#include <memory>
// INTERNAL INCLUDES
-#include <dali/public-api/common/vector-wrapper.h>
#include <dali/public-api/adaptor-framework/window.h>
+#include <dali/public-api/common/vector-wrapper.h>
namespace Dali
{
-struct KeyEvent;
+class KeyEvent;
class TouchEvent;
-struct WheelEvent;
+class WheelEvent;
class RenderTaskList;
namespace DevelWindow
*/
enum class EffectState
{
- NONE = 0, ///< None state
- START, ///< Transition effect is started.
- END ///< Transition effect is ended.
+ NONE = 0, ///< None state
+ START, ///< Transition effect is started.
+ END ///< Transition effect is ended.
};
/**
* @brief Enumeration for transition effect's type.
*/
-enum class EffectType
+enum class EffectType
{
- NONE = 0, ///< None type
- SHOW, ///< Window show effect.
- HIDE, ///< Window hide effect.
+ NONE = 0, ///< None type
+ SHOW, ///< Window show effect.
+ HIDE, ///< Window hide effect.
};
-typedef Signal< void () > EventProcessingFinishedSignalType; ///< Event Processing finished signal type
+typedef Signal<void()> EventProcessingFinishedSignalType; ///< Event Processing finished signal type
-typedef Signal< void (const KeyEvent&) > KeyEventSignalType; ///< Key event signal type
+typedef Signal<void(const KeyEvent&)> KeyEventSignalType; ///< Key event signal type
-typedef Signal< void (const TouchEvent&) > TouchSignalType; ///< Touch signal type
+typedef Signal<void(const TouchEvent&)> TouchEventSignalType; ///< Touch signal type
-typedef Signal< void (const WheelEvent&) > WheelEventSignalType; ///< Touched signal type
+typedef Signal<void(const WheelEvent&)> WheelEventSignalType; ///< Touched signal type
-typedef Signal< void ( Window, bool ) > VisibilityChangedSignalType; ///< Visibility changed signal type
+typedef Signal<void(Window, bool)> VisibilityChangedSignalType; ///< Visibility changed signal type
-typedef Signal< void (Window, EffectState, EffectType) > TransitionEffectEventSignalType; ///< Effect signal type and state
+typedef Signal<void(Window, EffectState, EffectType)> TransitionEffectEventSignalType; ///< Effect signal type and state
-typedef Signal< void () > KeyboardRepeatSettingsChangedSignalType; ///< Keyboard repeat settings changed signal type
+typedef Signal<void()> KeyboardRepeatSettingsChangedSignalType; ///< Keyboard repeat settings changed signal type
/**
* @brief Creates an initialized handle to a new Window.
* @param[in] window The window instance
* @param[in] positionSize The new window position and size
*/
-DALI_ADAPTOR_API void SetPositionSize( Window window, PositionSize positionSize );
+DALI_ADAPTOR_API void SetPositionSize(Window window, PositionSize positionSize);
/**
* @brief Retrieve the window that the given actor is added to.
* @param[in] actor The actor
* @return The window the actor is added to or an empty handle if the actor is not added to any window.
*/
-DALI_ADAPTOR_API Window Get( Actor actor );
+DALI_ADAPTOR_API Window Get(Actor actor);
/**
* @brief This signal is emitted just after the event processing is finished.
* @param[in] window The window instance
* @return The signal to connect to
*/
-DALI_ADAPTOR_API EventProcessingFinishedSignalType& EventProcessingFinishedSignal( Window window );
+DALI_ADAPTOR_API EventProcessingFinishedSignalType& EventProcessingFinishedSignal(Window window);
/**
* @brief This signal is emitted when wheel event is received.
* @param[in] window The window instance
* @return The signal to connect to
*/
-DALI_ADAPTOR_API WheelEventSignalType& WheelEventSignal( Window window );
+DALI_ADAPTOR_API WheelEventSignalType& WheelEventSignal(Window window);
/**
* @brief This signal is emitted when the window is shown or hidden.
* @param[in] window The window instance
* @return The signal to connect to
*/
-DALI_ADAPTOR_API VisibilityChangedSignalType& VisibilityChangedSignal( Window window );
+DALI_ADAPTOR_API VisibilityChangedSignalType& VisibilityChangedSignal(Window window);
/**
* @brief This signal is emitted for transition effect.
* @param[in] window The window instance
* @return The signal to connect to
*/
-DALI_ADAPTOR_API TransitionEffectEventSignalType& TransitionEffectEventSignal( Window window );
+DALI_ADAPTOR_API TransitionEffectEventSignalType& TransitionEffectEventSignal(Window window);
/**
* @brief This signal is emitted just after the keyboard repeat setting is changed globally.
* @param[in] window The window instance
* @return The signal to connect to
*/
-DALI_ADAPTOR_API KeyboardRepeatSettingsChangedSignalType& KeyboardRepeatSettingsChangedSignal( Window window );
+DALI_ADAPTOR_API KeyboardRepeatSettingsChangedSignalType& KeyboardRepeatSettingsChangedSignal(Window window);
/**
* @brief Sets parent window of the window.
* @param[in] window The window instance
* @param[in] parent The parent window instance
*/
-DALI_ADAPTOR_API void SetParent( Window window, Window parent );
+DALI_ADAPTOR_API void SetParent(Window window, Window parent);
/**
* @brief Unsets parent window of the window.
*
* @param[in] window The window instance
*/
-DALI_ADAPTOR_API void Unparent( Window window );
+DALI_ADAPTOR_API void Unparent(Window window);
/**
* @brief Gets parent window of the window.
* @param[in] window The window instance
* @return The parent window of the window
*/
-DALI_ADAPTOR_API Window GetParent( Window window );
+DALI_ADAPTOR_API Window GetParent(Window window);
/**
* @brief Downcast sceneHolder to window
* @param[in] handle The handle need to downcast
* @return The window cast from SceneHolder
*/
-DALI_ADAPTOR_API Window DownCast( BaseHandle handle );
+DALI_ADAPTOR_API Window DownCast(BaseHandle handle);
/**
* @brief Gets current orientation of the window.
* @param[in] window The window instance
* @return The current window orientation if previously set, or none
*/
-DALI_ADAPTOR_API Dali::Window::WindowOrientation GetCurrentOrientation( Window window );
+DALI_ADAPTOR_API Dali::Window::WindowOrientation GetCurrentOrientation(Window window);
/**
* @brief Sets available orientations of the window.
* @param[in] window The window instance
* @param[in] orientations The available orientation list to add
*/
-DALI_ADAPTOR_API void SetAvailableOrientations( Window window, const Dali::Vector<Dali::Window::WindowOrientation>& orientations );
+DALI_ADAPTOR_API void SetAvailableOrientations(Window window, const Dali::Vector<Dali::Window::WindowOrientation>& orientations);
/**
* @brief Gets current window ID.
*
* @param[in] window The window instance
*/
-DALI_ADAPTOR_API int32_t GetNativeId( Window window );
-
-/**
- * @brief Sets damaged areas of the window.
- *
- * This API is for setting static damaged areas of the window for partial update.
- *
- * @param[in] window The window instance
- * @param[in] areas The damaged areas list to set
- */
-DALI_ADAPTOR_API void SetDamagedAreas(Window window, std::vector<Dali::Rect<int>>& areas);
+DALI_ADAPTOR_API int32_t GetNativeId(Window window);
/**
* @brief Adds a callback that is called when the frame rendering is done by the graphics driver.
*
* @note Ownership of the callback is passed onto this class.
*/
-DALI_ADAPTOR_API void AddFrameRenderedCallback( Window window, std::unique_ptr< CallbackBase > callback, int32_t frameId );
+DALI_ADAPTOR_API void AddFrameRenderedCallback(Window window, std::unique_ptr<CallbackBase> callback, int32_t frameId);
/**
* @brief Adds a callback that is called when the frame is displayed on the display.
*
* @note Ownership of the callback is passed onto this class.
*/
-DALI_ADAPTOR_API void AddFramePresentedCallback( Window window, std::unique_ptr< CallbackBase > callback, int32_t frameId );
+DALI_ADAPTOR_API void AddFramePresentedCallback(Window window, std::unique_ptr<CallbackBase> callback, int32_t frameId);
} // namespace DevelWindow