inline TapGestureDetector GetTapGestureDetector() const { return Internal::Control::GetTapGestureDetector(); }
inline LongPressGestureDetector GetLongPressGestureDetector() const { return Internal::Control::GetLongPressGestureDetector(); }
- void RegisterVisual( Property::Index index, Actor placementActor, Toolkit::Visual::Base visual);
- void RegisterVisual( Property::Index index, Actor placementActor, Toolkit::Visual::Base visual, bool enabled );
+ void RegisterVisual( Property::Index index, Toolkit::Visual::Base visual);
+ void RegisterVisual( Property::Index index, Toolkit::Visual::Base visual, bool enabled );
void UnregisterVisual( Property::Index index );
void EnableVisual( Property::Index index, bool enabled );
- bool IsVisualEnabled( Property::Index index );
+ bool IsVisualEnabled( Property::Index indepx );
Toolkit::Visual::Base GetVisual( Property::Index index );
- Actor GetPlacementActor( Property::Index index );
Animation CreateTransition( const Toolkit::TransitionData& transition );
// Used to test signal connections
void CustomSlot1( Actor actor );
bool mCustomSlot1Called;
+ typedef std::vector<Property::Index> VisualIndices;
+ VisualIndices mRegisteredVisualIndices;
protected:
virtual bool OnKeyEvent(const KeyEvent& event);
virtual void OnKeyInputFocusGained();
virtual void OnKeyInputFocusLost();
+ virtual void OnRelayout( const Vector2& size, RelayoutContainer& container );
public: