struct KeyEvent;
struct TouchEvent;
struct HoverEvent;
-struct MouseWheelEvent;
+struct WheelEvent;
struct Vector2;
struct Vector3;
struct Vector4;
*
* <i>Hit Test Algorithm:</i>
*
+ * - Stage
+ * - Gets the first down and the last up touch events to the screen, regardless of actor touch event consumption.
+ * - Stage's root layer can be used to catch unconsumed touch events.
+ *
* - RenderTasks
* - Hit testing is dependent on the camera used, which is specific to each RenderTask.
*
* |-------------------|------------------------------|
* | touched | @ref TouchedSignal() |
* | hovered | @ref HoveredSignal() |
- * | mouse-wheel-event | @ref MouseWheelEventSignal() |
+ * | wheel-event | @ref WheelEventSignal() |
* | on-stage | @ref OnStageSignal() |
* | off-stage | @ref OffStageSignal() |
*
typedef Signal< bool (Actor, const TouchEvent&)> TouchSignalType; ///< Touch signal type
typedef Signal< bool (Actor, const HoverEvent&)> HoverSignalType; ///< Hover signal type
- typedef Signal< bool (Actor, const MouseWheelEvent&) > MouseWheelEventSignalType; ///< Mousewheel signal type
+ typedef Signal< bool (Actor, const WheelEvent&) > WheelEventSignalType; ///< Wheel signal type
typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type
typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type
typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out
float GetRelayoutSize( Dimension::Type dimension ) const;
/**
- * @brief Force propagate relayout flags through the tree. This actor and all actors
- * dependent on it will have their relayout flags reset.
- *
- * This is useful for resetting layout flags during the layout process.
- */
- void PropagateRelayoutFlags();
-
- /**
* @brief Set the padding for use in layout
*
* @param[in] padding Padding for the actor
HoverSignalType& HoveredSignal();
/**
- * @brief This signal is emitted when mouse wheel event is received.
+ * @brief This signal is emitted when wheel event is received.
*
* A callback of the following type may be connected:
* @code
- * bool YourCallbackName(Actor actor, const MouseWheelEvent& event);
+ * bool YourCallbackName(Actor actor, const WheelEvent& event);
* @endcode
- * The return value of True, indicates that the mouse wheel event should be consumed.
+ * The return value of True, indicates that the wheel event should be consumed.
* Otherwise the signal will be emitted on the next sensitive parent of the actor.
* @pre The Actor has been initialized.
* @return The signal to connect to.
*/
- MouseWheelEventSignalType& MouseWheelEventSignal();
+ WheelEventSignalType& WheelEventSignal();
/**
* @brief This signal is emitted after the actor has been connected to the stage.