// INTERNAL INCLUDES
#include <dali/public-api/render-tasks/render-task.h>
-#include <dali/internal/event/common/proxy-object.h>
+#include <dali/internal/event/events/actor-observer.h>
namespace Dali
{
class Actor;
class Stage;
+struct ActorObserver;
/**
* <h3>Multi-Touch Event Processing:</h3>
// Undefined
TouchEventProcessor& operator=(const TouchEventProcessor& rhs);
-private:
-
/**
- * Stores an actor pointer and connects/disconnects to any required signals appropriately when set/unset.
+ * Called by some actor-observers when the observed actor is disconnected.
+ *
+ * @param[in] actor The actor that has been disconnected.
*/
- struct ActorObserver : public ProxyObject::Observer
- {
- public:
-
- // Construction & Destruction
-
- /**
- * Constructor.
- */
- ActorObserver();
-
- /**
- * Non virtual destructor
- */
- ~ActorObserver();
-
- // Methods
-
- /**
- * Return the stored Actor pointer.
- * @return The Actor pointer.
- */
- Actor* GetActor();
-
- /**
- * Assignment operator.
- * This disconnects the required signals from the currently set actor and connects to the required
- * signals for the the actor specified (if set).
- */
- void SetActor( Actor* actor );
-
- /**
- * Resets the set actor and disconnects any connected signals.
- */
- void ResetActor();
-
- private:
-
- // Undefined
- ActorObserver( const ActorObserver& );
- ActorObserver& operator=( const ActorObserver& );
-
- private:
-
- /**
- * This will never get called as we do not observe objects that have not been added to the scene.
- * @param[in] proxy The proxy object.
- * @see ProxyObject::Observer::SceneObjectAdded()
- */
- virtual void SceneObjectAdded(ProxyObject& proxy) { }
-
- /**
- * This will be called when the actor is removed from the stage, we should clear and stop
- * observing it.
- * @param[in] proxy The proxy object.
- * @see ProxyObject::Observer::SceneObjectRemoved()
- */
- virtual void SceneObjectRemoved(ProxyObject& proxy);
-
- /**
- * This will be called when the actor is destroyed. We should clear the actor.
- * No need to stop observing as the object is being destroyed anyway.
- * @see ProxyObject::Observer::ProxyDestroyed()
- */
- virtual void ProxyDestroyed(ProxyObject& proxy);
-
- private:
- Actor* mActor; ///< Raw pointer to an Actor.
- bool mActorDisconnected; ///< Indicates whether the actor has been disconnected from the scene
- };
+ void OnObservedActorDisconnected( Actor* actor );
+
+private:
Stage& mStage; ///< Used to deliver touch events
ActorObserver mLastPrimaryHitActor; ///< Stores the last primary point hit actor