* @brief Create an initialized Scene handle.
*
* @param[in] size The size of the set surface for this scene
- * @param[in] orientation The rotated angle of the set surface for this scene
+ * @param[in] windowOrientation The rotated angle of the set surface for this scene
+ * @param[in] screenOrientation The rotated angle of the screen
*
* @return a handle to a newly allocated Dali resource.
*/
- static Scene New(Size size, int32_t orientation = 0);
+ static Scene New(Size size, int32_t windowOrientation = 0, int32_t screenOrientation = 0);
/**
* @brief Downcast an Object handle to Scene handle.
Scene& operator=(const Scene& rhs);
/**
+ * @brief This move constructor is required for (smart) pointer semantics.
+ *
+ * @param [in] handle A reference to the moved handle
+ */
+ Scene(Scene&& handle);
+
+ /**
+ * @brief This move assignment operator is required for (smart) pointer semantics.
+ *
+ * @param [in] rhs A reference to the moved handle
+ * @return A reference to this
+ */
+ Scene& operator=(Scene&& rhs);
+
+ /**
* @brief Adds a child Actor to the Scene.
*
* The child will be referenced.
Layer GetRootLayer() const;
/**
+ * @brief Returns the Scene's Overlay Layer.
+ * If there is no overlay layer yet, this creates the layer and an associated render task.
+ *
+ * @return The overlay layer
+ */
+ Layer GetOverlayLayer();
+
+ /**
* @brief Queries the number of on-stage layers.
*
* Note that a default layer is always provided (count >= 1).
*
* @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, int32_t orientation);
+ void SurfaceRotated(float width, float height, int32_t windowOrientation, int32_t screenOrientation);
/**
* @brief Gets the current surface orientation. It gets the value from the scene object.
int32_t GetCurrentSurfaceOrientation() const;
/**
+ * @brief Gets the current screen orientation. It gets the value from the scene object.
+ *
+ * @return The current screen orientation.
+ */
+ int32_t GetCurrentScreenOrientation() const;
+
+ /**
* @brief Gets the current surface rectangle. It gets the value from the scene object.
*
* @return The current surface rectangle
KeyEventGeneratedSignalType& KeyEventGeneratedSignal();
/**
+ * @brief The user would connect to this signal to intercept a KeyEvent at window.
+ *
+ * Intercepts KeyEvents in the window before dispatching KeyEvents to the control.
+ * If a KeyEvent is consumed, no KeyEvent is delivered to the control.
+ *
+ * A callback of the following type may be connected:
+ * @code
+ * bool YourCallbackName(const KeyEvent& event);
+ * @endcode
+ *
+ * @return The return is true if KeyEvent is consumed, otherwise false.
+ */
+ KeyEventGeneratedSignalType& InterceptKeyEventSignal();
+
+ /**
* @brief This signal is emitted when the screen is touched and when the touch ends
* (i.e. the down & up touch events only).
*