struct Degree;
class Quaternion;
class Layer;
-struct KeyEvent;
-class TouchData;
-struct TouchEvent;
-struct HoverEvent;
+class TouchEvent;
+class HoverEvent;
struct WheelEvent;
struct Vector2;
struct Vector3;
*
* <h3>Multi-Touch Events:</h3>
*
- * Touch or hover events are received via signals; see Actor::TouchedSignal() and Actor::HoveredSignal() for more details.
+ * Touch or hover events are received via signals; see Actor::TouchSignal() and Actor::HoveredSignal() for more details.
*
* <i>Hit Testing Rules Summary:</i>
*
* // Only hit-test the actor and its children if it is sensitive and visible
* IF ( ACTOR-IS-SENSITIVE &&
* ACTOR-IS-VISIBLE &&
- * ACTOR-IS-ON-STAGE )
+ * ACTOR-IS-ON-SCENE )
* {
* // Depth-first traversal within current layer, visiting parent first
*
* Signals
* | %Signal Name | Method |
* |-------------------|------------------------------|
- * | touched | @ref TouchedSignal() |
+ * | touch | @ref TouchSignal() |
* | hovered | @ref HoveredSignal() |
* | wheelEvent | @ref WheelEventSignal() |
- * | onStage | @ref OnStageSignal() |
- * | offStage | @ref OffStageSignal() |
+ * | onScene | @ref OnSceneSignal() |
+ * | offScene | @ref OffSceneSignal() |
* | onRelayout | @ref OnRelayoutSignal() |
*
* Actions
* @brief The flag whether the actor is connected to the Scene.
* When an actor is connected, it will be directly or indirectly parented to the root Actor.
* @details Name "connectedToScene", type Property::BOOLEAN. Read-only
- * @note The root Actor is provided automatically by Dali::Scene, and is always considered to be connected.
+ * @note The root Actor is provided automatically by the Scene, and is always considered to be connected.
* @SINCE_1_9.17
*/
CONNECTED_TO_SCENE,
// Typedefs
- 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 TouchEvent&) > TouchEventSignalType; ///< 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) > OnSceneSignalType; ///< Scene connection signal type @SINCE_1_9.24
+ typedef Signal< void (Actor) > OffSceneSignalType; ///< Scene disconnection signal type @SINCE_1_9.24
typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out @SINCE_1_0.0
typedef Signal< void ( Actor, LayoutDirection::Type ) > LayoutDirectionChangedSignalType; ///< Layout direction changes signal type. @SINCE_1_2.60
*/
Actor& operator=(const Actor& rhs);
+ /**
+ * @brief Move constructor.
+ *
+ * @SINCE_1_9.22
+ * @param[in] rhs A reference to the actor to move
+ */
+ Actor( Actor&& rhs );
+
+ /**
+ * @brief Move assignment operator.
+ *
+ * @SINCE_1_9.22
+ * @param[in] rhs A reference to the actor to move
+ * @return A reference to this
+ */
+ Actor& operator=( Actor&& rhs );
+
// Containment
/**
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:
* @code
- * bool YourCallbackName(Actor actor, const TouchEvent& event);
- * @endcode
- * The return value of True, indicates that the touch event should be consumed.
- * Otherwise the signal will be emitted on the next sensitive parent of the actor.
- * @SINCE_1_0.0
- * @return The signal to connect to
- * @pre The Actor has been initialized.
- */
- TouchSignalType& TouchedSignal() DALI_DEPRECATED_API;
-
- /**
- * @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 );
+ * bool YourCallbackName( Actor actor, TouchEvent& 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.
* @return The signal to connect to
* @pre The Actor has been initialized.
*/
- TouchDataSignalType& TouchSignal();
+ TouchEventSignalType& TouchSignal();
/**
* @brief This signal is emitted when hover input is received.
WheelEventSignalType& WheelEventSignal();
/**
- * @brief This signal is emitted after the actor has been connected to the stage.
+ * @brief This signal is emitted after the actor has been connected to the scene.
*
* When an actor is connected, it will be directly or indirectly parented to the root Actor.
- * @SINCE_1_0.0
+ * @SINCE_1_9.24
* @return The signal to connect to
- * @note The root Actor is provided automatically by Dali::Stage, and is always considered to be connected.
+ * @note The root Actor is provided automatically by the Scene, and is always considered to be connected.
*
* @note When the parent of a set of actors is connected to the stage, then all of the children
* will received this callback.
*
* @endcode
*/
- OnStageSignalType& OnStageSignal();
+ OnSceneSignalType& OnSceneSignal();
/**
- * @brief This signal is emitted after the actor has been disconnected from the stage.
+ * @brief This signal is emitted after the actor has been disconnected from the scene.
*
* If an actor is disconnected it either has no parent, or is parented to a disconnected actor.
*
- * @SINCE_1_0.0
+ * @SINCE_1_9.24
* @return The signal to connect to
- * @note When the parent of a set of actors is disconnected to the stage, then all of the children
+ * @note When the parent of a set of actors is disconnected to the scene, then all of the children
* will received this callback, starting with the leaf actors.
* For the following actor tree, the callback order will be D, E, B, F, C, and finally A.
*
* @endcode
*
*/
- OffStageSignalType& OffStageSignal();
+ OffSceneSignalType& OffSceneSignal();
/**
* @brief This signal is emitted after the size has been set on the actor during relayout