struct Degree;
class Quaternion;
class Layer;
-class TouchData;
+class TouchEvent;
class HoverEvent;
struct WheelEvent;
struct Vector2;
* - If the consumed actor on hover-start is not the same as the consumed actor on hover-finished, then
* hover signals are also emitted from the hover-started actor with an "Interrupted" state.
*
+ * <h3>Key Events:</h3>
+ *
+ * Key events are received by an actor once set to grab key events, only one actor can be set as focused.
+ *
* @nosubgrouping
*
* Signals
// Typedefs
- 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) > OnSceneSignalType; ///< Scene connection signal type @SINCE_1_9.24
*
* 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.
- * A true return will also cancel any ongoing gestures.
* @SINCE_1_1.37
* @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.