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Gestures
========
```dart
abstract class GestureEvent extends Event {
Gesture _gesture;
Gesture get gesture => _gesture;
}
class GestureState {
bool cancel = true; // if true, then cancel the gesture at this point
bool capture = false; // (for PointerDownEvent) if true, then this pointer is relevant
bool choose = false; // if true, the gesture thinks that other gestures should give up
bool finished = true; // if true, we're ready for the next gesture to start
// choose and cancel are mutually exclusive
}
class BufferedEvent {
const BufferedEvent(this.event, this.coallesceGroup);
final GestureEvent event;
final int coallesceGroup;
}
abstract class Gesture extends EventTarget {
Gesture(this.target) : super() {
target.events.where((event) => event is PointerDownEvent ||
event is PointerMovedEvent ||
event is PointerUpEvent).listen(_handler);
}
final EventTarget target;
bool _ready = true; // last event, we were finished
bool get ready => _ready;
bool _active = false; // we have not yet been canceled since we last started listening to a pointer
bool get active => _active;
bool _chosen = false; // we're the only possible gesture at this point
bool get chosen => _chosen;
// (!ready && !active) means we're discarding events until the user
// gets to a state where a new gesture can begin
// (active && !chosen) means we're collecting events until no other
// gesture is valid, or until we take command
GestureState processEvent(PointerEvent event);
List<BufferedEvent> _eventBuffer;
void choose() {
// called by GestureManager
// if you override this, make sure to call superclass choose() first
assert(_active == true);
assert(_chosen == false);
_chosen = true;
// if there are any buffered events, dispatch them on this
if ((_eventBuffer != null) && (_eventBuffer.length > 0)) {
// we make a copy of the event buffer first so that the array isn't mutated out from under us
// while we are doing this
var events = _eventBuffer;
_eventBuffer = null;
for (var item in events)
dispatchEvent(item.event);
}
}
void cancel() {
// called by GestureManager
// if you override this, make sure to call superclass cancel() last
_active = false;
_chosen = false;
_eventBuffer = null;
}
// for use by subclasses only
void sendEvent(GestureEvent event,
{ int coallesceGroup, // when queuing events, only the last event with each group is kept
bool prechoose: false // if true, event should just be sent right away, not queued
}) {
assert(_active == true);
assert(coallesceGroup == null || prechoose == false);
event._gesture = this;
if (_chosen || prechoose) {
dispatchEvent(event);
} else {
if (_eventBuffer == null)
_eventBuffer = new List<BufferedEvent>();
if (coallesceGroup != null)
_eventBuffer.removeWhere((candidate) => candidate.coallesceGroup == coallesceGroup);
_eventBuffer.add(new BufferedEvent(event, coallesceGroup));
}
}
void _handler(Event event) {
bool wasActive = _active;
if (_ready) {
// reset the state to start a new gesture
if (_active)
module.application.gestureManager.cancelGesture(this);
_active = true;
_ready = false;
}
GestureState returnValue = processEvent(event);
if (returnValue.capture) {
assert(event is PointerDownEvent);
if (event is PointerDownEvent)
event.result.add(this);
}
if (returnValue.cancel) {
assert(returnValue.choose == false);
if (wasActive)
module.application.gestureManager.cancelGesture(this);
// if we never became active, then we never called addGesture() below
_active = false;
} else if (active == true) {
if (wasActive == false || event is PointerDownEvent)
module.application.gestureManager.addGesture(event, this);
if (returnValue.choose == true)
module.application.gestureManager.chooseGesture(this);
}
_ready = returnValue.finished;
}
}
/*
```
Subclasses should override ``processEvent()``:
- 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
processEvent() call, or after a call to processEvent(), assuming
that the last such call returned valid=true, until the next call to
processEvent() or cancel().
- set forceChoose=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 forceChoose to override a scroll, if the user
hasn't moved for a while)
- if you send events, you can set prechoose=true to send the
event even before the gesture has been chosen
- if you send prechoose events, make sure to send corresponding
"cancel" events if cancel() is called
```dart
*/
class PointerState {
PointerState({this.gestures, this.chosen}) {
if (gestures == null)
gestures = new List<Gesture>();
}
factory PointerState.clone(PointerState source) {
return new PointerState(gestures: source.gestures, chosen: source.chosen);
}
List<Gesture> gestures;
bool chosen = false;
}
class GestureManager {
GestureManager(this.target) {
target.events.where((event) => event is PointerDownEvent).listen(_handler);
}
final EventTarget target; // usually the ApplicationRoot object
Map<int, PointerState> _pointers = new SplayTreeMap<int, PointerState>();
void addGesture(PointerEvent event, Gesture gesture) {
assert(gesture.active);
var pointer = event.pointer;
if (_pointers.containsKey(pointer)) {
assert(!_pointers[pointer].gestures.contains(gesture));
if (_pointers[pointer].chosen)
cancelGesture(gesture);
else
_pointers[pointer].gestures.add(gesture);
} else {
PointerState pointerState = new PointerState();
pointerState.gestures.add(gesture);
_pointers[pointer] = pointerState;
}
}
void cancelGesture(Gesture gesture) {
_pointers.forEach((index, pointerState) => pointerState.gestures.remove(gesture));
gesture.cancel();
// get a static copy of the _pointers keys, so we can remove them safely
var activePointers = new List<int>.from(_pointers.keys);
// now walk our lists, removing pointers that are obsolete, and choosing
// gestures from pointers that have only one outstanding gesture
for (var pointer in activePointers) {
var pointerState = _pointers[pointer];
if (pointerState.gestures.length == 0) {
_pointers.remove(pointer);
} else {
if (pointerState.gestures.length == 1 && pointerState.chosen) {
pointerState.chosen = true;
pointerState.gestures[0].choose();
}
}
}
}
void chooseGesture(Gesture gesture) {
if (!gesture.active)
// this could happen e.g. if two gestures simultaneously add
// themselves and chose themselves for the same PointerDownEvent
return;
List<Gesture> losers = new List<Gesture>();
_pointers.values
.where((pointerState) => pointerState.gestures.contains(gesture))
.forEach((pointerState) {
losers.addAll(pointerState.gestures.where((candidateLoser) => candidateLoser != gesture));
pointerState.gestures.clear();
pointerState.gestures.add(gesture);
pointerState.chosen = true;
});
assert(losers.every((loser) => loser.active));
losers.forEach((loser) {
// we check loser.active because losers could contain duplicates
// and we should only cancel each gesture once
if (loser.active)
loser.cancel();
assert(!loser.active);
});
gesture.choose();
}
PointerState getActiveGestures(int pointer) {
if (_pointers.containsKey(pointer) && _pointers[pointer].gestures.length > 0)
return new PointerState.clone(_pointers[pointer]);
return new PointerState();
}
void _handler(PointerDownEvent event) {
var pointer = event.pointer;
if (_pointers.containsKey(pointer)) {
var pointerState = _pointers[pointer];
if ((!pointerState.chosen) && (pointerState.gestures.length == 1)) {
pointerState.chosen = true;
pointerState.gestures[0].choose();
}
}
}
}
/*
```
Gestures defined in the framework
---------------------------------
```dart
SKY MODULE
<!-- not in dart:sky -->
<!-- note: this hasn't been dartified yet -->
<script>
*/
class TapGesture extends Gesture {
TapGesture = Gesture;
// internal state:
// Integer numButtons = 0;
// Boolean primaryDown = false;
GestureState processEvent(Event event);
// - let returnValue = { finished = false }
// - if the event is a pointer-down:
// - increment this.numButtons
// - set returnValue.capture = true
// - otherwise if it is a pointer-up:
// - assert: this.numButtons > 0
// - decrement this.numButtons
// - if numButtons == 0:
// - set returnValue.finished = true
// - if this.ready == false and this.active == false:
// - return returnValue
// - if EventTarget isn't an Element:
// - assert: event is a pointer-down
// - return returnValue
// - 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 prechoose=true
// - set returnValue.cancel = false
// - return returnValue
// - otherwise:
// - if this.primaryDown == true and this.active == true:
// - // this is some bogus secondary press that we should have prevent
// // taps from starting until it's finished, but it doesn't invalidate
// // the existing primary press
// - set returnValue.cancel = false
// - return returnValue
// - otherwise:
// - // this is some secondary press but we don't have a first press
// // (maybe this is all in the context of a right-click or something)
// // we have to wait til it's done before we can start a tap gesture again
// - return returnValue
// - if the event is pointer-move:
// - assert: this.numButtons > 0
// - if it's primary:
// - if it hit tests within target's bounding box:
// - sendEvent() a tap-move event, with prechoose=true
// - set returnValue.cancel = false
// - return returnValue
// - otherwise:
// - sendEvent() a tap-cancel event, with prechoose=true
// - return returnValue
// - otherwise:
// - // this is the move of some bogus secondary press
// // ignore it, but continue listening if we have a primary button down
// - if this.primaryDown == true and this.active == true:
// - set returnValue.cancel = false
// - return returnValue
// - if the event is pointer-up:
// - if it's primary:
// - sendEvent() a tap event
// - set this.primaryDown = false
// - set returnValue.cancel = false
// - return returnValue
// - otherwise:
// - // this is the 'up' of some bogus secondary press
// // ignore it, but continue listening for our primary up if necessary
// - if this.primaryDown == true and this.active == true:
// - set returnValue.cancel = false
// - return returnValue
}
class LongPressGesture extends Gesture {
LongPressGesture = Gesture;
GestureState processEvent(PointerEvent event);
// long-tap-start: sent when the primary pointer goes down
// long-tap-cancel: sent when cancel()ed or finger goes out of bounding box
// long-tap: sent when the primary pointer is released
}
class DoubleTapGesture extends Gesture {
DoubleTapGesture = Gesture;
GestureState processEvent(PointerEvent event);
// double-tap-start: sent when the primary pointer goes down the first time
// double-tap-cancel: sent when cancel()ed or finger goes out of bounding box, or it times out
// double-tap: sent when the primary pointer is released the second time within the timeout
}
abstract class ScrollGesture extends Gesture {
ScrollGesture = Gesture;
GestureState processEvent(PointerEvent event);
// this fires the following events (inertia is a boolean, delta is a float):
// scroll-start, with field inertia=false, delta=0; prechoose=true
// scroll, with fields inertia (is this a simulated scroll from inertia or a real scroll?), delta (number of pixels to scroll); prechoose=true
// scroll-end, with field inertia (same), delta=0; prechoose=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:
// - cancel=false pretty much always so long as there's a primary touch (e.g. not for a right-click)
// - chose=true when you travel a certain distance
// - finished=true when the primary pointer goes up
}
class HorizontalScrollGesture extends ScrollGesture {
// a ScrollGesture giving x-axis scrolling
HorizontalScrollGesture = ScrollGesture;
}
class VerticalScrollGesture extends ScrollGesture {
// a ScrollGesture giving y-axis scrolling
VerticalScrollGesture = ScrollGesture;
}
class PanGesture extends Gesture {
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 extends Gesture {
ZoomGesture = Gesture;
GestureState processEvent(PointerEvent event);
// zoom-start: sent when we could start zooming (e.g. for pinch-zoom, when two fingers hit the glass) (prechoose)
// zoom-end: sent when cancel()ed after zoom-start, or when the fingers are lifted (prechoose)
// 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 extends ZoomGesture {
PinchZoomGesture = ZoomGesture;
// a ZoomGesture for two-finger-pinch gesture
// zoom is prechoose
}
class DoubleTapZoomGesture extends ZoomGesture {
DoubleTapZoomGesture = ZoomGesture;
// a ZoomGesture for the double-tap-slide gesture
// when the slide starts, forceChoose
}
class PanAndZoomGesture extends Gesture {
PanAndZoomGesture = Gesture;
GestureState processEvent(PointerEvent event);
// manipulate-start (prechoose)
// manipulate: (prechoose)
// panX, panY: pixels
// scaleX, scaleY: a multiplier of the scale at manipulate-start
// rotation: turns
// manipulate-end (prechoose)
}
abstract class FlingGesture extends Gesture {
FlingGesture = Gesture;
GestureState processEvent(PointerEvent event);
// fling-start: when the gesture begins (prechoose)
// fling-move: while the user is directly dragging the element (has delta attribute with the distance from fling-start) (prechoose)
// 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 (prechoose)
// fling-end: cancel(), or after fling or fling-cancel (prechoose)
}
class FlingLeftGesture extends FlingGesture {
FlingLeftGesture = FlingGesture;
}
class FlingRightGesture extends FlingGesture {
FlingRightGesture = FlingGesture;
}
class FlingUpGesture extends FlingGesture {
FlingUpGesture = FlingGesture;
}
class FlingDownGesture extends FlingGesture {
FlingDownGesture = FlingGesture;
}
</script>
```