#include <memory>
// INTERNAL INCLUDES
-#include <dali/public-api/object/handle.h>
+#include <dali/public-api/common/vector-wrapper.h>
#include <dali/public-api/math/vector2.h>
#include <dali/public-api/math/vector4.h>
-#include <dali/public-api/common/vector-wrapper.h>
+#include <dali/public-api/object/handle.h>
namespace Dali
{
-
class Actor;
-struct KeyEvent;
+class KeyEvent;
class Layer;
class RenderTaskList;
-class TouchData;
-struct WheelEvent;
+class TouchEvent;
+class WheelEvent;
namespace Internal DALI_INTERNAL
{
- class Scene;
+class Scene;
}
namespace Integration
{
-
struct Event;
/**
class DALI_CORE_API Scene : public BaseHandle
{
public:
- typedef Signal< void () > EventProcessingFinishedSignalType; ///< Event Processing finished signal type
- typedef Signal< void (const Dali::KeyEvent&) > KeyEventSignalType; ///< Key event signal type
- typedef Signal< bool (const Dali::KeyEvent&) > KeyEventGeneratedSignalType; ///< key event generated signal type
- typedef Signal< void (const Dali::TouchData&) > TouchSignalType; ///< Touch signal type
- typedef Signal< void (const Dali::WheelEvent&) > WheelEventSignalType; ///< Touched signal type
+ using EventProcessingFinishedSignalType = Signal<void()>; ///< Event Processing finished signal type
+ using KeyEventSignalType = Signal<void(const Dali::KeyEvent&)>; ///< Key event signal type
+ using KeyEventGeneratedSignalType = Signal<bool(const Dali::KeyEvent&)>; ///< key event generated signal type
+ using TouchEventSignalType = Signal<void(const Dali::TouchEvent&)>; ///< Touch signal type
+ using WheelEventSignalType = Signal<void(const Dali::WheelEvent&)>; ///< WheelEvent signal type
- using FrameCallbackContainer = std::vector< std::pair< std::unique_ptr< CallbackBase >, int32_t > >;
+ using FrameCallbackContainer = std::vector<std::pair<std::unique_ptr<CallbackBase>, int32_t> >;
/**
* @brief Create an initialized Scene handle.
*
* @return a handle to a newly allocated Dali resource.
*/
- static Scene New( Size size );
+ static Scene New(Size size);
/**
* @brief Downcast an Object handle to Scene handle.
* @param[in] handle to An object
* @return handle to a Scene object or an uninitialized handle
*/
- static Scene DownCast( BaseHandle handle );
+ static Scene DownCast(BaseHandle handle);
/**
* @brief Create an uninitialized Scene handle.
* Sets horizontal and vertical pixels per inch value that is used by the display
* @param[in] dpi Horizontal and vertical dpi value
*/
- void SetDpi( Vector2 dpi );
+ void SetDpi(Vector2 dpi);
/**
* @brief Retrieves the DPI of the display device to which the scene is connected.
*
* @param[in] color The new background color
*/
- void SetBackgroundColor( const Vector4& color );
+ void SetBackgroundColor(const Vector4& color);
/**
* @brief Gets the background color of the render surface.
* @return The layer found at the given depth
* @pre Depth is less than layer count; see GetLayerCount().
*/
- Layer GetLayer( uint32_t depth ) const;
+ Layer GetLayer(uint32_t depth) const;
/**
* @brief Informs the scene that the set surface has been resized.
* @param[in] width The new width of the set surface
* @param[in] height The new height of the set surface
*/
- void SurfaceResized( float width, float height );
+ void SurfaceResized(float width, float height);
/**
* @brief Informs the scene that the surface has been replaced.
* @brief Retrieve the Scene that the given actor belongs to.
* @return The Scene.
*/
- static Integration::Scene Get( Actor actor );
+ static Integration::Scene Get(Actor actor);
/**
* This function is called when an event is queued.
* @param[in] event A event to queue.
*/
- void QueueEvent( const Integration::Event& event );
+ void QueueEvent(const Integration::Event& event);
/**
* This function is called by Core when events are processed.
*
* @note Ownership of the callback is passed onto this class.
*/
- void AddFrameRenderedCallback( std::unique_ptr< CallbackBase > callback, int32_t frameId );
+ void AddFrameRenderedCallback(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.
*/
- void AddFramePresentedCallback( std::unique_ptr< CallbackBase > callback, int32_t frameId );
+ void AddFramePresentedCallback(std::unique_ptr<CallbackBase> callback, int32_t frameId);
/**
* @brief Gets the callback list that is called when the frame rendering is done by the graphics driver.
*
* @note This is called in the update thread.
*/
- void GetFrameRenderedCallback( FrameCallbackContainer& callbacks );
+ void GetFrameRenderedCallback(FrameCallbackContainer& callbacks);
/**
* @brief Gets the callback list that is called when the frame is displayed on the display.
*
* @note This is called in the update thread.
*/
- void GetFramePresentedCallback( FrameCallbackContainer& callbacks );
+ void GetFramePresentedCallback(FrameCallbackContainer& callbacks);
/**
* @brief This signal is emitted just after the event processing is finished.
* An interrupted event will also be emitted (if it occurs).
* A callback of the following type may be connected:
* @code
- * void YourCallbackName( TouchData event );
+ * void YourCallbackName( TouchEvent event );
* @endcode
*
* @return The touch signal to connect to
* @note Motion events are not emitted.
*/
- TouchSignalType& TouchSignal();
+ TouchEventSignalType& TouchedSignal();
/**
* @brief This signal is emitted when wheel event is received.
WheelEventSignalType& WheelEventSignal();
public: // Not intended for application developers
-
/**
* @brief This constructor is used by Dali::New() methods.
*