virtual void OnChildRemove(Actor& child);
/**
- * From CustomActorImpl; called after a touch-signal is received by the owning actor.
+ * From CustomActorImpl; called after a touchSignal is received by the owning actor.
*
* We don't listen to these events as content within the contain may consume events.
*
virtual bool OnTouchEvent(const TouchEvent& event);
/**
- * From CustomActorImpl; called after a wheel-event is received by the owning actor.
+ * From CustomActorImpl; called after a wheelEvent is received by the owning actor.
* @param[in] event The wheel event.
* @return True if the event should be consumed.
*/
/**
* @copydoc CustomActorImpl::OnStageConnection()
*/
- virtual void OnStageConnection();
+ virtual void OnStageConnection( int depth );
/**
* @copydoc CustomActorImpl::OnStageDisconnection()
/**
* This is called internally whenever the Scroll Rulers are
- * modified. This will update the properties: 'scroll-position-min'
- * and 'scroll-position-max' to reflect the changes.
+ * modified. This will update the properties: 'scrollPositionMin'
+ * and 'scrollPositionMax' to reflect the changes.
*/
void UpdatePropertyDomain();
Toolkit::ScrollView::SnapStartedSignalType mSnapStartedSignal;
- bool mInAccessibilityPan : 1; ///< With AccessibilityPan its easier to move between snap positions
- bool mInitialized:1;
+ bool mInAccessibilityPan:1; ///< With AccessibilityPan its easier to move between snap positions
bool mScrolling:1; ///< Flag indicating whether the scroll view is being scrolled (by user or animation)
bool mScrollInterrupted:1; ///< Flag set for when a down event interrupts a scroll
bool mPanning:1; ///< Whether scroll view is currently panning or not