struct KeyEvent;
struct TouchEvent;
+struct HoverEvent;
struct MouseWheelEvent;
namespace Internal
float GetCurrentOpacity() const;
/**
- * Sets whether an actor should emit touch signals; see SignalTouch().
+ * Sets whether an actor should emit touch or hover signals; see SignalTouch() and SignalHover().
* An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
- * the touch event signal will be emitted.
+ * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
+ * hover event signal will be emitted.
*
- * If the application wishes to temporarily disable the touch event signal emission, then they can do so by calling:
+ * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
* @code
* actor.SetSensitive(false);
* @endcode
*
- * Then, to re-enable the touch event signal emission, the application should call:
+ * Then, to re-enable the touch or hover event signal emission, the application should call:
* @code
* actor.SetSensitive(true);
* @endcode
*
- * @see SignalTouch().
- * @note If an actor's sensitivity is set to false, then it's children will not emit a touch event signal either.
- * @param[in] sensitive true to enable emission of the touch event signals, false otherwise.
+ * @see SignalTouch() and SignalHover().
+ * @note If an actor's sensitivity is set to false, then it's children will not emit a touch or hover event signal either.
+ * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise.
*/
void SetSensitive(bool sensitive)
{
}
/**
- * Query whether an actor emits touch event signals.
+ * Query whether an actor emits touch or hover event signals.
* @see SetSensitive(bool)
- * @return true, if emission of touch event signals is enabled, false otherwise.
+ * @return true, if emission of touch or hover event signals is enabled, false otherwise.
*/
bool IsSensitive() const
{
bool RayActorTest( const Vector4& rayOrigin, const Vector4& rayDir, Vector4& hitPointLocal, float& distance ) const;
/**
- * Sets whether the actor should receive a notification when touch motion events leave
+ * Sets whether the actor should receive a notification when touch or hover motion events leave
* the boundary of the actor.
*
* @note By default, this is set to false as most actors do not require this.
- * @note Need to connect to the SignalTouch to actually receive this event.
+ * @note Need to connect to the SignalTouch or SignalHover to actually receive this event.
*
* @param[in] required Should be set to true if a Leave event is required
*/
void SetLeaveRequired(bool required);
/**
- * This returns whether the actor requires touch events whenever touch motion events leave
+ * This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
* the boundary of the actor.
* @return true if a Leave event is required, false otherwise.
*/
bool GetTouchRequired() const;
/**
+ * Query whether the application or derived actor type requires hover events.
+ * @return True if hover events are required.
+ */
+ bool GetHoverRequired() const;
+
+ /**
* Query whether the application or derived actor type requires mouse wheel events.
* @return True if mouse wheel events are required.
*/
bool EmitTouchEventSignal(const TouchEvent& event);
/**
+ * Used by the EventProcessor to emit hover event signals.
+ * @param[in] event The hover event.
+ * @return True if the event was consumed.
+ */
+ bool EmitHoverEventSignal(const HoverEvent& event);
+
+ /**
* Used by the EventProcessor to emit mouse wheel event signals.
* @param[in] event The mouse wheel event.
* @return True if the event was consumed.
Dali::Actor::TouchSignalV2& TouchedSignal();
/**
+ * @copydoc Dali::Actor::HoveredSignal()
+ */
+ Dali::Actor::HoverSignalV2& HoveredSignal();
+
+ /**
* @copydoc Dali::Actor::MouseWheelEventSignal()
*/
Dali::Actor::MouseWheelEventSignalV2& MouseWheelEventSignal();
/**
* For use in derived classes.
- * This is only called if mTouchRequired is true, and the touch-signal was not consumed.
+ * This is only called if mDerivedRequiresTouch is true, and the touch-signal was not consumed.
* @param[in] event The touch event.
* @return True if the event should be consumed.
*/
/**
* For use in derived classes.
+ * This is only called if mDerivedRequiresHover is true, and the hover-signal was not consumed.
+ * @param[in] event The hover event.
+ * @return True if the event should be consumed.
+ */
+ virtual bool OnHoverEvent(const HoverEvent& event) { return false; }
+
+ /**
+ * For use in derived classes.
* This is only called if the mouse wheel signal was not consumed.
* @param[in] event The mouse event.
* @return True if the event should be consumed.
// Signals
Dali::Actor::TouchSignalV2 mTouchedSignalV2;
+ Dali::Actor::HoverSignalV2 mHoveredSignalV2;
Dali::Actor::MouseWheelEventSignalV2 mMouseWheelEventSignalV2;
Dali::Actor::SetSizeSignalV2 mSetSizeSignalV2;
Dali::Actor::OnStageSignalV2 mOnStageSignalV2;
bool mLeaveRequired : 1; ///< Whether a touch event signal is emitted when the a touch leaves the actor's bounds
bool mKeyboardFocusable : 1; ///< Whether the actor should be focusable by keyboard navigation
bool mDerivedRequiresTouch : 1; ///< Whether the derived actor type requires touch event signals
+ bool mDerivedRequiresHover : 1; ///< Whether the derived actor type requires hover event signals
bool mDerivedRequiresMouseWheelEvent : 1; ///< Whether the derived actor type requires mouse wheel event signals
bool mOnStageSignalled : 1; ///< Set to true before OnStageConnection signal is emitted, and false before OnStageDisconnection
bool mInheritRotation : 1; ///< Cached: Whether the parent's rotation should be inherited.