/**
* @brief This is the internal base class for all controls.
*
* It will provide some common functionality required by all controls.
* Implements ConnectionTrackerInterface so that signals (typically connected to member functions) will
* be disconnected automatically when the control is destroyed.
/**
* @brief This is the internal base class for all controls.
*
* It will provide some common functionality required by all controls.
* Implements ConnectionTrackerInterface so that signals (typically connected to member functions) will
* be disconnected automatically when the control is destroyed.
* @brief Create a new ControlImpl instance that does not require touch by default.
*
* If touch is required then the user can connect to this class' touch signal.
* @brief Create a new ControlImpl instance that does not require touch by default.
*
* If touch is required then the user can connect to this class' touch signal.
* @return A handle to the ControlImpl instance.
*/
static Toolkit::Control New();
/**
* @brief Virtual destructor.
* @return A handle to the ControlImpl instance.
*/
static Toolkit::Control New();
/**
* @brief Virtual destructor.
* @brief Allows deriving classes to disable any of the gesture detectors.
*
* Like EnableGestureDetection, this can also be called using bitwise or.
* @brief Allows deriving classes to disable any of the gesture detectors.
*
* Like EnableGestureDetection, this can also be called using bitwise or.
* @return The pinch gesture detector.
* @pre Pinch detection should have been enabled via EnableGestureDetection().
* @see EnableGestureDetection
* @return The pinch gesture detector.
* @pre Pinch detection should have been enabled via EnableGestureDetection().
* @see EnableGestureDetection
* @return The pan gesture detector.
* @pre Pan detection should have been enabled via EnableGestureDetection().
* @see EnableGestureDetection
* @return The pan gesture detector.
* @pre Pan detection should have been enabled via EnableGestureDetection().
* @see EnableGestureDetection
* @return The tap gesture detector.
* @pre Tap detection should have been enabled via EnableGestureDetection().
* @see EnableGestureDetection
* @return The tap gesture detector.
* @pre Tap detection should have been enabled via EnableGestureDetection().
* @see EnableGestureDetection
* @return The long press gesture detector.
* @pre Long press detection should have been enabled via EnableGestureDetection().
* @see EnableGestureDetection
* @return The long press gesture detector.
* @pre Long press detection should have been enabled via EnableGestureDetection().
* @see EnableGestureDetection
* @param[in] isSupported Whether this control supports two dimensional keyboard navigation.
*/
void SetKeyboardNavigationSupport( bool isSupported );
* @param[in] isSupported Whether this control supports two dimensional keyboard navigation.
*/
void SetKeyboardNavigationSupport( bool isSupported );
* @return true if this control supports two dimensional keyboard navigation.
*/
bool IsKeyboardNavigationSupported();
* @return true if this control supports two dimensional keyboard navigation.
*/
bool IsKeyboardNavigationSupported();
*
* (i.e. the scope of keyboard focus movement
* can be limitied to its child actors). The control is not a focus group by default.
*
* (i.e. the scope of keyboard focus movement
* can be limitied to its child actors). The control is not a focus group by default.
* @param[in] isFocusGroup Whether this control is set as a focus group for keyboard navigation.
*/
void SetAsKeyboardFocusGroup( bool isFocusGroup );
* @param[in] isFocusGroup Whether this control is set as a focus group for keyboard navigation.
*/
void SetAsKeyboardFocusGroup( bool isFocusGroup );
* @return true if this control is set as a focus group for keyboard navigation.
*/
bool IsKeyboardFocusGroup();
* @return true if this control is set as a focus group for keyboard navigation.
*/
bool IsKeyboardFocusGroup();
* @param[in] focusGained True if gained, False if lost
*/
void EmitKeyInputFocusSignal( bool focusGained );
* @param[in] focusGained True if gained, False if lost
*/
void EmitKeyInputFocusSignal( bool focusGained );
- REQUIRES_STYLE_CHANGE_SIGNALS = 1 << ( CustomActorImpl::ACTOR_FLAG_COUNT + 0 ), ///< True if needs to monitor style change signals such as theme/font change
- REQUIRES_KEYBOARD_NAVIGATION_SUPPORT = 1 << ( CustomActorImpl::ACTOR_FLAG_COUNT + 1 ), ///< True if needs to support keyboard navigation
+ REQUIRES_STYLE_CHANGE_SIGNALS = 1 << ( CustomActorImpl::ACTOR_FLAG_COUNT + 0 ), ///< True if needs to monitor style change signals such as theme/font change @SINCE_1_0.0
+ REQUIRES_KEYBOARD_NAVIGATION_SUPPORT = 1 << ( CustomActorImpl::ACTOR_FLAG_COUNT + 1 ), ///< True if needs to support keyboard navigation @SINCE_1_0.0
* @param[in] behaviourFlags Behavioural flags from ControlBehaviour enum
*/
Control( ControlBehaviour behaviourFlags );
/**
* @brief Second phase initialization.
* @param[in] behaviourFlags Behavioural flags from ControlBehaviour enum
*/
Control( ControlBehaviour behaviourFlags );
/**
* @brief Second phase initialization.
* @brief This method is called after the Control has been initialized.
*
* Derived classes should do any second phase initialization by overriding this method.
* @brief This method is called after the Control has been initialized.
*
* Derived classes should do any second phase initialization by overriding this method.
* @brief Called whenever an Actor is removed from the control.
*
* Could be overridden by derived classes.
*
* @brief Called whenever an Actor is removed from the control.
*
* Could be overridden by derived classes.
*
* @param[in] styleManager The StyleManager object.
* @param[in] change Information denoting what has changed.
*/
* @param[in] styleManager The StyleManager object.
* @param[in] change Information denoting what has changed.
*/
* @brief This method is called when the control is accessibility activated.
*
* Derived classes should override this to perform custom accessibility activation.
* @brief This method is called when the control is accessibility activated.
*
* Derived classes should override this to perform custom accessibility activation.
* @return true if this control can perform accessibility activation.
*/
virtual bool OnAccessibilityActivated();
* @return true if this control can perform accessibility activation.
*/
virtual bool OnAccessibilityActivated();
* @param[in] gesture The pan gesture.
* @return true if the pan gesture has been consumed by this control
*/
* @param[in] gesture The pan gesture.
* @return true if the pan gesture has been consumed by this control
*/
* @param[in] touchEvent The touch event.
* @return true if the touch event has been consumed by this control
*/
* @param[in] touchEvent The touch event.
* @return true if the touch event has been consumed by this control
*/
* @brief This method should be overridden by deriving classes when they wish to respond
* the accessibility up and down action (i.e. value change of slider control).
*
* @brief This method should be overridden by deriving classes when they wish to respond
* the accessibility up and down action (i.e. value change of slider control).
*
* @param[in] isIncrease Whether the value should be increased or decreased
* @return true if the value changed action has been consumed by this control
*/
virtual bool OnAccessibilityValueChange( bool isIncrease );
* @param[in] isIncrease Whether the value should be increased or decreased
* @return true if the value changed action has been consumed by this control
*/
virtual bool OnAccessibilityValueChange( bool isIncrease );
+ /**
+ * @brief This method should be overridden by deriving classes when they wish to respond
+ * the accessibility zoom action.
+ *
+ * @SINCE_1_0.0
+ * @return true if the zoom action has been consumed by this control
+ */
+ virtual bool OnAccessibilityZoom();
+
// Keyboard focus
/**
* @brief Called when the control gains key input focus.
*
* Should be overridden by derived classes if they need to customize what happens when focus is gained.
// Keyboard focus
/**
* @brief Called when the control gains key input focus.
*
* Should be overridden by derived classes if they need to customize what happens when focus is gained.
* @brief Called when the control loses key input focus.
*
* Should be overridden by derived classes if they need to customize what happens when focus is lost.
* @brief Called when the control loses key input focus.
*
* Should be overridden by derived classes if they need to customize what happens when focus is lost.
* @brief Gets the next keyboard focusable actor in this control towards the given direction.
*
* A control needs to override this function in order to support two dimensional keyboard navigation.
* @brief Gets the next keyboard focusable actor in this control towards the given direction.
*
* A control needs to override this function in order to support two dimensional keyboard navigation.
* @param[in] currentFocusedActor The current focused actor.
* @param[in] direction The direction to move the focus towards.
* @param[in] loopEnabled Whether the focus movement should be looped within the control.
* @param[in] currentFocusedActor The current focused actor.
* @param[in] direction The direction to move the focus towards.
* @param[in] loopEnabled Whether the focus movement should be looped within the control.
* This allows the application to preform any actions if wishes
* before the focus is actually moved to the chosen actor.
*
* This allows the application to preform any actions if wishes
* before the focus is actually moved to the chosen actor.
*
* @param[in] commitedFocusableActor The commited focusable actor.
*/
virtual void OnKeyboardFocusChangeCommitted( Actor commitedFocusableActor );
* @param[in] commitedFocusableActor The commited focusable actor.
*/
virtual void OnKeyboardFocusChangeCommitted( Actor commitedFocusableActor );
+ /**
+ * @brief This method is called when the control has enter pressed on it.
+ *
+ * Derived classes should override this to perform custom actions.
+ * @SINCE_1_0.0
+ * @return true if this control supported this action.
+ */
+ virtual bool OnKeyboardEnter();
+
* @note If overridden, then the default behaviour will not occur.
* @note Pinch detection should be enabled via EnableGestureDetection().
* @note If overridden, then the default behaviour will not occur.
* @note Pinch detection should be enabled via EnableGestureDetection().
* @note There is no default behaviour with panning.
* @note Pan detection should be enabled via EnableGestureDetection().
* @note There is no default behaviour with panning.
* @note Pan detection should be enabled via EnableGestureDetection().
* @note There is no default behaviour with a tap.
* @note Tap detection should be enabled via EnableGestureDetection().
* @note There is no default behaviour with a tap.
* @note Tap detection should be enabled via EnableGestureDetection().
* @note There is no default behaviour associated with a long press.
* @note Long press detection should be enabled via EnableGestureDetection().
* @note There is no default behaviour associated with a long press.
* @note Long press detection should be enabled via EnableGestureDetection().
* @return The extension if available, NULL otherwise
*/
virtual Extension* GetControlExtension()
* @return The extension if available, NULL otherwise
*/
virtual Extension* GetControlExtension()