class Quaternion;
class Layer;
struct KeyEvent;
+class TouchData;
struct TouchEvent;
struct HoverEvent;
struct WheelEvent;
*
* Hit Priority of above Actor tree (all overlays): 1 - Lowest. 6 - Highest.
* @endcode
- * - Stencil Actors can be used to influence the result of hits on renderable actors within a layer.
- * If a Stencil Actor exists on a layer and that Actor is marked visible then a successful
- * hit on a renderable actor can only take place in the area that the stencil Actor marks as visible.
- * The hit can be in any Stencil Actor in that layer, but must be in the region of one of them.
- * Stencil Actor inheritance behaves as with rendering in that any child of a Stencil Actor will
- * also be considered a Stencil Actor.
- * Non-renderable actors can be hit regardless of whether a stencil actor is hit or not.
+ * For more information, see SetDrawMode().
*
* <i>Touch or hover Event Delivery:</i>
*
// Typedefs
- typedef Signal< bool (Actor, const TouchEvent&)> TouchSignalType; ///< Touch signal type @SINCE_1_0.0
- typedef Signal< bool (Actor, const HoverEvent&)> HoverSignalType; ///< Hover signal type @SINCE_1_0.0
- typedef Signal< bool (Actor, const WheelEvent&) > WheelEventSignalType; ///< Wheel signal type @SINCE_1_0.0
- typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type @SINCE_1_0.0
- typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type @SINCE_1_0.0
- typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out @SINCE_1_0.0
+ typedef Signal< bool (Actor, const TouchEvent&) > TouchSignalType; ///< @DEPRECATED_1_1.37 @brief Touch signal type @SINCE_1_0.0
+ typedef Signal< bool (Actor, const TouchData&) > TouchDataSignalType; ///< Touch signal type @SINCE_1_1.37
+ typedef Signal< bool (Actor, const HoverEvent&) > HoverSignalType; ///< Hover signal type @SINCE_1_0.0
+ typedef Signal< bool (Actor, const WheelEvent&) > WheelEventSignalType; ///< Wheel signal type @SINCE_1_0.0
+ typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type @SINCE_1_0.0
+ typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type @SINCE_1_0.0
+ typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out @SINCE_1_0.0
// Creation
// Input Handling
/**
- * @brief Sets whether an actor should emit touch or hover signals; see SignalTouch() and SignalHover().
+ * @brief Sets whether an actor should emit touch or hover signals.
*
* 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, and as soon as an application connects to the SignalHover(), the
public: // Signals
/**
+ * @DEPRECATED_1_1.37 Use TouchSignal() instead.
* @brief This signal is emitted when touch input is received.
*
* A callback of the following type may be connected:
TouchSignalType& TouchedSignal();
/**
+ * @brief This signal is emitted when touch input is received.
+ *
+ * A callback of the following type may be connected:
+ * @code
+ * bool YourCallbackName( Actor actor, TouchData& touch );
+ * @endcode
+ * The return value of True, indicates that the touch event has been consumed.
+ * Otherwise the signal will be emitted on the next sensitive parent of the actor.
+ * @SINCE_1_1.37
+ * @return The signal to connect to.
+ * @pre The Actor has been initialized.
+ */
+ TouchDataSignalType& TouchSignal();
+
+ /**
* @brief This signal is emitted when hover input is received.
*
* A callback of the following type may be connected:
public: // Not intended for application developers
/**
+ * @internal
* @brief This constructor is used by Actor::New() methods.
*
* @SINCE_1_0.0
};
/**
+ * @internal
* @brief Helper for discarding an actor handle.
*
* If the handle is empty, this method does nothing. Otherwise