| Index: sky/specs/gestures.md
|
| diff --git a/sky/specs/gestures.md b/sky/specs/gestures.md
|
| index cefa311e0ed54a5953a28a95061153fcf15c10d4..200c1e9af5383e021382f087edfd2da9f3ae514b 100644
|
| --- a/sky/specs/gestures.md
|
| +++ b/sky/specs/gestures.md
|
| @@ -1,329 +1,285 @@
|
| Gestures
|
| ========
|
|
|
| -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
|
| -
|
| ```javascript
|
| -
|
| -callback GestureCallback void (Event event);
|
| +typedef PointerID Integer;
|
|
|
| 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 cancel = true; // if true, then cancel the gesture at this point
|
| + Boolean capture = false; // (for pointer-down) if true, then this pointer is relevant
|
| + Boolean choose = 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
|
| +
|
| + // choose and cancel are mutually exclusive
|
| }
|
|
|
| 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
|
| + Boolean prechoose = 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
|
| +abstract class Gesture : EventTarget {
|
| + constructor (EventTarget target);
|
| + readonly attribute EventTarget target;
|
| +
|
| + virtual GestureState processEvent(Event event);
|
| + // return {}
|
| + virtual void choose(); // called by GestureManager // make sure to call superclass choose() before
|
| + // - assert: this.active == true
|
| + // - assert: this.chosen == false
|
| + // - set this.chosen = true
|
| + // - if there are any buffered events, dispatch them on this
|
| + virtual void cancel(); // called by GestureManager // make sure to call superclass cancel() after
|
| + // - set active and chosen to false, clear the event buffer
|
| +
|
| + readonly attribute Boolean ready; // last event, we were finished
|
| + readonly attribute Boolean active; // we have not yet been canceled since we last captured a pointer
|
| + readonly attribute Boolean chosen; // we're the only possible gesture at this point
|
| +
|
| + // !ready && !active => we're discarding events until the user gets to a state where a new gesture can begin
|
| + // active && !chosen => we're collecting events until no other gesture is valid, or until we take command
|
|
|
| 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
|
| + // - assert: this.active == true
|
| + // - assert: options.prechoose is false or options.coallesceGroup
|
| // is null
|
| // - set event.gesture = this
|
| - // - if this.accepted is true or if options.precommit is true, then
|
| + // - if this.chosen is true or if options.prechoose 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
|
| + // - if the event buffer has an entry with the same
|
| + // coallesceGroup identifier, drop it
|
| + // - add the event to the event buffer
|
| }
|
| +```
|
|
|
| -class GestureChooser : EventTarget {
|
| - constructor (EventTarget? target = null, Array<Gesture> candidates = []);
|
| - // throws if any of the candidates are active
|
| +``Gesture`` objects have an Event buffer, initially empty. Each Event
|
| +in this buffer can be associated with a coallesceGroup, which is
|
| +identified by integer.
|
| +
|
| +When created, ``Gesture`` objects register themselves as pointer-down,
|
| +pointer-move, and pointer-up event handlers on their target, with the
|
| +same event handler. That event handler runs the following steps:
|
| + - let wasActive = this.active
|
| + - if this.ready == true, then:
|
| + - // reset the state to start a new gesture
|
| + - if this.active == true, then:
|
| + - call application.document.cancelGesture(this)
|
| + - set this.active = true
|
| + - set this.ready = false
|
| + - let returnValue be the result of calling ``processEvent()`` with
|
| + the Event object
|
| + - if returnValue.capture == true:
|
| + - assert: the event is a pointer-down event
|
| + - if the event is a pointer-down event:
|
| + - push this onto the event's return value
|
| + - if returnValue.cancel == true:
|
| + - assert: returnValue.choose == false
|
| + - if wasActive == true:
|
| + - call application.document.cancelGesture(this)
|
| + - // if wasActive == false, then no need to cancel, since we never added ourselves
|
| + - if returnValue.cancel == false and this.active == true:
|
| + - if wasActive == false or if event is a pointer-down event:
|
| + - call application.document.addGesture(event, this)
|
| + - if returnValue.choose == true:
|
| + - call application.document.chooseGesture(this)
|
| + - set this.ready = returnValue.finished
|
| + - set this.active = returnValue.valid
|
| +
|
| +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
|
| + processEventInternal() call, or after a call to
|
| + processEventInternal(), assuming that the last such call returned
|
| + valid=true, until the next call to processEventInternal() 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
|
|
|
| - readonly attribute EventTarget? target;
|
| - void setTarget(EventTarget? target);
|
| +```javascript
|
| +dictionary GestureList {
|
| + Array<Gesture> gestures;
|
| + Boolean chosen;
|
| +}
|
|
|
| - 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
|
| +class GestureManager {
|
| + constructor (EventTarget target);
|
| + readonly attribute EventTarget target; // the ApplicationDocument, normally
|
|
|
| - // 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
|
| + void addGesture(Event event, Gesture gesture);
|
| + void cancelGesture(Gesture gesture);
|
| + void chooseGesture(Gesture gesture);
|
|
|
| - 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)
|
| + GestureList getActiveGestures(PointerID pointer);
|
| +}
|
| +```
|
|
|
| - // 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
|
| +``GestureManager`` objects have a map of lists of Gesture objects,
|
| +keyed on pointer IDs, and with each list associated with a "chosen"
|
| +flag indicating if an entry in the list has already been chosen.
|
| +Initially the map is empty. It is exposed by the
|
| +``getActiveGestures()`` method, which returns the list and flag.
|
| +
|
| +When addGesture() is called with an event and a Gesture, it runs the
|
| +following steps:
|
| + - let pointer be the value of the event's pointer field
|
| + - assert: pointer is an integer
|
| + - if we already have an entry for pointer:
|
| + - assert: this Gesture isn't already on the list for pointer
|
| + - if the list's "chosen" flag is set, then call
|
| + ``cancelGesture()`` with this Gesture
|
| + - otherwise, add this Gesture to the list for pointer
|
| + - otherwise, we don't have an entry for this pointer:
|
| + - create a list for pointer
|
| + - add this Gesture to the list for pointer
|
| +
|
| +A ``GestureManager``, when created, starts listening to
|
| +``pointer-down`` events on its target. The listener acts as follows:
|
| + - assert: event is a ``pointer-down`` event
|
| + - let pointer be the value of the event's pointer field
|
| + - if we have an entry for this pointer, and the "chosen" flag isn't
|
| + set, and there is just one Gesture in the list, then set the flag
|
| + on the list and call the Gesture's ``choose()`` method.
|
| +
|
| +When ``cancelGesture()`` is called with a Gesture:
|
| + - for each pointer list:
|
| + - if the pointer list has this Gesture, remove it
|
| + - call cancel() on the Gesture
|
| + - for each pointer list:
|
| + - if the pointer list has no entries, forget it
|
| + - if the pointer list has one Gesture and the "chosen" flag isn't
|
| + set, set it and call that Gesture's ``choose()`` method.
|
| +
|
| +When ``chooseGesture()`` is called with a Gesture:
|
| + - if this Gesture is not active, then return silently
|
| + // this could happen e.g. if two gestures simultaneously add themselves
|
| + // and chose themselves for the same pointer-down
|
| + - let losers be an empty list of Gestures
|
| + - for each pointer list:
|
| + - if the pointer list has this Gesture, add all the other Gestures
|
| + in the list to losers, remove them from the list, and set the
|
| + "chosen" flag on that list
|
| + - remove duplicates from losers
|
| + - call ``cancel()`` on each entry in losers
|
| + - call ``choose()`` on the Gesture
|
|
|
| -}
|
|
|
| +```javascript
|
| class TapGesture : Gesture {
|
|
|
| // internal state:
|
| // Integer numButtons = 0;
|
| // Boolean primaryDown = false;
|
|
|
| - virtual Boolean internalProcessEvent(EventTarget target, Event event);
|
| + virtual 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 this.discarding == true:
|
| - // return { valid: false, finished: this.numButtons == 0 }
|
| + // - 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
|
| - // - assert: this.numButtons > 0
|
| - // - return { valid: false, finished: false }
|
| + // - 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 precommit=true
|
| - // - return { valid: true, finished: false }
|
| + // - sendEvent() a tap-down event, with prechoose=true
|
| + // - set returnValue.cancel = false
|
| + // - return returnValue
|
| // - 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 }
|
| + // - 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
|
| - // // 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 }
|
| + // // (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 : 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-cancel: sent when cancel()ed 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
|
| + // 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 : 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, 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:
|
| - // - 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
|
| + // - 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
|
| }
|
|
|
| @@ -343,41 +299,41 @@ class PanGesture : Gesture {
|
|
|
| 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-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 : ZoomGesture {
|
| // a ZoomGesture for two-finger-pinch gesture
|
| - // zoom is precommit
|
| + // zoom is prechoose
|
| }
|
|
|
| class DoubleTapZoomGesture : ZoomGesture {
|
| // a ZoomGesture for the double-tap-slide gesture
|
| - // when the slide starts, forceCommit
|
| + // when the slide starts, forceChoose
|
| }
|
|
|
|
|
| class PanAndZoomGesture : Gesture {
|
| GestureState processEvent(EventTarget target, Event event);
|
| - // manipulate-start (precommit)
|
| - // manipulate: (precommit)
|
| + // manipulate-start (prechoose)
|
| + // manipulate: (prechoose)
|
| // panX, panY: pixels
|
| // scaleX, scaleY: a multiplier of the scale at manipulate-start
|
| // rotation: turns
|
| - // manipulate-end (precommit)
|
| + // manipulate-end (prechoose)
|
| }
|
|
|
|
|
| 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-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 (precommit)
|
| - // fling-end: cancel(), reset(), or after fling or fling-cancel (precommit)
|
| + // 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 : FlingGesture { }
|
|
|