application.Render();
// connect to its touch signal
- actor.TouchSignal().Connect( TestTouchCallback );
+ actor.TouchedSignal().Connect( TestTouchCallback );
// simulate a touch event in the middle of the screen
Vector2 touchPoint( application.GetScene().GetSize() * 0.5 );
DALI_TEST_CHECK( !gTouchCallBackCalled );
// connect to its touch signal
- actor.TouchSignal().Connect(TestTouchCallback);
+ actor.TouchedSignal().Connect(TestTouchCallback);
Dali::Integration::Point point;
point.SetState( PointState::DOWN );
// connect to actor touch signals, will use touch callbacks to determine which actor is on top.
// Only top actor will get touched.
- actorA.TouchSignal().Connect( TestTouchCallback );
- actorB.TouchSignal().Connect( TestTouchCallback2 );
- actorC.TouchSignal().Connect( TestTouchCallback3 );
+ actorA.TouchedSignal().Connect( TestTouchCallback );
+ actorB.TouchedSignal().Connect( TestTouchCallback2 );
+ actorC.TouchedSignal().Connect( TestTouchCallback3 );
// Connect ChildOrderChangedSignal
bool orderChangedSignal( false );
// connect to actor touch signals, will use touch callbacks to determine which actor is on top.
// Only top actor will get touched.
- actorA.TouchSignal().Connect( TestTouchCallback );
- actorB.TouchSignal().Connect( TestTouchCallback2 );
- actorC.TouchSignal().Connect( TestTouchCallback3 );
+ actorA.TouchedSignal().Connect( TestTouchCallback );
+ actorB.TouchedSignal().Connect( TestTouchCallback2 );
+ actorC.TouchedSignal().Connect( TestTouchCallback3 );
Dali::Integration::Point point;
point.SetDeviceId( 1 );
// connect to actor touch signals, will use touch callbacks to determine which actor is on top.
// Only top actor will get touched.
- actorA.TouchSignal().Connect( TestTouchCallback );
- actorB.TouchSignal().Connect( TestTouchCallback2 );
- actorC.TouchSignal().Connect( TestTouchCallback3 );
+ actorA.TouchedSignal().Connect( TestTouchCallback );
+ actorB.TouchedSignal().Connect( TestTouchCallback2 );
+ actorC.TouchedSignal().Connect( TestTouchCallback3 );
bool orderChangedSignal( false );
Actor orderChangedActor;
// connect to actor touch signals, will use touch callbacks to determine which actor is on top.
// Only top actor will get touched.
- actorA.TouchSignal().Connect( TestTouchCallback );
- actorB.TouchSignal().Connect( TestTouchCallback2 );
- actorC.TouchSignal().Connect( TestTouchCallback3 );
+ actorA.TouchedSignal().Connect( TestTouchCallback );
+ actorB.TouchedSignal().Connect( TestTouchCallback2 );
+ actorC.TouchedSignal().Connect( TestTouchCallback3 );
Dali::Integration::Point point;
point.SetDeviceId( 1 );
// connect to actor touch signals, will use touch callbacks to determine which actor is on top.
// Only top actor will get touched.
- actorA.TouchSignal().Connect( TestTouchCallback );
- actorB.TouchSignal().Connect( TestTouchCallback2 );
- actorC.TouchSignal().Connect( TestTouchCallback3 );
+ actorA.TouchedSignal().Connect( TestTouchCallback );
+ actorB.TouchedSignal().Connect( TestTouchCallback2 );
+ actorC.TouchedSignal().Connect( TestTouchCallback3 );
Dali::Integration::Point point;
point.SetDeviceId( 1 );
// connect to actor touch signals, will use touch callbacks to determine which actor is on top.
// Only top actor will get touched.
- actorA.TouchSignal().Connect( TestTouchCallback );
- actorB.TouchSignal().Connect( TestTouchCallback2 );
- actorC.TouchSignal().Connect( TestTouchCallback3 );
+ actorA.TouchedSignal().Connect( TestTouchCallback );
+ actorB.TouchedSignal().Connect( TestTouchCallback2 );
+ actorC.TouchedSignal().Connect( TestTouchCallback3 );
Dali::Integration::Point point;
point.SetDeviceId( 1 );
// connect to actor touch signals, will use touch callbacks to determine which actor is on top.
// Only top actor will get touched.
- actorA.TouchSignal().Connect( TestTouchCallback );
- actorB.TouchSignal().Connect( TestTouchCallback2 );
- actorC.TouchSignal().Connect( TestTouchCallback3 );
+ actorA.TouchedSignal().Connect( TestTouchCallback );
+ actorB.TouchedSignal().Connect( TestTouchCallback2 );
+ actorC.TouchedSignal().Connect( TestTouchCallback3 );
Dali::Integration::Point point;
point.SetDeviceId( 1 );
// connect to actor touch signals, will use touch callbacks to determine which actor is on top.
// Only top actor will get touched.
- actorA.TouchSignal().Connect( TestTouchCallback );
- actorB.TouchSignal().Connect( TestTouchCallback2 );
- actorC.TouchSignal().Connect( TestTouchCallback3 );
+ actorA.TouchedSignal().Connect( TestTouchCallback );
+ actorB.TouchedSignal().Connect( TestTouchCallback2 );
+ actorC.TouchedSignal().Connect( TestTouchCallback3 );
ResetTouchCallbacks();
DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::CULLED ), false, TEST_LOCATION );
PropertyNotification notification = actor.AddPropertyNotification( Actor::Property::CULLED, LessThanCondition( 0.5f ) );
- notification.SetNotifyMode( PropertyNotification::NotifyOnChanged );
+ notification.SetNotifyMode( PropertyNotification::NOTIFY_ON_CHANGED );
// Connect NotifySignal
bool propertyNotificationSignal( false );
END_TEST;
}
-int UtcDaliActorTouchSignalNegative(void)
+int UtcDaliActorTouchedSignalNegative(void)
{
TestApplication application;
Dali::Actor instance;
try
{
- instance.TouchSignal();
+ instance.TouchedSignal();
DALI_TEST_CHECK(false); // Should not get here
}
catch(...)