}
}
+bool Scene::EmitKeyEventGeneratedSignal(const KeyEvent& event)
+{
+ // Emit the KeyEventGenerated signal when KeyEvent is generated
+ return mKeyEventGeneratedSignal.Emit( event );
+}
+
void Scene::EmitEventProcessingFinishedSignal()
{
if ( !mEventProcessingFinishedSignal.Empty() )
return mKeyEventSignal;
}
+Integration::Scene::KeyEventGeneratedSignalType& Scene::KeyEventGeneratedSignal()
+{
+ return mKeyEventGeneratedSignal;
+}
+
Integration::Scene::EventProcessingFinishedSignalType& Scene::EventProcessingFinishedSignal()
{
return mEventProcessingFinishedSignal;