Interaction.java
/**
* Copyright (c) 2004-2025 Carnegie Mellon University and others. (see Contributors file).
* All Rights Reserved.
*
* NO WARRANTY. ALL MATERIAL IS FURNISHED ON AN "AS-IS" BASIS. CARNEGIE MELLON UNIVERSITY MAKES NO WARRANTIES OF ANY
* KIND, EITHER EXPRESSED OR IMPLIED, AS TO ANY MATTER INCLUDING, BUT NOT LIMITED TO, WARRANTY OF FITNESS FOR PURPOSE
* OR MERCHANTABILITY, EXCLUSIVITY, OR RESULTS OBTAINED FROM USE OF THE MATERIAL. CARNEGIE MELLON UNIVERSITY DOES NOT
* MAKE ANY WARRANTY OF ANY KIND WITH RESPECT TO FREEDOM FROM PATENT, TRADEMARK, OR COPYRIGHT INFRINGEMENT.
*
* This program and the accompanying materials are made available under the terms of the Eclipse Public License 2.0
* which is available at https://www.eclipse.org/legal/epl-2.0/
* SPDX-License-Identifier: EPL-2.0
*
* Created, in part, with funding and support from the United States Government. (see Acknowledgments file).
*
* This program includes and/or can make use of certain third party source code, object code, documentation and other
* files ("Third Party Software"). The Third Party Software that is used by this program is dependent upon your system
* configuration. By using this program, You agree to comply with any and all relevant Third Party Software terms and
* conditions contained in any such Third Party Software or separate license file distributed with such Third Party
* Software. The parties who own the Third Party Software ("Third Party Licensors") are intended third party benefici-
* aries to this license with respect to the terms applicable to their Third Party Software. Third Party Software li-
* censes only apply to the Third Party Software and not any other portion of this program or this program as a whole.
*/
package org.osate.ge.gef.ui.editor;
import javafx.scene.Cursor;
import javafx.scene.input.InputEvent;
/**
* An interaction handles a series of events. {@link InputEventHandler} instances create interactions in response to events.
*/
public interface Interaction extends AutoCloseable {
/**
* The state of the interaction.
*/
enum InteractionState {
/**
* An interaction is still in progress and should receive input events.
*/
IN_PROGRESS,
/**
* The interaction has been completed
*/
COMPLETE
}
/**
* Completes the interaction. Makes any pending actions, cleans up the interaction and restores the scene graph to the
* original state if needed.
*/
@Override
void close();
/**
* Returns the mouse cursor based that should override the default cursor.
* @return the cursor that should be used or null if the cursor shouldn't be overridden.
*/
Cursor getCursor();
/**
* Handles an input event.
* @param e the input event to handle.
* @return the new state of the interaction. Should return {@link InteractionState#COMPLETE} when the final event for the interaction has been handled.
*/
InteractionState handleEvent(InputEvent e);
}