#ifndef __DALI_INTERNAL_GESTURE_DETECTOR_H__
#define __DALI_INTERNAL_GESTURE_DETECTOR_H__
-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+/*
+ * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
// INTERNAL INCLUDES
#include <dali/public-api/common/vector-wrapper.h>
namespace Integration
{
-class GestureEvent;
+struct GestureEvent;
}
namespace Internal
*/
virtual void OnActorDestroyed(Object& object) = 0;
- /**
- * Dummy touch event handler. We do not need to know when touch happens on our actor. We just
- * need to connect a function so that our attached actor is checked during our hit testing.
- * @param[in] actor The hit actor (or one of its parents).
- * @param[in] event The touch event.
- * @return false always as we do not process the event.
- */
- bool OnTouchEvent(Dali::Actor actor, const TouchEvent& event);
-
private: // Default property extensions from ProxyObject
/**
- * @copydoc Dali::Internal::ProxyObject::IsSceneObjectRemovable()
- */
- virtual bool IsSceneObjectRemovable() const;
-
- /**
* @copydoc Dali::Internal::ProxyObject::GetDefaultPropertyCount()
*/
virtual unsigned int GetDefaultPropertyCount() const;
/**
* @copydoc Dali::Internal::ProxyObject::GetDefaultPropertyName()
*/
- virtual const std::string& GetDefaultPropertyName(Property::Index index) const;
+ virtual const char* GetDefaultPropertyName(Property::Index index) const;
/**
* @copydoc Dali::Internal::ProxyObject::GetDefaultPropertyIndex()
virtual bool IsDefaultPropertyAnimatable(Property::Index index) const;
/**
+ * @copydoc Dali::Internal::ProxyObject::IsDefaultPropertyAConstraintInput()
+ */
+ virtual bool IsDefaultPropertyAConstraintInput( Property::Index index ) const;
+
+ /**
* @copydoc Dali::Internal::ProxyObject::GetDefaultPropertyType()
*/
virtual Property::Type GetDefaultPropertyType(Property::Index index) const;
Gesture::Type mType; ///< The gesture detector will detect this type of gesture.
GestureDetectorActorContainer mAttachedActors; ///< Proxy<Node>::Observer is used to provide weak-pointer behaviour
GestureEventProcessor& mGestureEventProcessor; ///< A reference to the gesture event processor.
-
-private:
-
- SlotDelegate< GestureDetector > mSlotDelegate;
};
} // namespace Internal