зеркало из https://github.com/mozilla/gecko-dev.git
260 строки
7.4 KiB
C++
260 строки
7.4 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef InputData_h__
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#define InputData_h__
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#include "nsDebug.h"
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#include "nsPoint.h"
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#include "nsTArray.h"
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#include "Units.h"
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#include "mozilla/EventForwards.h"
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namespace mozilla {
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enum InputType
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{
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MULTITOUCH_INPUT,
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PINCHGESTURE_INPUT,
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TAPGESTURE_INPUT
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};
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class MultiTouchInput;
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class PinchGestureInput;
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class TapGestureInput;
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// This looks unnecessary now, but as we add more and more classes that derive
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// from InputType (eventually probably almost as many as *Events.h has), it
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// will be more and more clear what's going on with a macro that shortens the
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// definition of the RTTI functions.
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#define INPUTDATA_AS_CHILD_TYPE(type, enumID) \
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const type& As##type() const \
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{ \
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NS_ABORT_IF_FALSE(mInputType == enumID, "Invalid cast of InputData."); \
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return (const type&) *this; \
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}
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/** Base input data class. Should never be instantiated. */
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class InputData
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{
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public:
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InputType mInputType;
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// Time in milliseconds that this data is relevant to. This only really
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// matters when this data is used as an event. We use uint32_t instead of
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// TimeStamp because it is easier to convert from WidgetInputEvent. The time
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// is platform-specific but it in the case of B2G and Fennec it is since
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// startup.
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uint32_t mTime;
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INPUTDATA_AS_CHILD_TYPE(MultiTouchInput, MULTITOUCH_INPUT)
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INPUTDATA_AS_CHILD_TYPE(PinchGestureInput, PINCHGESTURE_INPUT)
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INPUTDATA_AS_CHILD_TYPE(TapGestureInput, TAPGESTURE_INPUT)
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InputData()
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{
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}
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protected:
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InputData(InputType aInputType, uint32_t aTime)
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: mInputType(aInputType),
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mTime(aTime)
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{
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}
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};
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/**
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* Data container for a single touch input. Similar to dom::Touch, but used in
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* off-main-thread situations. This is more for just storing touch data, whereas
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* dom::Touch is more useful for dispatching through the DOM (which can only
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* happen on the main thread). dom::Touch also bears the problem of storing
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* pointers to nsIWidget instances which can only be used on the main thread,
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* so if instead we used dom::Touch and ever set these pointers
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* off-main-thread, Bad Things Can Happen(tm).
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*
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* Note that this doesn't inherit from InputData because this itself is not an
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* event. It is only a container/struct that should have any number of instances
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* within a MultiTouchInput.
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*
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* fixme/bug 775746: Make dom::Touch inherit from this class.
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*/
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class SingleTouchData
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{
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public:
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SingleTouchData(int32_t aIdentifier,
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ScreenIntPoint aScreenPoint,
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ScreenSize aRadius,
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float aRotationAngle,
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float aForce)
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: mIdentifier(aIdentifier),
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mScreenPoint(aScreenPoint),
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mRadius(aRadius),
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mRotationAngle(aRotationAngle),
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mForce(aForce)
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{
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}
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SingleTouchData()
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{
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}
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// A unique number assigned to each SingleTouchData within a MultiTouchInput so
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// that they can be easily distinguished when handling a touch start/move/end.
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int32_t mIdentifier;
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// Point on the screen that the touch hit, in device pixels. They are
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// coordinates on the screen.
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ScreenIntPoint mScreenPoint;
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// Radius that the touch covers, i.e. if you're using your thumb it will
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// probably be larger than using your pinky, even with the same force.
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// Radius can be different along x and y. For example, if you press down with
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// your entire finger vertically, the y radius will be much larger than the x
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// radius.
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ScreenSize mRadius;
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float mRotationAngle;
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// How hard the screen is being pressed.
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float mForce;
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};
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/**
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* Similar to WidgetTouchEvent, but for use off-main-thread. Also only stores a
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* screen touch point instead of the many different coordinate spaces
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* WidgetTouchEvent stores its touch point in. This includes a way to initialize
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* itself from a WidgetTouchEvent by copying all relevant data over. Note that
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* this copying from WidgetTouchEvent functionality can only be used on the main
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* thread.
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*
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* Stores an array of SingleTouchData.
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*/
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class MultiTouchInput : public InputData
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{
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public:
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enum MultiTouchType
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{
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MULTITOUCH_START,
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MULTITOUCH_MOVE,
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MULTITOUCH_END,
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MULTITOUCH_ENTER,
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MULTITOUCH_LEAVE,
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MULTITOUCH_CANCEL
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};
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MultiTouchInput(MultiTouchType aType, uint32_t aTime)
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: InputData(MULTITOUCH_INPUT, aTime),
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mType(aType)
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{
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}
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MultiTouchInput()
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{
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}
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MultiTouchInput(const WidgetTouchEvent& aTouchEvent);
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// This conversion from WidgetMouseEvent to MultiTouchInput is needed because
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// on the B2G emulator we can only receive mouse events, but we need to be
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// able to pan correctly. To do this, we convert the events into a format that
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// the panning code can handle. This code is very limited and only supports
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// SingleTouchData. It also sends garbage for the identifier, radius, force
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// and rotation angle.
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MultiTouchInput(const WidgetMouseEvent& aMouseEvent);
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MultiTouchType mType;
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nsTArray<SingleTouchData> mTouches;
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};
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/**
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* Encapsulation class for pinch events. In general, these will be generated by
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* a gesture listener by looking at SingleTouchData/MultiTouchInput instances and
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* determining whether or not the user was trying to do a gesture.
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*/
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class PinchGestureInput : public InputData
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{
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public:
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enum PinchGestureType
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{
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PINCHGESTURE_START,
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PINCHGESTURE_SCALE,
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PINCHGESTURE_END
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};
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PinchGestureInput(PinchGestureType aType,
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uint32_t aTime,
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const ScreenPoint& aFocusPoint,
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float aCurrentSpan,
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float aPreviousSpan)
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: InputData(PINCHGESTURE_INPUT, aTime),
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mType(aType),
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mFocusPoint(aFocusPoint),
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mCurrentSpan(aCurrentSpan),
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mPreviousSpan(aPreviousSpan)
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{
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}
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PinchGestureType mType;
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// Center point of the pinch gesture. That is, if there are two fingers on the
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// screen, it is their midpoint. In the case of more than two fingers, the
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// point is implementation-specific, but can for example be the midpoint
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// between the very first and very last touch. This is in device pixels and
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// are the coordinates on the screen of this midpoint.
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ScreenPoint mFocusPoint;
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// The distance in device pixels (though as a float for increased precision
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// and because it is the distance along both the x and y axis) between the
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// touches responsible for the pinch gesture.
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float mCurrentSpan;
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// The previous |mCurrentSpan| in the PinchGestureInput preceding this one.
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// This is only really relevant during a PINCHGESTURE_SCALE because when it is
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// of this type then there must have been a history of spans.
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float mPreviousSpan;
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};
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/**
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* Encapsulation class for tap events. In general, these will be generated by
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* a gesture listener by looking at SingleTouchData/MultiTouchInput instances and
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* determining whether or not the user was trying to do a gesture.
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*/
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class TapGestureInput : public InputData
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{
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public:
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enum TapGestureType
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{
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TAPGESTURE_LONG,
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TAPGESTURE_UP,
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TAPGESTURE_CONFIRMED,
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TAPGESTURE_DOUBLE,
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TAPGESTURE_CANCEL
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};
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TapGestureInput(TapGestureType aType, uint32_t aTime, const ScreenIntPoint& aPoint)
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: InputData(TAPGESTURE_INPUT, aTime),
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mType(aType),
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mPoint(aPoint)
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{
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}
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TapGestureType mType;
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ScreenIntPoint mPoint;
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};
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}
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#endif // InputData_h__
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