// INTERNAL INCLUDES
#include <dali/public-api/object/handle.h>
#include <dali/public-api/math/vector2.h>
+#include <dali/public-api/math/vector4.h>
namespace Dali
{
class Actor;
+struct KeyEvent;
class Layer;
class RenderTaskList;
+class TouchData;
+struct WheelEvent;
namespace Internal DALI_INTERNAL
{
{
class RenderSurface;
+struct Event;
/**
* @brief
class DALI_CORE_API Scene : public BaseHandle
{
public:
+ typedef Signal< void () > EventProcessingFinishedSignalType; ///< Event Processing finished signal type
+ typedef Signal< void (const Dali::KeyEvent&) > KeyEventSignalType; ///< Key event signal type
+ typedef Signal< bool (const Dali::KeyEvent&) > KeyEventGeneratedSignalType; ///< key event generated signal type
+ typedef Signal< void (const Dali::TouchData&) > TouchSignalType; ///< Touch signal type
+ typedef Signal< void (const Dali::WheelEvent&) > WheelEventSignalType; ///< Touched signal type
/**
* @brief Create an initialized Scene handle.
*
* @return a handle to a newly allocated Dali resource.
*/
- static Scene New( Size size );
+ static Scene New( const Size& size );
/**
* @brief Downcast an Object handle to Scene handle.
* @pre The actor has been initialized.
* @pre The actor does not have a parent.
*/
- void Add(Actor& actor);
+ void Add(Actor actor);
/**
* @brief Removes a child Actor from the Scene.
* @param[in] actor The child
* @pre The actor has been added to the stage.
*/
- void Remove(Actor& actor);
+ void Remove(Actor actor);
/**
* @brief Returns the size of the Scene in pixels as a Vector.
Vector2 GetDpi() const;
/**
+ * @brief Sets the background color.
+ *
+ * @param[in] color The new background color
+ */
+ void SetBackgroundColor( const Vector4& color );
+
+ /**
+ * @brief Gets the background color of the render surface.
+ *
+ * @return The background color
+ */
+ Vector4 GetBackgroundColor() const;
+
+ /**
* @brief Retrieves the list of render-tasks.
*
* @return A valid handle to a RenderTaskList
*
* @return The root layer
*/
- void SetSurface( Integration::RenderSurface& surface );
+ void SetSurface( Integration::RenderSurface& surface, bool forceUpdate );
+
+ /**
+ * @brief Gets the rendering surface bound to the scene
+ *
+ * @return The render surface
+ */
+ Integration::RenderSurface* GetSurface() const;
+
+ /**
+ * @brief Discards this Scene from the Core.
+ */
+ void Discard();
+
+ /**
+ * @brief Retrieve the Scene that the given actor belongs to.
+ * @return The Scene.
+ */
+ static Integration::Scene Get( Actor actor );
+
+ /**
+ * This function is called when an event is queued.
+ * @param[in] event A event to queue.
+ */
+ void QueueEvent( const Integration::Event& event );
+
+ /**
+ * This function is called by Core when events are processed.
+ */
+ void ProcessEvents();
+
+ /**
+ * @brief This signal is emitted just after the event processing is finished.
+ *
+ * @return The signal to connect to
+ */
+ EventProcessingFinishedSignalType& EventProcessingFinishedSignal();
+
+ /**
+ * @brief This signal is emitted when key event is received.
+ *
+ * A callback of the following type may be connected:
+ * @code
+ * void YourCallbackName(const KeyEvent& event);
+ * @endcode
+ * @return The signal to connect to
+ */
+ KeyEventSignalType& KeyEventSignal();
+
+ /**
+ * @brief The user would connect to this signal to get a KeyEvent when KeyEvent is generated.
+ *
+ * @return The return is true if KeyEvent is consumed, otherwise false.
+ */
+ KeyEventGeneratedSignalType& KeyEventGeneratedSignal();
+
+ /**
+ * @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
+ *
+ * @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:
+ * @code
+ * void YourCallbackName(const WheelEvent& event);
+ * @endcode
+ * @return The signal to connect to
+ */
+ WheelEventSignalType& WheelEventSignal();
public: // Not intended for application developers