class Quaternion;
class Layer;
struct KeyEvent;
+class TouchData;
struct TouchEvent;
struct HoverEvent;
struct WheelEvent;
PADDING, ///< name "padding", type Vector4 @SINCE_1_0.0
MINIMUM_SIZE, ///< name "minimumSize", type Vector2 @SINCE_1_0.0
MAXIMUM_SIZE, ///< name "maximumSize", type Vector2 @SINCE_1_0.0
- INHERIT_POSITION, ///< name "inheritPosition", type bool @SINCE_1_1.24
+ INHERIT_POSITION, ///< name "inheritPosition", type bool @SINCE_1_1.24
+ BATCH_PARENT, ///< name "batchParent", type bool @SINCE_1_1.46
};
};
// 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: