class Actor;
class Layer;
class ObjectRegistry;
+class TouchData;
class RenderTaskList;
struct Vector2;
struct Vector3;
{
public:
- typedef Signal< void (const KeyEvent&)> KeyEventSignalType; ///< Key event signal type @SINCE_1_0.0
- typedef Signal< void () > EventProcessingFinishedSignalType; ///< Event Processing finished signal type @SINCE_1_0.0
- typedef Signal< void (const TouchEvent&)> TouchedSignalType; ///< Touched signal type @SINCE_1_0.0
- typedef Signal< void (const WheelEvent&)> WheelEventSignalType; ///< Touched signal type @SINCE_1_0.0
- typedef Signal< void () > ContextStatusSignal; ///< Context status signal type @SINCE_1_0.0
- typedef Signal< void () > SceneCreatedSignalType; ///< Scene created signal type @SINCE_1_0.0
+ typedef Signal< void (const KeyEvent&) > KeyEventSignalType; ///< Key event signal type @SINCE_1_0.0
+ typedef Signal< void () > EventProcessingFinishedSignalType; ///< Event Processing finished signal type @SINCE_1_0.0
+ typedef Signal< void (const TouchEvent&) > TouchedSignalType; ///< @DEPRECATED_1_1.37 @brief Touched signal type @SINCE_1_0.0
+ typedef Signal< void (const TouchData&) > TouchSignalType; ///< Touch signal type @SINCE_1_1.37
+ typedef Signal< void (const WheelEvent&) > WheelEventSignalType; ///< Touched signal type @SINCE_1_0.0
+ typedef Signal< void () > ContextStatusSignal; ///< Context status signal type @SINCE_1_0.0
+ typedef Signal< void () > SceneCreatedSignalType; ///< Scene created signal type @SINCE_1_0.0
static const Vector4 DEFAULT_BACKGROUND_COLOR; ///< Default black background.
static const Vector4 DEBUG_BACKGROUND_COLOR; ///< Green background, useful when debugging.
EventProcessingFinishedSignalType& EventProcessingFinishedSignal();
/**
+ * @DEPRECATED_1_1.37 Use TouchSignal() instead.
* @brief This signal is emitted when the screen is touched and when the touch ends
* (i.e. the down & up touch events only).
*
* If there are multiple touch points, then this will be emitted when the first touch occurs and
* then when the last finger is lifted.
- * An interrupted event will also be emitted.
+ * An interrupted event will also be emitted (if it occurs).
* A callback of the following type may be connected:
* @code
* void YourCallbackName(const TouchEvent& event);
TouchedSignalType& TouchedSignal();
/**
+ * @brief This signal is emitted when the screen is touched and when the touch ends
+ * (i.e. the down & up touch events only).
+ *
+ * If there are multiple touch points, then this will be emitted when the first touch occurs and
+ * then when the last finger is lifted.
+ * An interrupted event will also be emitted (if it occurs).
+ * A callback of the following type may be connected:
+ * @code
+ * void YourCallbackName( TouchData event );
+ * @endcode
+ *
+ * @SINCE_1_1.37
+ * @return The touch signal to connect to.
+ * @note Motion events are not emitted.
+ */
+ TouchSignalType& TouchSignal();
+
+ /**
* @brief This signal is emitted when wheel event is received.
*
* A callback of the following type may be connected: