#include <dali/public-api/actors/layer.h>
#include <dali/public-api/common/stage.h>
#include <dali/devel-api/common/stage-devel.h>
-#include <dali/devel-api/adaptor-framework/window-devel.h>
#include <dali/integration-api/adaptors/adaptor.h>
+#include <dali/integration-api/adaptors/scene-holder.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/control-impl.h>
mCurrentFocusControl()
{
// Retrieve all the existing widnows
- Dali::WindowContainer windows = Adaptor::Get().GetWindows();
- for ( auto iter = windows.begin(); iter != windows.end(); ++iter )
+ Dali::SceneHolderList sceneHolders = Adaptor::Get().GetSceneHolders();
+ for( auto iter = sceneHolders.begin(); iter != sceneHolders.end(); ++iter )
{
- DevelWindow::KeyEventGeneratedSignal( *iter ).Connect( mSlotDelegate, &KeyInputFocusManager::OnKeyEvent);
+ ( *iter ).KeyEventGeneratedSignal().Connect( mSlotDelegate, &KeyInputFocusManager::OnKeyEvent );
}
- // Get notified when any new window is created afterwards
- Adaptor::Get().WindowCreatedSignal().Connect( mSlotDelegate, &KeyInputFocusManager::OnWindowCreated);
+ // Get notified when any new scene holder is created afterwards
+ Adaptor::Get().WindowCreatedSignal().Connect( mSlotDelegate, &KeyInputFocusManager::OnSceneHolderCreated );
}
KeyInputFocusManager::~KeyInputFocusManager()
{
}
-void KeyInputFocusManager::OnWindowCreated( Dali::Window& window )
+void KeyInputFocusManager::OnSceneHolderCreated( Dali::Integration::SceneHolder& sceneHolder )
{
- DevelWindow::KeyEventGeneratedSignal( window ).Connect( mSlotDelegate, &KeyInputFocusManager::OnKeyEvent);
+ sceneHolder.KeyEventGeneratedSignal().Connect( mSlotDelegate, &KeyInputFocusManager::OnKeyEvent );
}
void KeyInputFocusManager::SetFocus( Toolkit::Control control )