detector
+ RotationGestureDetector detector = RotationGestureDetector::New();
+ bool functorCalled = false;
+ detector.Attach(actor);
+ detector.DetectedSignal().Connect(
+ &application,
+ [&detector, &functorCalled](Actor actor, const RotationGesture& gesture) {
+ if(gesture.GetState() == GestureState::FINISHED)
+ {
+ detector.Detach(actor);
+ functorCalled = true;
+ }
+ });
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+
+ // Try the gesture, should not crash
+ try
+ {
+ TestStartRotation(application, Vector2(2.0f, 20.0f), Vector2(38.0f, 20.0f), Vector2(10.0f, 20.0f), Vector2(30.0f, 20.0f), 100);
+ TestContinueRotation(application, Vector2(112.0f, 100.0f), Vector2(112.0f, 124.0f), Vector2(5.0f, 5.0f), Vector2(35.0f, 35.0f), 200);
+ TestEndRotation(application, Vector2(10.0f, 20.0f), Vector2(30.0f, 20.0f), Vector2(19.0f, 20.0f), Vector2(21.0f, 20.0f), 1000);
+
+ DALI_TEST_CHECK(true); // No crash, test has passed
+ DALI_TEST_EQUALS(functorCalled, true, TEST_LOCATION);
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(false); // If we crash, the test has failed
+ }
+
+ END_TEST;
+}
END_TEST;
}
+
+int UtcDaliTapGestureInterruptedWhenTouchConsumed(void)
+{
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().Add(actor);
+
+ bool consume = false;
+ TouchEventFunctorConsumeSetter touchFunctor(consume);
+ actor.TouchedSignal().Connect(&application, touchFunctor);
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+
+ SignalData data;
+ GestureReceivedFunctor functor(data);
+
+ TapGestureDetector detector = TapGestureDetector::New();
+ detector.Attach(actor);
+ detector.DetectedSignal().Connect(&application, functor);
+
+ // Start gesture within the actor's area, we should receive the gesture as the touch is NOT being consumed
+ TestGenerateTap(application, 50.0f, 50.0f);
+ DALI_TEST_EQUALS(true, data.functorCalled, TEST_LOCATION);
+ data.Reset();
+
+ // Another gesture in the same location, this time we will not receive it as touch is being consumed
+ consume = true;
+ TestGenerateTap(application, 50.0f, 50.0f);
+ DALI_TEST_EQUALS(false, data.functorCalled, TEST_LOCATION);
+ data.Reset();
+
+ END_TEST;
+}
+
+int UtcDaliTapGestureDisableDetectionDuringTapN(void)
+{
+ // Crash sometimes occurred when gesture-recognizer was deleted internally during a signal when the attached actor was detached
+
+ TestApplication application;
+
+ Actor actor = Actor::New();
+ actor.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ actor.SetProperty(Actor::Property::ANCHOR_POINT, AnchorPoint::TOP_LEFT);
+ application.GetScene().Add(actor);
+
+ // Add a detector
+ TapGestureDetector detector = TapGestureDetector::New();
+ bool functorCalled = false;
+ detector.Attach(actor);
+ detector.DetectedSignal().Connect(
+ &application,
+ [&detector, &functorCalled](Actor actor, const TapGesture& gesture) {
+ detector.Detach(actor);
+ functorCalled = true;
+ });
+
+ // Render and notify
+ application.SendNotification();
+ application.Render();
+
+ // Try the gesture, should not crash
+ try
+ {
+ TestGenerateTap(application, 50.0f, 10.0f);
+
+ DALI_TEST_CHECK(true); // No crash, test has passed
+ DALI_TEST_EQUALS(functorCalled, true, TEST_LOCATION);
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(false); // If we crash, the test has failed
+ }
+
+ END_TEST;
+}
/*
- * 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;
/*
- * 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;
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.
- * @SINCE_1_1.37
+ * A true return will also cancel any ongoing gestures.
+ * @SINCE_1_9.28
* @return The signal to connect to
* @pre The Actor has been initialized.
*/