- typedef Signal< bool (Actor, const TouchData&) > TouchDataSignalType; ///< Touch signal type @SINCE_1_1.37
- typedef Signal< bool (Actor, const HoverEvent&) > HoverSignalType; ///< Hover signal type @SINCE_1_0.0
- typedef Signal< bool (Actor, const WheelEvent&) > WheelEventSignalType; ///< Wheel signal type @SINCE_1_0.0
- typedef Signal< void (Actor) > OnSceneSignalType; ///< Scene connection signal type @SINCE_1_9.24
- typedef Signal< void (Actor) > OffSceneSignalType; ///< Scene disconnection signal type @SINCE_1_9.24
- typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out @SINCE_1_0.0
- typedef Signal< void ( Actor, LayoutDirection::Type ) > LayoutDirectionChangedSignalType; ///< Layout direction changes signal type. @SINCE_1_2.60
+ using TouchEventSignalType = Signal<bool(Actor, const TouchEvent&)>; ///< Touch signal type @SINCE_1_1.37
+ using HoverSignalType = Signal<bool(Actor, const HoverEvent&)>; ///< Hover signal type @SINCE_1_0.0
+ using WheelEventSignalType = Signal<bool(Actor, const WheelEvent&)>; ///< Wheel signal type @SINCE_1_0.0
+ using OnSceneSignalType = Signal<void(Actor)>; ///< Scene connection signal type @SINCE_1_9.24
+ using OffSceneSignalType = Signal<void(Actor)>; ///< Scene disconnection signal type @SINCE_1_9.24
+ using OnRelayoutSignalType = Signal<void(Actor)>; ///< Called when the actor is relaid out @SINCE_1_0.0
+ using LayoutDirectionChangedSignalType = Signal<void(Actor, LayoutDirection::Type)>; ///< Layout direction changes signal type. @SINCE_1_2.60