DALI_LOG_TRACE_METHOD( gLogFilter );
}
-bool TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& event )
+void TouchEventProcessor::ProcessTouchEvent( const Integration::TouchEvent& event )
{
DALI_LOG_TRACE_METHOD( gLogFilter );
DALI_ASSERT_ALWAYS( !event.points.empty() && "Empty TouchEvent sent from Integration\n" );
touchEventImpl->AddPoint( currentPoint );
mScene.EmitTouchedSignal( touchEventHandle );
- return false; // No need for hit testing & already an interrupted event so just return false
+ return; // No need for hit testing
}
// 2) Hit Testing.
// 3) Recursively deliver events to the actor and its parents, until the event is consumed or the stage is reached.
- bool consumed = false;
-
// Emit the touch signal
Dali::Actor consumedActor;
if ( currentRenderTask )
{
consumedActor = EmitTouchSignals( touchEventImpl->GetPoint( 0 ).GetHitActor(), touchEventHandle );
- consumed = consumedActor ? true : false;
}
Integration::Point& primaryPoint = touchEventImpl->GetPoint( 0 );
}
}
- consumed |= leaveEventConsumer ? true : false;
-
// Check if the motion event has been consumed by another actor's listener. In this case, the previously
// consumed actor's listeners may need to be informed (through a leave event).
// Further checks here to ensure we do not signal the same actor twice for the same event.
}
}
}
-
- return consumed;
}
void TouchEventProcessor::OnObservedActorDisconnected( Actor* actor )