public:
/// @brief Pre focus change signal
- typedef SignalV2< Actor ( Actor, Actor, Control::KeyboardFocusNavigationDirection ) > PreFocusChangeSignalV2;
+ typedef Signal< Actor ( Actor, Actor, Control::KeyboardFocusNavigationDirection ) > PreFocusChangeSignalType;
/// @brief Focus changed signal
- typedef SignalV2< void ( Actor, Actor ) > FocusChangedSignalV2;
+ typedef Signal< void ( Actor, Actor ) > FocusChangedSignalType;
/// @brief Focus group changed signal
- typedef SignalV2< void ( Actor, bool ) > FocusGroupChangedSignalV2;
+ typedef Signal< void ( Actor, bool ) > FocusGroupChangedSignalType;
/// @brief Focused actor activated signal
- typedef SignalV2< void ( Actor ) > FocusedActorActivatedSignalV2;
+ typedef Signal< void ( Actor ) > FocusedActorActivatedSignalType;
/**
* @brief Create a KeyboardFocusManager handle; this can be initialised with KeyboardFocusManager::New().
* @pre The Object has been initialized.
* @return The signal to connect to.
*/
- PreFocusChangeSignalV2& PreFocusChangeSignal();
+ PreFocusChangeSignalType& PreFocusChangeSignal();
/**
* @brief This signal is emitted after the current focused actor has been changed.
* @pre The Object has been initialized.
* @return The signal to connect to.
*/
- FocusChangedSignalV2& FocusChangedSignal();
+ FocusChangedSignalType& FocusChangedSignal();
/**
* @brief This signal is emitted when the focus group has been changed.
* @pre The Object has been initialized.
* @return The signal to connect to.
*/
- FocusGroupChangedSignalV2& FocusGroupChangedSignal();
+ FocusGroupChangedSignalType& FocusGroupChangedSignal();
/**
* @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();
// Not intended for application developers