//
/**
- * @addtogroup CAPI_DALI_FRAMEWORK
+ * @addtogroup CAPI_DALI_EVENTS_MODULE
* @{
*/
{
/**
- * A TouchPoint represents a point on the screen that is currently being touched or where touch
- * has stopped.
+ * @brief A TouchPoint represents a point on the screen that is currently being touched
+ * or where touch has stopped.
*/
struct TouchPoint
{
// Enumerations
+ /**
+ * @brief Touch state
+ */
enum State
{
Down, /**< Screen touched */
all points are sent but indicates that this particular point has not changed
since the last time */
Interrupted, /**< A system event has occurred which has interrupted the touch event sequence. */
- Last
+ Last /**< Number of states. */
};
// Construction & Destruction
/**
- * Constructor
+ * @brief Constructor
+ *
* @param[in] id The touch device ID.
* @param[in] state The state.
* @param[in] screenX The X co-ordinate relative to the screen's origin.
TouchPoint(int id, State state, float screenX, float screenY);
/**
- * Constructor
+ * @brief Constructor
+ *
* @param[in] id The touch device ID.
* @param[in] state The state.
* @param[in] screenX The X co-ordinate relative to the screen's origin.
TouchPoint(int id, State state, float screenX, float screenY, float localX, float localY);
/**
- * Destructor
+ * @brief Destructor
*/
~TouchPoint();
// Data
/**
- * Each touch point has a unique device ID which specifies the touch device for that point.
+ * @brief Each touch point has a unique device ID which specifies the touch device for that point.
*/
int deviceId;
/**
- * State of the point.
+ * @brief State of the point.
+ *
* @see State
*/
State state;
/**
- * The actor that was underneath the touch point.
+ * @brief The actor that was underneath the touch point.
*/
Actor hitActor;
/**
- * The co-ordinates relative to the top-left of the hit-actor
+ * @brief The co-ordinates relative to the top-left of the hit-actor.
+ *
* @note The top-left of an actor is (0.0, 0.0, 0.5).
* @note If you require the local coordinates of another actor (e.g the parent of the hit actor),
* then you should use Actor::ScreenToLocal().
Vector2 local;
/**
- * The co-ordinates relative to the top-left of the screen.
+ * @brief The co-ordinates relative to the top-left of the screen.
*/
Vector2 screen;
};