#include <dali/devel-api/actors/layer-devel.h>
#include <dali/public-api/common/dali-common.h>
#include <dali/public-api/common/constants.h>
-#include <dali/public-api/events/touch-data.h>
+#include <dali/public-api/events/touch-event.h>
#include <dali/public-api/math/vector2.h>
#include <dali/public-api/math/vector3.h>
#include <dali/public-api/math/radian.h>
// Signals
-const char* const SIGNAL_TOUCHED = "touched";
const char* const SIGNAL_HOVERED = "hovered";
const char* const SIGNAL_WHEEL_EVENT = "wheelEvent";
const char* const SIGNAL_ON_SCENE = "onScene";
const char* const SIGNAL_OFF_SCENE = "offScene";
const char* const SIGNAL_ON_RELAYOUT = "onRelayout";
-const char* const SIGNAL_TOUCH = "touch";
+const char* const SIGNAL_TOUCHED = "touched";
const char* const SIGNAL_VISIBILITY_CHANGED = "visibilityChanged";
const char* const SIGNAL_LAYOUT_DIRECTION_CHANGED = "layoutDirectionChanged";
const char* const SIGNAL_CHILD_ADDED = "childAdded";
TypeRegistration mType( typeid(Dali::Actor), typeid(Dali::Handle), CreateActor, ActorDefaultProperties );
-SignalConnectorType signalConnector1( mType, SIGNAL_TOUCHED, &Actor::DoConnectSignal );
SignalConnectorType signalConnector2( mType, SIGNAL_HOVERED, &Actor::DoConnectSignal );
SignalConnectorType signalConnector3( mType, SIGNAL_WHEEL_EVENT, &Actor::DoConnectSignal );
SignalConnectorType signalConnector4( mType, SIGNAL_ON_SCENE, &Actor::DoConnectSignal );
SignalConnectorType signalConnector5( mType, SIGNAL_OFF_SCENE, &Actor::DoConnectSignal );
SignalConnectorType signalConnector6( mType, SIGNAL_ON_RELAYOUT, &Actor::DoConnectSignal );
-SignalConnectorType signalConnector7( mType, SIGNAL_TOUCH, &Actor::DoConnectSignal );
+SignalConnectorType signalConnector7( mType, SIGNAL_TOUCHED, &Actor::DoConnectSignal );
SignalConnectorType signalConnector8( mType, SIGNAL_VISIBILITY_CHANGED, &Actor::DoConnectSignal );
SignalConnectorType signalConnector9( mType, SIGNAL_LAYOUT_DIRECTION_CHANGED, &Actor::DoConnectSignal );
SignalConnectorType signalConnector10( mType, SIGNAL_CHILD_ADDED, &Actor::DoConnectSignal );
bool Actor::GetTouchRequired() const
{
- return !mTouchedSignal.Empty() || !mTouchSignal.Empty() || mDerivedRequiresTouch;
+ return !mTouchedSignal.Empty() || mDerivedRequiresTouch;
}
bool Actor::GetHoverRequired() const
return *mGestureData;
}
-bool Actor::IsGestureRequred( DevelGesture::Type type ) const
+bool Actor::IsGestureRequired( GestureType::Value type ) const
{
- return mGestureData && mGestureData->IsGestureRequred( type );
+ return mGestureData && mGestureData->IsGestureRequired( type );
}
-bool Actor::EmitTouchEventSignal( const TouchEvent& event, const Dali::TouchData& touch )
+bool Actor::EmitTouchEventSignal( const Dali::TouchEvent& touch )
{
bool consumed = false;
- if( !mTouchSignal.Empty() )
- {
- Dali::Actor handle( this );
- consumed = mTouchSignal.Emit( handle, touch );
- }
-
if( !mTouchedSignal.Empty() )
{
Dali::Actor handle( this );
- consumed |= mTouchedSignal.Emit( handle, event );
- }
-
- if( !consumed )
- {
- // Notification for derived classes
- consumed = OnTouchEvent( event ); // TODO
+ consumed = mTouchedSignal.Emit( handle, touch );
}
return consumed;
}
-bool Actor::EmitHoverEventSignal( const HoverEvent& event )
+bool Actor::EmitHoverEventSignal( const Dali::HoverEvent& event )
{
bool consumed = false;
return consumed;
}
-bool Actor::EmitWheelEventSignal( const WheelEvent& event )
+bool Actor::EmitWheelEventSignal( const Dali::WheelEvent& event )
{
bool consumed = false;
}
}
-Dali::Actor::TouchSignalType& Actor::TouchedSignal()
+Dali::Actor::TouchEventSignalType& Actor::TouchedSignal()
{
return mTouchedSignal;
}
-Dali::Actor::TouchDataSignalType& Actor::TouchSignal()
-{
- return mTouchSignal;
-}
-
Dali::Actor::HoverSignalType& Actor::HoveredSignal()
{
return mHoveredSignal;
bool connected( true );
Actor* actor = static_cast< Actor* >( object ); // TypeRegistry guarantees that this is the correct type.
- if( 0 == signalName.compare( SIGNAL_TOUCHED ) )
- {
- actor->TouchedSignal().Connect( tracker, functor );
- }
- else if( 0 == signalName.compare( SIGNAL_HOVERED ) )
+ if( 0 == signalName.compare( SIGNAL_HOVERED ) )
{
actor->HoveredSignal().Connect( tracker, functor );
}
{
actor->OnRelayoutSignal().Connect( tracker, functor );
}
- else if( 0 == signalName.compare( SIGNAL_TOUCH ) )
+ else if( 0 == signalName.compare( SIGNAL_TOUCHED ) )
{
- actor->TouchSignal().Connect( tracker, functor );
+ actor->TouchedSignal().Connect( tracker, functor );
}
else if( 0 == signalName.compare( SIGNAL_VISIBILITY_CHANGED ) )
{
mRelayoutData( NULL ),
mGestureData( NULL ),
mTouchedSignal(),
- mTouchSignal(),
mHoveredSignal(),
mWheelEventSignal(),
mOnSceneSignal(),