TODO(ianh): make it possible for a Gesture to time out and cancel even without having seen a pointer event, to handle double-tap events
TODO(ianh): even with that, we should keep track of finished-but-valid candidates so that when double-tap cancels itself, the tap, which was still valid even though it's done, can be accepted
callback GestureCallback void (Event event); dictionary GestureState { Boolean valid = false; // if true, the event was part of the current gesture Boolean forceCommit = false; // if true, the gesture thinks that other gestures should give up Boolean finished = true; // if true, we're ready for the next gesture to start } dictionary SendEventOptions { Integer? coallesceGroup = null; // when queuing events, only the last event with each group is kept Boolean precommit = false; // if true, event should just be sent right away, not queued } abstract class Gesture { constructor (); attribute GestureCallback callback; // set by GestureChooser to point to itself GestureState processEvent(EventTarget target, Event event); // - if this.ready=true: // - clear the sendEvent() buffer // - set this.accepted = false // - let returnValue = this.processEventInternal(...) // - if this.discarding: // - assert: returnValue.valid == false // - if returnValue.valid == false // - assert: returnValue.forceCommit == false // - if !returnValue.valid, then: // - clear the sendEvent() buffer // - set this.accepted = false // - set this.canceled = !returnValue.valid // - set this.ready = returnValue.finished // - set this.discarding = !returnValue.valid && !returnValue.finished // - set this.active = returnValue.valid && !returnValue.finished // - return returnValue readonly attribute Boolean canceled; // defaults to false // true if either the last time processEvent was invoked, valid was // false, or, we have been cancel()ed readonly attribute Boolean ready; // defaults to true // true if the last time processEvent was invoked, the gesture was // over readonly attribute Boolean discarding; // defaults to false // true if the last time processEvent was invoked, valid was false // and finished was false, or, we have been cancel()ed // (aka canceled && !ready) readonly attribute Boolean active; // defaults to false // true if the last time processEvent was invoked, valid was true // and finished was false, and we haven't been cancel()ed // (aka !canceled && !ready) readonly attribute Boolean accepted; // defaults to false // true accept() was called and we haven't been cancel()ed since void accept(); // assert: this.canceled == false // set accepted = true // send the buffered gesture events to the callback // - call this immediately after getting a positive result from // processEvent() virtual void cancel(); // called to indicate that this gesture isn't going to be chosen, // or if it was chosen, that it is finished // - assert: this.canceled == false // - set this.canceled = true // - set this.discarding = !this.ready // - set this.active = false // - clear the sendEvent() buffer // - set this.accepted = false // - descendants may override this if they have more state to drop, // or if they want to send an event to report that it's canceled, // especially if this.accepted is true virtual void reset(); // called immediately after the first pointer-down of a possible // gesture is sent to processEvents() to indicate that the pointer // wasn't captured so we are to forget anything ever happened (later // pointer-downs are always captured) // - set this.canceled = true // - set this.ready = true // - set this.discarding = false // - set this.active = false // - clear the sendEvent() buffer // - set this.accepted = false // - descendants may override this if they have more state to drop // internal API: virtual GestureState processEventInternal(EventTarget target, Event event); // descendants override this // default implementation returns { } (defaults) // - if this.discarding == false, then: // - optionally, call sendEvent() to fire gesture-specific // events // - as the events are received, they get examined to see if they // fit the pattern for the gesture; if they do, then return an // object with valid=true; if more events for this gesture could // still come in, return finished=false. // - if you returned valid=false finished=false, then the next call // to this must not return valid=true // - doing anything with the event or target other than reading // state is a contract violation // - you are allowed to call sendEvent() at any time during a // processEventInternal() call, or after a call to // processEventInternal(), assuming that the last such call // returned either valid=true or finished=true, until the next // call to processEventInternal() or cancel(). // - set forceCommit=true on the return value if you are confident // that this is the gesture the user meant, even if it's possible // that another gesture is still claiming it's valid (e.g. a long // press might forceCommit to override a scroll, if the user // hasn't moved for a while) // - if you send events, you can set precommit=true to send the // event even before the gesture has been accepted // - if you send precommit events, make sure to send corresponding // "cancel" events if reset() or cancel() are called void sendEvent(Event event, SendEventOptions options); // used internally to queue up or send events // - assert: this.discarding == false // - assert: options.precommit is false or options.coallesceGroup // is null // - set event.gesture = this // - if this.accepted is true or if options.precommit is true, then // send the event straight to the callback // - otherwise: // - if the buffer has an entry with the same coallesceGroup // identifier, drop it // - add the event to the buffer } 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) // internal state: // /candidates/ is a list of Gesture objects, initially empty // // any time one of the pointer events is received: // - if it's pointer-down and it's already captured, ignore the // event and skip the remaining steps // - let captured be a boolean // - if /candidates/ is empty, then: // - set captured to false // - if accepted is true, call cancel() on whatever the last // accepted candidate was, if any // - add all the registered Gestures to /candidates/ // - otherwise: // - set captured to true // - if it's pointer-down, capture the event // - call processEvent() with the event on all the Gestures in // /candidates/, collecting their return values (GestureState // objects) // - set forcingAccept to false // - set willAccept to null // - for each Gesture in /candidates/, in registration order: // - if it returned valid==false, then // - if it is our last accepted candidate, then: // - set this.accepted = false // - if it returned valid==true: // - if it's pointer-down, then: // - set captured to true // - capture the event // - if this.accepted == true: // - assert: this Gesture is the last accepted candidate // - if it returned forceCommit==true then: // - assert that its accepted attribute is false // - if forcingAccept is false, then: // - set willAccept to this Gesture // - set forcingAccept to true // - otherwise: // - if forcingAccept is false: // - if willAccept is null: // - set willAccept to this Gesture // - otherwise: // - set willAccept to 'undecided' // - if it returned finished==true // - remove the Gesture from /candidates/ // - if willAccept is set to a Gesture: // - set this.accepted = true // - call the Gesture's accept() method; this is now the last // accepted candidate // - call cancel() on all the other Gesture objects that returned // valid==true // - if captured is false: // - call reset() on all the gestures in /candidates/, and then // let /candidates/ be empty // - if /candidates/ is now empty, then set active to false; // otherwise, set active to true } class TapGesture : Gesture { // internal state: // Integer numButtons = 0; // Boolean primaryDown = false; virtual Boolean internalProcessEvent(EventTarget target, Event event); // - if the event is a pointer-down: // - increment this.numButtons // - otherwise if it is a pointer-up: // - assert: this.numButtons > 0 // - decrement this.numButtons // - if this.discarding == true: // return { valid: false, finished: this.numButtons == 0 } // - if EventTarget isn't an Element: // - assert: event is a pointer-down // - assert: this.numButtons > 0 // - return { valid: false, finished: false } // - if the event is pointer-down: // - assert: this.numButtons > 0 // - if it's primary: // - assert: this.ready==true // this is the first press // - this.primaryDown = true // - sendEvent() a tap-down event, with precommit=true // - return { valid: true, finished: false } // - otherwise: // - if this.ready == false: // - // this is a right-click or similar // - return { valid: false, finished: false } // - otherwise, if this.canceled==false: // - assert: this.active==true // - // this is some bogus secondary press that we should ignore // // but it doesn't invalidate the existing primary press // - return { valid true, finished: false } // - otherwise: // - // this is some secondary press but we don't have a first press // // we have to wait til it's done before we can start a // // tap gesture again // - return { valid: false, finished: false } // - otherwise: // - assert: this.active // // if we're ready, forcibly the first event we'll see is a pointer-down, // // so this.ready will never be true here // // if we're cancelled, then we won't get to here // - if the event is pointer-move: // - assert: this.numButtons > 0 // // because otherwise we would have lost capture and thus not be getting the events // - if it's primary: // - if it hit tests within target's bounding box: // - sendEvent() a tap-move event, with precommit=true // - return { valid: true, finished: false } // - otherwise: // - sendEvent() a tap-cancel event, with precommit=true // - return { valid: false, finished: false } // - otherwise: // - // this is the move of some bogus secondary press // // ignore it, but continue listening // - return { valid: true, finished: false } // - if the event is pointer-up: // - if it's primary: // - sendEvent() a tap event // - this.primaryDown = false // - return { valid: true, forceCommit: this.numButtons == 0, finished: this.numButtons == 0 } // - otherwise: // - // this is the 'up' of some bogus secondary press // // ignore it, but continue listening for our primary up // - return { valid: this.primaryDown, finished: this.numButtons == 0 } } class LongPressGesture : Gesture { GestureState processEvent(EventTarget target, Event event); // long-tap-start: sent when the primary pointer goes down // long-tap-cancel: sent when cancel(), reset(), or finger goes out of bounding box // long-tap: sent when the primary pointer is released } class DoubleTapGesture : Gesture { GestureState processEvent(EventTarget target, Event event); // double-tap-start: sent when the primary pointer goes down the first time // double-tap-cancel: sent when cancel(), reset(), or finger goes out of bounding box, or it times out // double-tap: sent when the primary pointer is released the second time } abstract class ScrollGesture : Gesture { GestureState processEvent(EventTarget target, Event event); // this fires the following events (inertia is a boolean, delta is a float): // scroll-start, with field inertia=false, delta=0; precommit=true // scroll, with fields inertia (is this a simulated scroll from inertia or a real scroll?), delta (number of pixels to scroll); precommit=true // scroll-end, with field inertia (same), delta=0; precommit=true // scroll-start is fired right away // scroll is sent whenever the primary pointer moves while down // scroll is also sent after the pointer goes back up, based on inertia // scroll-end is sent after the pointer goes back up once the scroll reaches delta=0 // scroll-end is also sent when the gesture is canceled or reset // processEvent() returns: // - valid=true pretty much always so long as there's a primary touch (e.g. not for a right-click) // - forceCommit=true when you travel a certain distance // - finished=true when the primary pointer goes up } class HorizontalScrollGesture : ScrollGesture { } // a ScrollGesture giving x-axis scrolling class VerticalScrollGesture : ScrollGesture { } // a ScrollGesture giving y-axis scrolling class PanGesture : Gesture { // similar to ScrollGesture, but with two axes // pan-start, pan, pan-end // events have inertia (boolean), dx (float), dy (float) } abstract class ZoomGesture : Gesture { GestureState processEvent(EventTarget target, Event event); // zoom-start: sent when we could start zooming (e.g. for pinch-zoom, when two fingers hit the glass) (precommit) // zoom-end: sent when cancel()ed after zoom-start, or when the fingers are lifted (precommit) // zoom, with a 'scale' attribute, whose value is a multiple of the scale factor at zoom-start // e.g. if the user zooms to 2x, you'd get a bunch of 'zoom' events like scale=1.0, scale=1.17, ... scale=1.91, scale=2.0 } class PinchZoomGesture : ZoomGesture { // a ZoomGesture for two-finger-pinch gesture // zoom is precommit } class DoubleTapZoomGesture : ZoomGesture { // a ZoomGesture for the double-tap-slide gesture // when the slide starts, forceCommit } class PanAndZoomGesture : Gesture { GestureState processEvent(EventTarget target, Event event); // manipulate-start (precommit) // manipulate: (precommit) // panX, panY: pixels // scaleX, scaleY: a multiplier of the scale at manipulate-start // rotation: turns // manipulate-end (precommit) } abstract class FlingGesture : Gesture { GestureState processEvent(EventTarget target, Event event); // fling-start: when the gesture begins (precommit) // fling-move: while the user is directly dragging the element (has delta attribute with the distance from fling-start) (precommit) // fling: the user has released the pointer and the decision is it was in fact flung // fling-cancel: cancel(), or the user has released the pointer and the decision is it was not flung (precommit) // fling-end: cancel(), reset(), or after fling or fling-cancel (precommit) } class FlingLeftGesture : FlingGesture { } class FlingRightGesture : FlingGesture { } class FlingUpGesture : FlingGesture { } class FlingDownGesture : FlingGesture { }