public:
/// @brief Focus changed signal
- typedef SignalV2< void ( Actor, Actor ) > FocusChangedSignalV2;
+ typedef Signal< void ( Actor, Actor ) > FocusChangedSignalType;
/// @brief Focus overshooted signal
- typedef SignalV2< void ( Actor, FocusOvershotDirection ) > FocusOvershotSignalV2;
+ typedef Signal< void ( Actor, FocusOvershotDirection ) > FocusOvershotSignalType;
/// @brief Focused actor activated signal
- typedef SignalV2< void ( Actor ) > FocusedActorActivatedSignalV2;
+ typedef Signal< void ( Actor ) > FocusedActorActivatedSignalType;
/**
* @brief Create a FocusManager handle; this can be initialised with FocusManager::New().
* @pre The Object has been initialized.
* @return The signal to connect to.
*/
- FocusChangedSignalV2& FocusChangedSignal();
+ FocusChangedSignalType& FocusChangedSignal();
/**
* @brief This signal is emitted when there is no way to move focus further.
* @pre The Object has been initialized.
* @return The signal to connect to.
*/
- FocusOvershotSignalV2& FocusOvershotSignal();
+ FocusOvershotSignalType& FocusOvershotSignal();
/**
* @brief This signal is emitted when the current focused actor is activated.
* @pre The Object has been initialized.
* @return The signal to connect to.
*/
- FocusedActorActivatedSignalV2& FocusedActorActivatedSignal();
+ FocusedActorActivatedSignalType& FocusedActorActivatedSignal();
private: