*
* @see DevelControl::State
*/
- SUB_STATE = BACKGROUND + 3
+ SUB_STATE = BACKGROUND + 3,
+
+ /**
+ * @brief The actor ID of the left focusable control.
+ * @details Name "leftFocusableActorId", type Property::INTEGER.
+ *
+ */
+ LEFT_FOCUSABLE_ACTOR_ID = BACKGROUND + 4,
+
+ /**
+ * @brief The actor ID of the right focusable control.
+ * @details Name "rightFocusableActorId", type Property::INTEGER.
+ *
+ */
+ RIGHT_FOCUSABLE_ACTOR_ID = BACKGROUND + 5,
+
+ /**
+ * @brief The actor ID of the up focusable control.
+ * @details Name "upFocusableActorId", type Property::INTEGER.
+ *
+ */
+ UP_FOCUSABLE_ACTOR_ID = BACKGROUND + 6,
+
+ /**
+ * @brief The actor ID of the down focusable control.
+ * @details Name "downFocusableActorId", type Property::INTEGER.
+ *
+ */
+ DOWN_FOCUSABLE_ACTOR_ID = BACKGROUND + 7
};
} // namespace Property
+/// @brief ResourceReady signal type;
+typedef Signal<void ( Control ) > ResourceReadySignalType;
+
+/**
+ * @brief This signal is emitted after all resources required
+ * by a control are loaded and ready.
+ * Most resources are only loaded when the control is placed on stage.
+ *
+ * A callback of the following type may be connected:
+ * @code
+ * void YourCallbackName( Control control );
+ * @endcode
+ */
+ResourceReadySignalType& ResourceReadySignal( Control& control );
+
+/**
+ * @brief Query if all resources required by a control are loaded and ready.
+ * Most resources are only loaded when the control is placed on stage.
+ * @return true if the resources are loaded and ready, false otherwise
+ *
+ */
+bool IsResourceReady( const Control& control );
+
} // namespace DevelControl
} // namespace Toolkit