if( previousFocusControl )
{
// Notify the control that it has lost key input focus
- previousFocusControl.GetImplementation().OnKeyInputFocusLost();
+ GetImplementation( previousFocusControl ).OnKeyInputFocusLost();
}
mFocusStack.PushBack( &control.GetBaseObject() );
// Tell the new actor that it has gained focus.
- control.GetImplementation().OnKeyInputFocusGained();
+ GetImplementation( control ).OnKeyInputFocusGained();
// Emit the signal to inform focus change to the application.
if ( !mKeyInputFocusChangedSignal.Empty() )
control.OffStageSignal().Disconnect( mSlotDelegate, &KeyInputFocusManager::OnFocusControlStageDisconnection );
// Notify the control that it has lost key input focus
- control.GetImplementation().OnKeyInputFocusLost();
+ GetImplementation( control ).OnKeyInputFocusLost();
// If this is the top-most actor, pop it and change focus to the previous control
if( pos == mFocusStack.End() - 1 )
if( previouslyFocusedControl )
{
// Tell the control that it has gained focus.
- previouslyFocusedControl.GetImplementation().OnKeyInputFocusGained();
+ GetImplementation( previouslyFocusedControl ).OnKeyInputFocusGained();
}
}
else
if( control )
{
// Notify the control about the key event
- consumed = control.GetImplementation().EmitKeyEventSignal( event );
+ consumed = GetImplementation( control ).EmitKeyEventSignal( event );
}
}
}