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Specs: specced TapGesture, added some TODOs around events, and put in a placeholder for ScrollGesture.
Review URL: https://codereview.chromium.org/861013002
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@ -18,6 +18,17 @@ Sky Event Model
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// TODO(ianh): do events get retargetted, e.g. focus when leaving a custom element?
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}
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// TODO(ianh): decide if we're using this generic Event class and
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// allowing any arbitrary properties to be set on it, or if we're
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// going to use subclasses (and drop "type"). If we use subclasses
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// then how will declarative event handling work in frameworks?
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// (consider that multiple modules can each have their own FooEvent
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// class with the same name...)
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//
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// The advantage of this would be the ability to enforce (or at
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// least better catch) incorrect uses of the API, e.g. to make sure
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// people don't stop on themselves in 'pointer-down' capture.
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callback EventListener any (Event event);
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// if the return value is not undefined:
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// assign it to event.result
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@ -9,41 +9,70 @@ abstract class Gesture {
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constructor ();
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// Gestures cycle through states:
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// - idle: nothing is going on
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// - idle: nothing is going on (active, accepted, and discarding
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// are false).
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// - buffering: the GestureChooser is passing in some events, but
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// hasn't yet committed to using this Gesture, and this Gesture
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// hasn't yet decided that this set of events isn't interesting.
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// hasn't yet decided that this set of events isn't interesting
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// (active is true, accepted is false, discarding is false).
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// - forwarding: this Gesture is still interesting and the
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// GestureChooser has decided to use this Gesture so events are
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// being sent along
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// being sent along (active is true, accepted is true, discarding
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// is false).
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// - discarding: this Gesture got cancelled or didn't match the
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// pattern
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// pattern (active is true, accepted is false, discarding is
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// true).
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Boolean processEvent(Event event);
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// TODO(ianh): Need to handle gestures that want to send events
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// beyond the end of the gesture, e.g. inertia in scrolling. In that
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// mode, gestures are sending events but are simultaneously no
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// longer "active"...
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Boolean processEvent(EventTarget target, Event event);
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// as the events are received, they get examined to see if they fit
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// the pattern for the gesture; if they do, then returns true, else,
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// returns false
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// - returning true after false has been returned is a contract
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// violation unless active became false in between
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// - manipulating the event is a contract violation
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//
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// TODO(ianh): replace processEvent()'s return value with an enum:
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// - acceptable (true and active is true)
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// - discarding (false but active is still true)
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// - finished (false and active is now false)
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// - in such a world, the contract would be that you can't return
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// 'acceptable' after returning 'discarding' without first
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// returning 'finished'
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// in such a world, the contract would be that you can't return
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// 'acceptable' after returning 'discarding' without first returning
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// 'finished'
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void accept(GestureCallback callback);
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// send the buffered gesture events to callback, and use that
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// callback for all future Gesture events until the gesture is
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// complete
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// - call this immediately after getting a positive result from
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// processEvent()
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// set accepted to true, send the buffered gesture events to
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// callback, and use that callback for all future Gesture events
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// until the gesture is complete
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// - call this immediately after getting a positive result from
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// processEvent()
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// internal API:
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// void sendEvent(Event event)
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// - assert: active is true, discarding is false
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// - if accepted is true, then send the event straight to the
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// callback
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// - otherwise, add it to the buffer
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//
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// void discard()
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// - throw away the buffer, set discarding to true and accepted to
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// false
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readonly attribute Boolean active; // not idle (buffering, forwarding, or discarding)
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readonly attribute Boolean accepted; // true if active and accept() has been called (forwarding or discarding)
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readonly attribute Boolean discarding; // true if active and processEvent() has returned false (discarding)
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// 'active' is currently part of the contract between Gesture and GestureChooser (the other two are not)
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// active can be true even if processEvent() returned false; this is
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// the discarding state. It means that the Gesture isn't sending any
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// more events, but that the pointers haven't yet reached a state in
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// which a new touch could begin. For example, a Tap gesture where
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// the finger has gone out of the bounding box can't be retriggered
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// until the finger is lifted.
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}
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@ -70,12 +99,16 @@ class GestureChooser : EventTarget {
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readonly attribute Boolean active; // at least one of the gestures is active (initially false)
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readonly attribute Boolean accepted; // we accepted a gesture since the last time active was false (initially false)
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// any time one of the pointer events is received:
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// - if it's pointer-down and it's already captured, ignore the
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// event; otherwise:
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// - let /candidates/ be a list of gestures, initially empty
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// - if none of the registered gestures are active, then add all of
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// them to /candidates/ otherwise, add all the active ones to
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// /candidates/
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// - call processEvent() with the event on all the Gestures in
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// /candidates/
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// - if it's pointer-down and at least one Gesture returned true,
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// then capture the event
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// - if accepted is false, and exactly one of the processEvent()
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// methods returned true, then set accepted to true and call that
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// Gesture's accept() method, passing it a method that fires the
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@ -84,4 +117,50 @@ class GestureChooser : EventTarget {
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// Gestures are no longer active, then set active and accepted to
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// false; otherwise, set active to true
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}
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class TapGesture : Gesture {
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Boolean processEvent(EventTarget target, Event event);
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// if discarding is true:
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// - if the event is a primary pointer-up, set active, accepted, and
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// discarding to false, and return false
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// - otherwise, just return false
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// if EventTarget isn't an Element:
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// - set active to true, discard(), and return false
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// if the event is pointer-down:
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// - if it's primary:
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// - assert: active is false
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// - sendEvent() a tap-down event
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// - set active to true and return true
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// - otherwise, if we're active:
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// - return true
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// - otherwise:
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// - return false
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// if the event is pointer-move:
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// - if it's primary:
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// - if it hit tests within target's bounding box:
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// - sendEvent() a tap-move event
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// - return true
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// - otherwise:
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// - sendEvent() a tap-cancel event
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// - discard() and return false
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// - otherwise, if we're active:
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// - return true
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// - otherwise:
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// - return false
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// if the event is pointer-up:
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// - if it's primary:
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// - sendEvent() a tap event
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// - set accepted and active to false, discard(), and return false
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// - otherwise, if we're active:
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// - return true
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// - otherwise:
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// - return false
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}
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class ScrollGesture : Gesture {
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Boolean processEvent(EventTarget target, Event event);
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// this fires the following events:
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// TODO(ianh): fill this in
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}
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```
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