// EXTERNAL INCLUDES
#include <dali/public-api/actors/actor.h>
-#include <dali/public-api/actors/image-actor.h>
namespace Dali
{
class AccessibilityManager;
}
/**
- * @addtogroup dali-toolkit-accessibility-manager
+ * @addtogroup dali_toolkit_managers
* @{
*/
/**
- * @brief Manages registration of actors in a accessibility focus chain and changing the
+ * @brief Manages registration of actors in an accessibility focus chain and changing the
* focused actor within that chain.
*
* This class provides the functionality of registering the focus order and description
* focused actor and emits a signal when the focus is changed.
*
* Signals
- * | %Signal Name | Method |
- * |-------------------------|------------------------------------|
- * | focus-changed | @ref FocusChangedSignal() |
- * | focus-overshot | @ref FocusOvershotSignal() |
- * | focused-actor-activated | @ref FocusedActorActivatedSignal() |
+ * | %Signal Name | Method |
+ * |-----------------------|------------------------------------|
+ * | focusChanged | @ref FocusChangedSignal() |
+ * | focusOvershot | @ref FocusOvershotSignal() |
+ * | focusedActorActivated | @ref FocusedActorActivatedSignal() |
+ * @SINCE_1_0.0
*/
class DALI_IMPORT_API AccessibilityManager : public BaseHandle
{
* @brief Accessibility Action Signal.
*
* The connected signal callback should return true if handled.
+ * @SINCE_1_0.0
*/
- typedef Signal< bool ( AccessibilityManager& ) > AccessibilityActionSignalType; ///< Generic signal type
- typedef Signal< bool ( AccessibilityManager&, const Dali::TouchEvent& )> AccessibilityActionScrollSignalType; ///< Scroll signal type
+ typedef Signal< bool ( AccessibilityManager& ) > AccessibilityActionSignalType; ///< Generic signal type @SINCE_1_0.0
+ typedef Signal< bool ( AccessibilityManager&, const Dali::TouchEvent& )> AccessibilityActionScrollSignalType; ///< Scroll signal type @SINCE_1_0.0
/**
- * @brief Accessibility needs four information which will be read by screen-reader.
+ * @brief Enumeration for accessibility that needs four information which will be read by screen-reader.
*
* Reading order : Label -> Trait -> Optional (Value and Hint)
+ * @SINCE_1_0.0
*/
enum AccessibilityAttribute
{
- ACCESSIBILITY_LABEL = 0, ///< Simple text which contained in ui-control
- ACCESSIBILITY_TRAIT, ///< Description of ui-control trait
- ACCESSIBILITY_VALUE, ///< Current value of ui-control (Optional)
- ACCESSIBILITY_HINT, ///< Hint for action (Optional)
- ACCESSIBILITY_ATTRIBUTE_NUM ///< Number of attributes
+ ACCESSIBILITY_LABEL = 0, ///< Simple text which contained in ui-control @SINCE_1_0.0
+ ACCESSIBILITY_TRAIT, ///< Description of ui-control trait @SINCE_1_0.0
+ ACCESSIBILITY_VALUE, ///< Current value of ui-control (Optional) @SINCE_1_0.0
+ ACCESSIBILITY_HINT, ///< Hint for action (Optional) @SINCE_1_0.0
+ ACCESSIBILITY_ATTRIBUTE_NUM ///< Number of attributes @SINCE_1_0.0
};
/**
- * @brief Overshoot direction.
+ * @brief Enumeration for overshoot direction.
+ * @SINCE_1_0.0
*/
enum FocusOvershotDirection
{
- OVERSHOT_PREVIOUS = -1, ///< Try to move previous of the first actor
- OVERSHOT_NEXT = 1, ///< Try to move next of the last actor
+ OVERSHOT_PREVIOUS = -1, ///< Try to move previous of the first actor @SINCE_1_0.0
+ OVERSHOT_NEXT = 1, ///< Try to move next of the last actor @SINCE_1_0.0
};
public:
/// @brief Focus changed signal
+ /// @SINCE_1_0.0
typedef Signal< void ( Actor, Actor ) > FocusChangedSignalType;
/// @brief Focus overshooted signal
+ /// @SINCE_1_0.0
typedef Signal< void ( Actor, FocusOvershotDirection ) > FocusOvershotSignalType;
/// @brief Focused actor activated signal
+ /// @SINCE_1_0.0
typedef Signal< void ( Actor ) > FocusedActorActivatedSignalType;
/**
- * @brief Create a AccessibilityManager handle; this can be initialised with AccessibilityManager::New().
+ * @brief Creates an AccessibilityManager handle; this can be initialised with AccessibilityManager::New().
*
- * Calling member functions with an uninitialised handle is not allowed.
+ * Calling member functions with an uninitialized handle is not allowed.
+ * @SINCE_1_0.0
*/
AccessibilityManager();
/**
- * @brief Destructor
+ * @brief Destructor.
*
* This is non-virtual since derived Handle types must not contain data or virtual methods.
+ * @SINCE_1_0.0
*/
~AccessibilityManager();
/**
- * @brief Get the singleton of AccessibilityManager object.
+ * @brief Gets the singleton of AccessibilityManager object.
*
- * @return A handle to the AccessibilityManager control.
+ * @SINCE_1_0.0
+ * @return A handle to the AccessibilityManager control
*/
static AccessibilityManager Get();
/**
- * @brief Set the information of the specified actor's accessibility attribute.
+ * @brief Sets the information of the specified actor's accessibility attribute.
*
- * @pre The AccessibilityManager has been initialized.
- * @pre The Actor has been initialized.
- * @param actor The actor the text to be set with
+ * @SINCE_1_0.0
+ * @param actor The actor, the text to be set with
* @param type The attribute type the text to be set with
* @param text The text for the actor's accessibility information
+ * @pre The AccessibilityManager has been initialized.
+ * @pre The Actor has been initialized.
*/
void SetAccessibilityAttribute(Actor actor, AccessibilityAttribute type, const std::string& text);
/**
- * @brief Get the text of the specified actor's accessibility attribute.
+ * @brief Gets the text of the specified actor's accessibility attribute.
*
- * @pre The AccessibilityManager has been initialized.
- * @pre The Actor has been initialized.
+ * @SINCE_1_0.0
* @param actor The actor to be queried
* @param type The attribute type to be queried
* @return The text of the actor's accessibility information
+ * @pre The AccessibilityManager has been initialized.
+ * @pre The Actor has been initialized.
*/
std::string GetAccessibilityAttribute(Actor actor, AccessibilityAttribute type) const;
/**
- * @brief Set the focus order of the actor.
+ * @brief Sets the focus order of the actor.
*
- * The focus order of each actor in the focus chain is unique. If
- * there is another actor assigned with the same focus order
+ * The focus order of each actor in the focus chain is unique.
+ * If there is another actor assigned with the same focus order
* already, the new actor will be inserted to the focus chain with
* that focus order, and the focus order of the original actor and
* all the actors followed in the focus chain will be increased
* description but with no focus order being set yet) and therefore
* that actor is not focusable.
*
- * @pre The AccessibilityManager has been initialized.
- * @pre The Actor has been initialized.
+ * @SINCE_1_0.0
* @param actor The actor the focus order to be set with
* @param order The focus order of the actor
+ * @pre The AccessibilityManager has been initialized.
+ * @pre The Actor has been initialized.
*/
void SetFocusOrder(Actor actor, const unsigned int order);
/**
- * @brief Get the focus order of the actor.
+ * @brief Gets the focus order of the actor.
*
* When the focus order is 0, it means the focus order of the actor
* is undefined.
*
- * @pre The AccessibilityManager has been initialized.
- * @pre The Actor has been initialized.
+ * @SINCE_1_0.0
* @param actor The actor to be queried
* @return The focus order of the actor
+ * @pre The AccessibilityManager has been initialized.
+ * @pre The Actor has been initialized.
*/
unsigned int GetFocusOrder(Actor actor) const;
* 1 where FOLast is the focus order of the very last control in the
* focus chain.
*
- * @pre The AccessibilityManager has been initialized.
+ * @SINCE_1_0.0
* @return The focus order of the actor
+ * @pre The AccessibilityManager has been initialized.
*/
unsigned int GenerateNewFocusOrder() const;
/**
- * @brief Get the actor that has the specified focus order.
+ * @brief Gets the actor that has the specified focus order.
*
- * It will return an empty handle if the actor is not in the stage
- * or has a focus order of 0.
+ * It will return an empty handle if no actor in the stage
+ * has the specified focus order.
*
- * @pre The AccessibilityManager has been initialized.
+ * @SINCE_1_0.0
* @param order The focus order of the actor
*
* @return The actor that has the specified focus order or an empty
- * handle if no actor in the stage has the specified focus order.
+ * handle if no actor in the stage has the specified focus order
+ * @pre The AccessibilityManager has been initialized.
*/
Actor GetActorByFocusOrder(const unsigned int order);
/**
- * @brief Move the focus to the specified actor.
+ * @brief Moves the focus to the specified actor.
*
- * Only one actor can be focused at the same time. The actor must
+ * Only one actor can be focused at the same time. The actor must
* have a defined focus order and must be focusable, visible and in
* the stage.
*
- * @pre The AccessibilityManager has been initialized.
- * @pre The Actor has been initialized.
+ * @SINCE_1_0.0
* @param actor The actor to be focused
* @return Whether the focus is successful or not
+ * @pre The AccessibilityManager has been initialized.
+ * @pre The Actor has been initialized.
*/
bool SetCurrentFocusActor(Actor actor);
/**
- * @brief Get the current focused actor.
+ * @brief Gets the current focused actor.
*
+ * @SINCE_1_0.0
+ * @return A handle to the current focused actor or an empty handle if no actor is focused
* @pre The AccessibilityManager has been initialized.
- * @return A handle to the current focused actor or an empty handle if no actor is focused.
*/
Actor GetCurrentFocusActor();
/**
- * @brief Get the focus group of current focused actor.
- *
- * @pre The AccessibilityManager has been initialized.
+ * @brief Gets the focus group of current focused actor.
*
+ * @SINCE_1_0.0
* @return A handle to the immediate parent of the current focused
* actor which is also a focus group, or an empty handle if no actor
- * is focused.
+ * is focused
+ * @pre The AccessibilityManager has been initialized.
+ *
*/
Actor GetCurrentFocusGroup();
/**
- * @brief Get the focus order of currently focused actor.
+ * @brief Gets the focus order of currently focused actor.
+ * @SINCE_1_0.0
+ * @return The focus order of the currently focused actor or 0 if no
+ * actor is in focus
* @pre The AccessibilityManager has been initialized.
*
- * @return The focus order of the currently focused actor or 0 if no
- * actor is in focus.
*/
unsigned int GetCurrentFocusOrder();
/**
- * @brief Move the focus to the next focusable actor in the focus
+ * @brief Moves the focus to the next focusable actor in the focus
* chain (according to the focus traversal order).
*
* When the focus movement is wrapped around, the focus will be moved
* to the first focusable actor when it reaches the end of the focus chain.
*
- * @pre The AccessibilityManager has been initialized.
+ * @SINCE_1_0.0
* @return true if the moving was successful
+ * @pre The AccessibilityManager has been initialized.
*/
bool MoveFocusForward();
/**
- * @brief Move the focus to the previous focusable actor in the
+ * @brief Moves the focus to the previous focusable actor in the
* focus chain (according to the focus traversal order).
*
* When the focus movement is wrapped around, the focus will be
* moved to the last focusable actor when it reaches the beginning
* of the focus chain.
*
- * @pre The AccessibilityManager has been initialized.
+ * @SINCE_1_0.0
* @return true if the moving was successful
+ * @pre The AccessibilityManager has been initialized.
*/
bool MoveFocusBackward();
/**
- * @brief Clear the focus from the current focused actor if any, so
+ * @brief Clears the focus from the current focused actor if any, so
* that no actor is focused in the focus chain.
*
- * It will emit focus changed signal without current focused actor
+ * It will emit focus changed signal without current focused actor.
+ * @SINCE_1_0.0
* @pre The AccessibilityManager has been initialized.
*/
void ClearFocus();
/**
- * @brief Clear the every registered focusable actor from focus-manager.
+ * @brief Clears every registered focusable actor from focus-manager.
+ * @SINCE_1_0.0
* @pre The AccessibilityManager has been initialized.
*/
void Reset();
/**
- * @brief Set whether an actor is a focus group that can limit the
+ * @brief Sets whether an actor is a focus group that can limit the
* scope of focus movement to its child actors in the focus chain.
*
+ * @SINCE_1_0.0
+ * @param actor The actor to be set as a focus group
+ * @param isFocusGroup Whether to set the actor to be a focus group or not
* @pre The AccessibilityManager has been initialized.
* @pre The Actor has been initialized.
- * @param actor The actor to be set as a focus group.
- * @param isFocusGroup Whether to set the actor to be a focus group or not.
*/
void SetFocusGroup(Actor actor, bool isFocusGroup);
/**
- * @brief Check whether the actor is set as a focus group or not.
+ * @brief Checks whether the actor is set as a focus group or not.
*
+ * @SINCE_1_0.0
+ * @param actor The actor to be checked
+ * @return Whether the actor is set as a focus group
* @pre The AccessibilityManager has been initialized.
* @pre The Actor has been initialized.
- * @param actor The actor to be checked.
- * @return Whether the actor is set as a focus group.
*/
bool IsFocusGroup(Actor actor) const;
/**
- * @brief Set whether the group mode is enabled or not.
+ * @brief Sets whether the group mode is enabled or not.
*
* When the group mode is enabled, the focus movement will be limited to the child actors
* of the current focus group including the current focus group itself. The current focus
- * group is the closest ancestor of the current focused actor that set as a focus group.
- * @pre The AccessibilityManager has been initialized.
+ * group is the closest ancestor of the current focused actor that is set as a focus group.
+ * @SINCE_1_0.0
* @param enabled Whether the group mode is enabled or not
+ * @pre The AccessibilityManager has been initialized.
*/
void SetGroupMode(bool enabled);
/**
- * @brief Get whether the group mode is enabled or not.
+ * @brief Gets whether the group mode is enabled or not.
*
- * @pre The AccessibilityManager has been initialized.
+ * @SINCE_1_0.0
* @return Whether the group mode is enabled or not.
+ * @pre The AccessibilityManager has been initialized.
*/
bool GetGroupMode() const;
/**
- * @brief Set whether focus will be moved to the beginning of the
+ * @brief Sets whether focus will be moved to the beginning of the
* focus chain when it reaches the end or vice versa.
*
* When both the wrap mode and the group mode are enabled, focus will be
* wrapped within the current focus group. Focus will not be wrapped in default.
- * @pre The AccessibilityManager has been initialized.
+ * @SINCE_1_0.0
* @param wrapped Whether the focus movement is wrapped around or not
+ * @pre The AccessibilityManager has been initialized.
*/
void SetWrapMode(bool wrapped);
/**
- * @brief Get whether the wrap mode is enabled or not.
+ * @brief Gets whether the wrap mode is enabled or not.
*
- * @pre The AccessibilityManager has been initialized.
+ * @SINCE_1_0.0
* @return Whether the wrap mode is enabled or not.
+ * @pre The AccessibilityManager has been initialized.
*/
bool GetWrapMode() const;
/**
- * @brief Set the focus indicator actor.
+ * @brief Sets the focus indicator actor.
*
* This will replace the default focus indicator actor in
* AccessibilityManager and will be added to the focused actor as a
* highlight.
*
+ * @SINCE_1_0.0
+ * @param indicator The indicator actor to be added
* @pre The AccessibilityManager has been initialized.
* @pre The indicator actor has been initialized.
- * @param indicator The indicator actor to be added
*/
void SetFocusIndicatorActor(Actor indicator);
/**
- * @brief Get the focus indicator actor.
+ * @brief Gets the focus indicator actor.
*
- * @pre The AccessibilityManager has been initialized.
+ * @SINCE_1_0.0
* @return A handle to the focus indicator actor
+ * @pre The AccessibilityManager has been initialized.
*/
Actor GetFocusIndicatorActor();
/**
* @brief Returns the closest ancestor of the given actor that is a focus group.
*
+ * @SINCE_1_0.0
* @param actor The actor to be checked for its focus group
* @return The focus group the given actor belongs to or an empty handle if the given actor doesn't belong to any focus group
*/
/**
* @brief Returns the current position of the read action.
- * @return The current event position.
+ * @SINCE_1_0.0
+ * @return The current event position
*/
Vector2 GetReadPosition() const;
* @code
* void YourCallbackName(Actor originalFocusedActor, Actor currentFocusedActor);
* @endcode
+ * @SINCE_1_0.0
+ * @return The signal to connect to
* @pre The Object has been initialized.
- * @return The signal to connect to.
*/
FocusChangedSignalType& FocusChangedSignal();
* @code
* void YourCallbackName(Actor currentFocusedActor, FocusOvershotDirection direction);
* @endcode
+ * @SINCE_1_0.0
+ * @return The signal to connect to
* @pre The Object has been initialized.
- * @return The signal to connect to.
*/
FocusOvershotSignalType& FocusOvershotSignal();
* @code
* void YourCallbackName(Actor activatedActor);
* @endcode
+ * @SINCE_1_0.0
+ * @return The signal to connect to
* @pre The Object has been initialized.
- * @return The signal to connect to.
*/
FocusedActorActivatedSignalType& FocusedActorActivatedSignal();
- public: // Accessibility action signals.
+ public: // Accessibility action signals
/**
* @brief This is emitted when accessibility(screen-reader) feature turned on or off.
* @code
* bool YourCallback( AccessibilityManager& manager );
* @endcode
- * @return The signal to connect to.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
*/
AccessibilityActionSignalType& StatusChangedSignal();
* @code
* bool YourCallback( AccessibilityManager& manager );
* @endcode
- * @return The signal to connect to.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
*/
AccessibilityActionSignalType& ActionNextSignal();
* @code
* bool YourCallback( AccessibilityManager& manager );
* @endcode
- * @return The signal to connect to.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
*/
AccessibilityActionSignalType& ActionPreviousSignal();
* @code
* bool YourCallback( AccessibilityManager& manager );
* @endcode
- * @return The signal to connect to.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
*/
AccessibilityActionSignalType& ActionActivateSignal();
* @code
* bool YourCallback( AccessibilityManager& manager );
* @endcode
- * @return The signal to connect to.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
*/
AccessibilityActionSignalType& ActionReadSignal();
* @code
* bool YourCallback( AccessibilityManager& manager );
* @endcode
- * @return The signal to connect to.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
*/
AccessibilityActionSignalType& ActionOverSignal();
* @code
* bool YourCallback( AccessibilityManager& manager );
* @endcode
- * @return The signal to connect to.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
*/
AccessibilityActionSignalType& ActionReadNextSignal();
* @code
* bool YourCallback( AccessibilityManager& manager );
* @endcode
- * @return The signal to connect to.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
*/
AccessibilityActionSignalType& ActionReadPreviousSignal();
* @code
* bool YourCallback( AccessibilityManager& manager );
* @endcode
- * @return The signal to connect to.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
*/
AccessibilityActionSignalType& ActionUpSignal();
* @code
* bool YourCallback( AccessibilityManager& manager );
* @endcode
- * @return The signal to connect to.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
*/
AccessibilityActionSignalType& ActionDownSignal();
* @code
* bool YourCallback( AccessibilityManager& manager );
* @endcode
- * @return The signal to connect to.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
*/
AccessibilityActionSignalType& ActionClearFocusSignal();
* @code
* bool YourCallback( AccessibilityManager& manager );
* @endcode
- * @return The signal to connect to.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
*/
AccessibilityActionSignalType& ActionBackSignal();
* @code
* bool YourCallback( AccessibilityManager& manager );
* @endcode
- * @return The signal to connect to.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
*/
AccessibilityActionSignalType& ActionScrollUpSignal();
* @code
* bool YourCallback( AccessibilityManager& manager );
* @endcode
- * @return The signal to connect to.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
*/
AccessibilityActionSignalType& ActionScrollDownSignal();
/**
* @brief This is emitted when accessibility action is received to scroll left to the
- * previous page (by two finger swipe left)
+ * previous page (by two finger swipe left).
*
* A callback of the following type may be connected:
* @code
* bool YourCallback( AccessibilityManager& manager );
* @endcode
- * @return The signal to connect to.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
*/
AccessibilityActionSignalType& ActionPageLeftSignal();
/**
* @brief This is emitted when accessibility action is received to scroll right to the
- * next page (by two finger swipe right)
+ * next page (by two finger swipe right).
*
* A callback of the following type may be connected:
* @code
* bool YourCallback( AccessibilityManager& manager );
* @endcode
- * @return The signal to connect to.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
*/
AccessibilityActionSignalType& ActionPageRightSignal();
/**
* @brief This is emitted when accessibility action is received to scroll up to the
- * previous page (by one finger swipe left and right)
+ * previous page (by one finger swipe left and right).
*
* A callback of the following type may be connected:
* @code
* bool YourCallback( AccessibilityManager& manager );
* @endcode
- * @return The signal to connect to.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
*/
AccessibilityActionSignalType& ActionPageUpSignal();
/**
* @brief This is emitted when accessibility action is received to scroll down to the
- * next page (by one finger swipe right and left)
+ * next page (by one finger swipe right and left).
*
* A callback of the following type may be connected:
* @code
* bool YourCallback( AccessibilityManager& manager );
* @endcode
- * @return The signal to connect to.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
*/
AccessibilityActionSignalType& ActionPageDownSignal();
/**
* @brief This is emitted when accessibility action is received to move the focus to
- * the first item on the screen (by one finger swipe up and down)
+ * the first item on the screen (by one finger swipe up and down).
*
* A callback of the following type may be connected:
* @code
* bool YourCallback( AccessibilityManager& manager );
* @endcode
- * @return The signal to connect to.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
*/
AccessibilityActionSignalType& ActionMoveToFirstSignal();
/**
* @brief This is emitted when accessibility action is received to move the focus to
- * the last item on the screen (by one finger swipe down and up)
+ * the last item on the screen (by one finger swipe down and up).
*
* A callback of the following type may be connected:
* @code
* bool YourCallback( AccessibilityManager& manager );
* @endcode
- * @return The signal to connect to.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
*/
AccessibilityActionSignalType& ActionMoveToLastSignal();
/**
* @brief This is emitted when accessibility action is received to focus and read from the
- * first item on the top continously (by three fingers single tap)
+ * first item on the top continuously (by three fingers single tap).
*
* A callback of the following type may be connected:
* @code
* bool YourCallback( AccessibilityManager& manager );
* @endcode
+ * @SINCE_1_0.0
* @return The signal to connect to.
*/
AccessibilityActionSignalType& ActionReadFromTopSignal();
/**
* @brief This is emitted when accessibility action is received to move the focus to and
- * read from the next item continously (by three fingers double tap)
+ * read from the next item continuously (by three fingers double tap).
*
* A callback of the following type may be connected:
* @code
* bool YourCallback( AccessibilityManager& manager );
* @endcode
- * @return The signal to connect to.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
*/
AccessibilityActionSignalType& ActionReadFromNextSignal();
/**
* @brief This is emitted when accessibility action is received to zoom (by one finger
- * triple tap)
+ * triple tap).
*
* A callback of the following type may be connected:
* @code
* bool YourCallback( AccessibilityManager& manager );
* @endcode
- * @return The signal to connect to.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
*/
AccessibilityActionSignalType& ActionZoomSignal();
* @code
* bool YourCallback( AccessibilityManager& manager );
* @endcode
- * @return The signal to connect to.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
*/
AccessibilityActionSignalType& ActionReadIndicatorInformationSignal();
* @code
* bool YourCallback( AccessibilityManager& manager );
* @endcode
- * @return The signal to connect to.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
*/
AccessibilityActionSignalType& ActionReadPauseResumeSignal();
* @code
* bool YourCallback( AccessibilityManager& manager );
* @endcode
- * @return The signal to connect to.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
*/
AccessibilityActionSignalType& ActionStartStopSignal();
* @code
* bool YourCallback( AccessibilityManager& manager, const TouchEvent& event );
* @endcode
- * @return The signal to connect to.
+ * @SINCE_1_0.0
+ * @return The signal to connect to
*/
AccessibilityActionScrollSignalType& ActionScrollSignal();