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Use new TouchData API
[platform/core/uifw/dali-demo.git]
/
examples
/
metaball-explosion
/
metaball-explosion-example.cpp
diff --git
a/examples/metaball-explosion/metaball-explosion-example.cpp
b/examples/metaball-explosion/metaball-explosion-example.cpp
index
231d778
..
166f8e2
100644
(file)
--- a/
examples/metaball-explosion/metaball-explosion-example.cpp
+++ b/
examples/metaball-explosion/metaball-explosion-example.cpp
@@
-192,7
+192,7
@@
public:
/**
* Touch event function
*/
/**
* Touch event function
*/
- bool OnTouch( Actor actor, const Touch
Event
& touch );
+ bool OnTouch( Actor actor, const Touch
Data
& touch );
/**
* Key event function
/**
* Key event function
@@
-344,7
+344,7
@@
void MetaballExplosionController::Create( Application& app )
mTimerDispersion.TickSignal().Connect(this, &MetaballExplosionController::OnTimerDispersionTick);
// Connect the callback to the touch signal on the mesh actor
mTimerDispersion.TickSignal().Connect(this, &MetaballExplosionController::OnTimerDispersionTick);
// Connect the callback to the touch signal on the mesh actor
- stage.GetRootLayer().Touch
ed
Signal().Connect( this, &MetaballExplosionController::OnTouch );
+ stage.GetRootLayer().TouchSignal().Connect( this, &MetaballExplosionController::OnTouch );
}
Geometry MetaballExplosionController::CreateGeometry()
}
Geometry MetaballExplosionController::CreateGeometry()
@@
-681,31
+681,32
@@
void MetaballExplosionController::SetPositionToMetaballs(Vector2 & metaballCente
mCompositionActor.SetProperty( mPositionIndex, metaballCenter );
}
mCompositionActor.SetProperty( mPositionIndex, metaballCenter );
}
-bool MetaballExplosionController::OnTouch( Actor actor, const Touch
Event
& touch )
+bool MetaballExplosionController::OnTouch( Actor actor, const Touch
Data
& touch )
{
{
- const TouchPoint &point = touch.GetPoint(0);
float aspectR = mScreenSize.y / mScreenSize.x;
float aspectR = mScreenSize.y / mScreenSize.x;
- switch(
point.state
)
+ switch(
touch.GetState( 0 )
)
{
{
- case
TouchPoint::Down
:
+ case
PointState::DOWN
:
{
ResetMetaballs(true);
{
ResetMetaballs(true);
- Vector2 metaballCenter = Vector2((point.screen.x / mScreenSize.x) - 0.5, (aspectR * (mScreenSize.y - point.screen.y) / mScreenSize.y) - 0.5) * 2.0;
+ const Vector2 screen = touch.GetScreenPosition( 0 );
+ Vector2 metaballCenter = Vector2((screen.x / mScreenSize.x) - 0.5, (aspectR * (mScreenSize.y - screen.y) / mScreenSize.y) - 0.5) * 2.0;
SetPositionToMetaballs(metaballCenter);
break;
}
SetPositionToMetaballs(metaballCenter);
break;
}
- case
TouchPoint::Motion
:
+ case
PointState::MOTION
:
{
{
- Vector2 metaballCenter = Vector2((point.screen.x / mScreenSize.x) - 0.5, (aspectR * (mScreenSize.y - point.screen.y) / mScreenSize.y) - 0.5) * 2.0;
+ const Vector2 screen = touch.GetScreenPosition( 0 );
+ Vector2 metaballCenter = Vector2((screen.x / mScreenSize.x) - 0.5, (aspectR * (mScreenSize.y - screen.y) / mScreenSize.y) - 0.5) * 2.0;
SetPositionToMetaballs(metaballCenter);
break;
}
SetPositionToMetaballs(metaballCenter);
break;
}
- case
TouchPoint::Up
:
- case
TouchPoint::Leave
:
- case
TouchPoint::Interrupted
:
+ case
PointState::UP
:
+ case
PointState::LEAVE
:
+ case
PointState::INTERRUPTED
:
{
mTimerDispersion.Start();
break;
{
mTimerDispersion.Start();
break;