#define DALI_INTEGRATION_INTERNAL_SCENEHOLDER_H
/*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
Dali::Layer GetRootLayer() const;
/**
+ * @copydoc Dali::Integration::SceneHolder::GetOverlayLayer
+ */
+ Dali::Layer GetOverlayLayer();
+
+ /**
* @brief Gets the window name.
* @return The name of the window
*/
/**
* @brief Called when the surface set is resized.
+ * @param[in] width the resized window's width
+ * @param[in] height the resized window's height
*/
- void SurfaceResized();
+ void SurfaceResized(float width, float height);
/**
* @brief Get the render surface
*
* @param[in] width The width of rotated surface
* @param[in] height The height of rotated surface
- * @param[in] orientation The orientation of rotated surface
+ * @param[in] windowOrientation the current window orientation
+ * @param[in] screenOrientation the current screen orientation
*/
- void SurfaceRotated(float width, float height, int orientation);
+ void SurfaceRotated(float width, float height, int32_t windowOrientation, int32_t screenOrientation);
/**
* @brief Send message to acknowledge window rotation with current window orientation.
}
/**
+ * @copydoc Dali::Integration::SceneHolder::InterceptKeyEventSignal()
+ */
+ Dali::Integration::SceneHolder::KeyEventGeneratedSignalType& InterceptKeyEventSignal()
+ {
+ return mScene.InterceptKeyEventSignal();
+ }
+
+ /**
* @copydoc Dali::Integration::SceneHolder::TouchedSignal()
*/
Dali::Integration::SceneHolder::TouchEventSignalType& TouchedSignal()
return mScene.WheelEventSignal();
}
+ /**
+ * @copydoc Dali::Integration::SceneHolder::WheelEventGeneratedSignal()
+ */
+ Dali::Integration::SceneHolder::WheelEventGeneratedSignalType& WheelEventGeneratedSignal()
+ {
+ return mScene.WheelEventGeneratedSignal();
+ }
+
public: // The following methods can be overridden if required
/**
* @brief Returns whether the Scene is visible or not.
virtual void OnResume(){};
/**
- * Recalculate the touch position if required
- * @param[in,out] point The touch point
+ * Recalculate the position if required
+ * @param[in] position The screen position
+ * @return converted position by oriention
*/
- virtual void RecalculateTouchPosition(Integration::Point& point){};
+ virtual Vector2 RecalculatePosition(const Vector2& position)
+ {
+ return position;
+ };
private:
/**