{
}
- virtual bool IsActorHittable( Actor* actor )
+ bool IsActorHittable( Actor* actor ) override
{
return mFunc( Dali::Actor( actor ), Dali::HitTestAlgorithm::CHECK_ACTOR );
}
- virtual bool DescendActorHierarchy( Actor* actor )
+ bool DescendActorHierarchy( Actor* actor ) override
{
return mFunc( Dali::Actor( actor ), Dali::HitTestAlgorithm::DESCEND_ACTOR_TREE );
}
- virtual bool DoesLayerConsumeHit( Layer* layer )
+ bool DoesLayerConsumeHit( Layer* layer ) override
{
// Layer::IsTouchConsumed() focuses on touch only. Here we are a wrapper for the public-api
// where the caller may want to check for something completely different.
*/
struct ActorTouchableCheck : public HitTestInterface
{
- virtual bool IsActorHittable( Actor* actor )
+ bool IsActorHittable( Actor* actor ) override
{
return actor->GetTouchRequired() && // Does the Application or derived actor type require a touch event?
actor->IsHittable(); // Is actor sensitive, visible and on the scene?
}
- virtual bool DescendActorHierarchy( Actor* actor )
+ bool DescendActorHierarchy( Actor* actor ) override
{
return actor->IsVisible() && // Actor is visible, if not visible then none of its children are visible.
actor->IsSensitive(); // Actor is sensitive, if insensitive none of its children should be hittable either.
}
- virtual bool DoesLayerConsumeHit( Layer* layer )
+ bool DoesLayerConsumeHit( Layer* layer ) override
{
return layer->IsTouchConsumed();
}