--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/qstmgesturelib/qstmgestureengine_if.h Tue May 04 12:39:35 2010 +0300
@@ -0,0 +1,277 @@
+/*
+* Copyright (c) 2010 Nokia Corporation and/or its subsidiary(-ies).
+* All rights reserved.
+*
+* This program is free software: you can redistribute it and/or modify
+* it under the terms of the GNU Lesser General Public License as published by
+* the Free Software Foundation, version 2.1 of the License.
+*
+* This program is distributed in the hope that it will be useful,
+* but WITHOUT ANY WARRANTY; without even the implied warranty of
+* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+* GNU Lesser General Public License for more details.
+*
+* You should have received a copy of the GNU Lesser General Public License
+* along with this program. If not,
+* see "http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html/".
+*
+* Description:
+*
+*/
+#ifndef QSTMGESTURELISTENER_IF_H_
+#define QSTMGESTURELISTENER_IF_H_
+
+
+#include "qstmgesturelistener_if.h"
+#include "qstmgesture_if.h"
+
+namespace qstmUiEventEngine
+{
+ class QStm_UiEventIf ;
+}
+
+namespace qstmGesture
+{
+
+// Forward declarations
+class QStm_GestureRecogniserIf ;
+
+/*!
+ * QStm_GestureRecogniserIf defines the methods for the gesture recognisers
+ * to be added to the gesture engine.
+ * TODO: add rule based settings to position the gesture recognisers to the list.
+ * The gesture recogniser order rules would be defined how?
+ * - defining the order inside the application
+ * - defining the order in some configuration file (maybe not)
+ *
+ * This requires:
+ * - the gesture recognisers need to have an ID
+ * - a type can also be defined if the rules can be set based on types.
+ *
+ * The gesture recognisers are arranged in a list so that the correct gesture recogniser
+ * gets the opportunity to detect the gesture in time. An axample of a set of gesture recognisers
+ * could be e.g.
+ *
+ * |---------------------------------------------|
+ * | scrolling stop by tap -gesture recogniser | A is enabled only when needed, when enabled must precede all others
+ * | | (note that locking partly can be used to achieve the same)
+ * |---------------------------------------------|
+ * | location specific: zoom + button tap gesture| B these must detect the location first
+ * |---------------------------------------------|
+ * | location specific: zoom - button tap gesture| B these must detect the location first
+ * |---------------------------------------------|
+ * | location specific: edge scroll gesture | B these must detect the location first
+ * |---------------------------------------------|
+ * | pinch zoom gesture | standard gesture, but application wide (spans windows)
+ * | | C another requirement: disable all but me/restore state
+ * | | so that other gestures will not meddle in while pinching
+ * |---------------------------------------------|
+ * | hover gesture | C standard gesture, needs to detect the EMove speed
+ * |---------------------------------------------|
+ * | pan gesture | C standard gesture, but must be after hover
+ * |---------------------------------------------|
+ * | tap/doubletap gesture | C standard gesture, order not that important, since
+ * | | needs just to see certain events in history: touch/release
+ * |---------------------------------------------|
+ *
+ * The order of gesture recognisers determine how the system behaves, so there must be an easy way
+ * to define the order. The order could be defined either by specifying the IDs or just their types, if then the
+ * order is not that important. TODO to study whether it would be a good idea to implement this so that
+ * there are separate lists for the three different classes of gesture recognisers A, B and C; this might
+ * make the implementation simpler.
+ */
+class QStm_GestureEngineIf
+{
+public:
+ QStm_GestureEngineIf() {}
+ /*!
+ * add gesture to the end of the list of gestures
+ */
+ virtual bool addGesture(const QStm_GestureRecogniserIf* newGesture) = 0 ;
+ /*!
+ * inset a gesture to specific position
+ */
+ virtual bool insertGesture(const QStm_GestureRecogniserIf* newGesture, int position) = 0 ;
+
+ virtual int findGesture(const QStm_GestureRecogniserIf* newGesture, int startPos = 0) const = 0;
+ virtual int findGestureReverse(const QStm_GestureRecogniserIf* gesture, int astartPos) const = 0;
+ virtual int findGesture(QStm_GestureUid uid, int startPos = 0) const = 0;
+ virtual int findGestureReverse(QStm_GestureUid uid, int startPos) const = 0;
+ virtual int gestureCount() const = 0;
+ virtual QStm_GestureRecogniserIf* gestureAt(int idx) = 0;
+
+ /*!
+ * remove a gesture from the list
+ */
+ virtual bool removeGesture(const QStm_GestureRecogniserIf* oldGesture) = 0 ;
+ /*!
+ * get the number of non-empty event streams.
+ * Event streams correspond UI events generated by one touch pointer (=finger).
+ * The low level state machine handles the necessary filtering etc.
+ * so that it is safe to remove the event stream after UI Release event has been processed.
+ */
+ virtual int activeStreamCount() const = 0 ;
+ /*!
+ * get the UI events of stream X
+ * \param indexOfActiveStream defines which active stream is used.
+ * Note that QStm_UiEventIf contains all the events from down up to the current event.
+ * Assumption: the UI events contain the target "window handle", i.e.
+ * the gesture recognition needs to be aware of all possible windows of the application.
+ */
+ virtual const qstmUiEventEngine::QStm_UiEventIf* getUiEvents(int indexOfActiveStream) const = 0 ;
+ /*!
+ * Enable/disable logging
+ */
+ virtual void enableLogging(bool aLoggingEnabled) = 0 ;
+};
+
+/*!
+ * Enumerated values for the gesture recogniser
+ */
+enum QStm_GestureRecognitionState
+{
+ EGestureActive, /*! < gesture recognised and gesture notification sent */
+ ELockToThisGesture, /*! < gesture recognised, and only this recogniser called until release/this returns something else */
+ ENotMyGesture /*! < not this gesture, try the next one in the list */
+};
+
+/*!
+ * The types of gesture recognisers. TODO to implement rule based gesture engine
+ * where the recognisers can be added in any order, and the rules define the order of them.
+ * The rules may define
+ */
+enum QStm_GestureRecogniserType
+{
+ ECriticalGestureRecogniser, /*! < This kind of gestures should be at the beginning of the list */
+ ELocationSpecificGestureRecogniser, /*! < This kind of gestures should be at the next in the list */
+ EGenericGestureRecogniser /*! < This kind of gestures should be at the next in the list */
+};
+
+/*!
+ * QStm_GestureRecogniserIf defines the interface needed to be implemented by every gesture recognition element.
+ * The gesture recogniser gets the UI events and needs to determine whether they define the expected gesture.
+ *
+ */
+class QStm_GestureRecogniserIf
+{
+public:
+ QStm_GestureRecogniserIf() {}
+ /*!
+ * Virtual destuructor.
+ */
+ virtual ~QStm_GestureRecogniserIf() {}
+ /*!
+ * Process the UI event.
+ * \param numOfActiveStreams : indicates how many pointers are currently active.
+ * \param ge the gesture engine. The Gesture recogniser uses this to get the current active events.
+ *
+ * \return EMaybeGesture if gesture was not yet recognised but can be possible (e.g. after first touch everyone returns this)
+ * \return EGestureActive if gesture was recognised and a gesture notification was sent; this is then the active gesture
+ * \return ENotMygesture if gesture can not be this one, e.g. TAP gesture after receiving Move UI event.
+ *
+ * Note that a gesture may take control only if it sends out a gesture notification. (or is it so?)
+ * Until no gesture recogniser has sent a gesture notification, all recognisers who have not returned
+ * ENotMyGesture are eligible, based on the order they are in the list.
+ *
+ * The gesture engine may be either in dynamic gestures mode or fixed gestures mode.
+ * In dynamic gestures mode each time an UI event is processed, engine will call each
+ * gesture recogniser until one of the recognisers returns EGestureActive.
+ *
+ * In fixed gestures mode the index of the gesture recogniser first returning EGestureActive is stored
+ * and the subsequent UI events are processed so that only that recogniser is allowed to send gesture
+ * notification. If it returns !=EGestureActive, it relinguishes the control.
+ *
+ */
+ virtual QStm_GestureRecognitionState recognise(int numOfActiveStreams, QStm_GestureEngineIf* ge) = 0 ;
+ /*!
+ * In dynamic gestures mode the gesture engine will call release of the recogniser
+ * who lost activation status because a preceding recogniser in the list took control.
+ *
+ * Note that the recogniser must then do whatever (if anything) is needed to cancel the gesture.
+ */
+ virtual void release(QStm_GestureEngineIf* ge) = 0 ;
+ /*!
+ * Enable or disable recogniser. E.g. if two gestures are related so that
+ * a gesture ending recogniser needs to be activated to stop a t5imer driven
+ * behaviour it is useful to add the recogniser to the top of the list
+ * and then disable it until needed.
+ */
+ virtual void enable(bool enableRecogniser) = 0 ;
+ /*!
+ * Get the state of the gesture recogniser, whether it is enabled or not
+ * \return true, if the recogniser is enabled.
+ */
+ virtual bool isEnabled() = 0 ;
+ /*!
+ * Return the type of the gesture recogniser
+ */
+ virtual QStm_GestureUid gestureUid() const = 0;
+
+ /*!
+ * for testing purposes
+ */
+ virtual void enableLogging(bool loggingEnabled) = 0 ;
+
+ virtual void setOwner(void* owner) = 0;
+
+ virtual QStm_GestureRecognitionState state() = 0;
+};
+
+class QStm_GestureRecogniser : public QObject, public QStm_GestureRecogniserIf
+{
+public:
+ virtual ~QStm_GestureRecogniser()
+ {
+
+ }
+ /*!
+ * MGestureRecogniserIf methods; partial implementation
+ */
+ virtual void enable(bool enabled)
+ {
+ m_gestureEnabled = enabled ;
+ }
+
+ virtual bool isEnabled()
+ {
+ return m_gestureEnabled ;
+ }
+
+ virtual void enableLogging(bool loggingOn)
+ {
+ m_loggingenabled = loggingOn;
+ }
+
+ virtual void setOwner(void* owner)
+ {
+ m_powner = owner;
+ }
+
+ virtual QStm_GestureRecognitionState state()
+ {
+ return m_state;
+ }
+
+protected:
+ QStm_GestureRecogniser(QStm_GestureListenerIf* listener) : QStm_GestureRecogniserIf(),
+ m_powner(listener->getOwner()),
+ m_listener(listener),
+ m_gestureEnabled(false),
+ m_loggingenabled(false),
+ m_state(ENotMyGesture)
+ {
+
+ }
+
+protected:
+ void* m_powner ; // The owning control for this gesture
+ QStm_GestureListenerIf* m_listener ;
+ bool m_gestureEnabled ;
+ bool m_loggingenabled ;
+ QStm_GestureRecognitionState m_state;
+};
+
+} // namespace
+
+
+#endif /* QSTMGESTURELISTENER_IF_H_ */