class Quaternion;
class Layer;
struct KeyEvent;
+class TouchData;
struct TouchEvent;
struct HoverEvent;
struct WheelEvent;
INHERIT_ORIENTATION, ///< name "inheritOrientation", type bool @SINCE_1_0.0
INHERIT_SCALE, ///< name "inheritScale", type bool @SINCE_1_0.0
COLOR_MODE, ///< name "colorMode", type std::string @SINCE_1_0.0
- POSITION_INHERITANCE, ///< name "positionInheritance", type std::string @SINCE_1_0.0
+ POSITION_INHERITANCE, ///< name "positionInheritance", type std::string @DEPRECATED_1_1.24 Use INHERIT_POSITION instead
DRAW_MODE, ///< name "drawMode", type std::string @SINCE_1_0.0
SIZE_MODE_FACTOR, ///< name "sizeModeFactor", type Vector3 @SINCE_1_0.0
WIDTH_RESIZE_POLICY, ///< name "widthResizePolicy", type String @SINCE_1_0.0
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
+ BATCH_PARENT, ///< name "batchParent", type bool @SINCE_1_2.0
};
};
// 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
Vector3 GetCurrentWorldPosition() const;
/**
+ * @DEPRECATED_1_1.24 Use SetInheritPosition instead
* @brief Set the actors position inheritance mode.
*
* The default is to inherit.
void SetPositionInheritanceMode( PositionInheritanceMode mode );
/**
+ * @brief Set whether a child actor inherits it's parent's position.
+ *
+ * Default is to inherit.
+ * Switching this off means that using SetPosition() sets the actor's world position3
+ * @SINCE_1_1.24
+ * @param[in] inherit - true if the actor should inherit position, false otherwise.
+ * @pre The Actor has been initialized.
+ */
+ inline void SetInheritPosition( bool inherit )
+ {
+ SetProperty(Property::INHERIT_POSITION, inherit );
+ }
+
+ /**
+ * @DEPRECATED_1_1.24 Use IsPositionInherited
* @brief Returns the actors position inheritance mode.
*
* @SINCE_1_0.0
PositionInheritanceMode GetPositionInheritanceMode() const;
/**
+ * @brief Returns whether the actor inherits its parent's position.
+ *
+ * @SINCE_1_1.24
+ * @return True if the actor inherits its parent position, false if it uses world position.
+ * @pre The Actor has been initialized.
+ */
+ inline bool IsPositionInherited() const
+ {
+ return GetProperty(Property::INHERIT_POSITION ).Get<bool>();
+ }
+
+ /**
* @brief Sets the orientation of the Actor.
*
* An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
// 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: