| Gestures |
| ======== |
| |
| ```javascript |
| |
| 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 |
| } |
| |
| ``` |