Gestures
callback GestureCallback void (Event event);
abstract class Gesture {
constructor ();
// Gestures cycle through states:
// - idle: nothing is going on (active, accepted, and discarding
// are false).
// - buffering: the GestureChooser is passing in some events, but
// hasn't yet committed to using this Gesture, and this Gesture
// hasn't yet decided that this set of events isn't interesting
// (active is true, accepted is false, discarding is false).
// - forwarding: this Gesture is still interesting and the
// GestureChooser has decided to use this Gesture so events are
// being sent along (active is true, accepted is true, discarding
// is false).
// - discarding: this Gesture got cancelled or didn't match the
// pattern (active is true, accepted is false, discarding is
// true).
// TODO(ianh): Need to handle gestures that want to send events
// beyond the end of the gesture, e.g. inertia in scrolling. In that
// mode, gestures are sending events but are simultaneously no
// longer "active"...
Boolean processEvent(EventTarget target, Event event);
// as the events are received, they get examined to see if they fit
// the pattern for the gesture; if they do, then returns true, else,
// returns false
// - returning true after false has been returned is a contract
// violation unless active became false in between
// - manipulating the event is a contract violation
//
// TODO(ianh): replace processEvent()'s return value with an enum:
// - acceptable (true and active is true)
// - discarding (false but active is still true)
// - finished (false and active is now false)
// in such a world, the contract would be that you can't return
// 'acceptable' after returning 'discarding' without first returning
// 'finished'
void accept(GestureCallback callback);
// set accepted to true, send the buffered gesture events to
// callback, and use that callback for all future Gesture events
// until the gesture is complete
// - call this immediately after getting a positive result from
// processEvent()
// internal API:
// void sendEvent(Event event)
// - assert: active is true, discarding is false
// - if accepted is true, then send the event straight to the
// callback
// - otherwise, add it to the buffer
//
// void discard()
// - throw away the buffer, set discarding to true and accepted to
// false
readonly attribute Boolean active; // not idle (buffering, forwarding, or discarding)
readonly attribute Boolean accepted; // true if active and accept() has been called (forwarding or discarding)
readonly attribute Boolean discarding; // true if active and processEvent() has returned false (discarding)
// 'active' is currently part of the contract between Gesture and GestureChooser (the other two are not)
// active can be true even if processEvent() returned false; this is
// the discarding state. It means that the Gesture isn't sending any
// more events, but that the pointers haven't yet reached a state in
// which a new touch could begin. For example, a Tap gesture where
// the finger has gone out of the bounding box can't be retriggered
// until the finger is lifted.
}
class GestureChooser : EventTarget {
constructor (EventTarget? target = null, Array<Gesture> candidates = []);
// throws if any of the candidates are active
readonly attribute EventTarget? target;
void setTarget(EventTarget? target);
Array<Gesture> getGestures();
void addGesture(Gesture candidate);
// throw if candidates.active is true
void removeGesture(Gesture candidate);
// if active is true and candidate was the last Gesture in our list
// to be active, set active and accepted to false
// while target is not null and the list of candidates is not empty,
// ensures that it is registered as an event listener for
// pointer-down, pointer-move, and pointer-up events on the target;
// when the target changes, or when the list of candidates is
// emptied, unregisters itself
readonly attribute Boolean active; // at least one of the gestures is active (initially false)
readonly attribute Boolean accepted; // we accepted a gesture since the last time active was false (initially false)
// any time one of the pointer events is received:
// - if it's pointer-down and it's already captured, ignore the
// event; otherwise:
// - let /candidates/ be a list of gestures, initially empty
// - if none of the registered gestures are active, then add all of
// them to /candidates/ otherwise, add all the active ones to
// /candidates/
// - call processEvent() with the event on all the Gestures in
// /candidates/
// - if it's pointer-down and at least one Gesture returned true,
// then capture the event
// - if accepted is false, and exactly one of the processEvent()
// methods returned true, then set accepted to true and call that
// Gesture's accept() method, passing it a method that fires the
// provided event on the current target (if not null)
// - if all the processEvent() methods returned false, and all the
// Gestures are no longer active, then set active and accepted to
// false; otherwise, set active to true
}
class TapGesture : Gesture {
Boolean processEvent(EventTarget target, Event event);
// if discarding is true:
// - if the event is a primary pointer-up, set active, accepted, and
// discarding to false, and return false
// - otherwise, just return false
// if EventTarget isn't an Element:
// - set active to true, discard(), and return false
// if the event is pointer-down:
// - if it's primary:
// - assert: active is false
// - sendEvent() a tap-down event
// - set active to true and return true
// - otherwise, if we're active:
// - return true
// - otherwise:
// - return false
// if the event is pointer-move:
// - if it's primary:
// - if it hit tests within target's bounding box:
// - sendEvent() a tap-move event
// - return true
// - otherwise:
// - sendEvent() a tap-cancel event
// - discard() and return false
// - otherwise, if we're active:
// - return true
// - otherwise:
// - return false
// if the event is pointer-up:
// - if it's primary:
// - sendEvent() a tap event
// - set accepted and active to false, discard(), and return false
// - otherwise, if we're active:
// - return true
// - otherwise:
// - return false
}
class ScrollGesture : Gesture {
Boolean processEvent(EventTarget target, Event event);
// this fires the following events:
// TODO(ianh): fill this in
}