// Connect to actor's touch signal
SignalData data;
TouchEventFunctor functor( data );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
Vector2 screenCoordinates( 10.0f, 10.0f );
Vector2 localCoordinates;
// Connect to actor's touched signal
HandleData handleData;
TouchEventHandleFunctor functor( handleData );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
Vector2 screenCoordinates( 10.0f, 10.0f );
Vector2 localCoordinates;
// Connect to actor's touched signal
OutOfBoundsData data;
OutOfBoundsFunctor functor( data, true );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
Vector2 screenCoordinates( 10.0f, 10.0f );
Vector2 localCoordinates;
// Connect to actor's touched signal
SignalData data;
TouchEventFunctor functor( data );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
Vector2 screenCoordinates( sceneSize.x * 0.5f, sceneSize.y * 0.5f );
// Connect to actor's touched signal
SignalData data;
TouchEventFunctor functor( data );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
// Emit a down signal
application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
// Connect to actor's touched signal
SignalData data;
TouchEventFunctor functor( data, false );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
// Connect to root actor's touched signal
SignalData rootData;
TouchEventFunctor rootFunctor( rootData ); // Consumes signal
- rootActor.TouchSignal().Connect( &application, rootFunctor );
+ rootActor.TouchedSignal().Connect( &application, rootFunctor );
Vector2 screenCoordinates( 10.0f, 10.0f );
Vector2 actorCoordinates, rootCoordinates;
// Connect to actor's touched signal
SignalData data;
TouchEventFunctor functor( data, false );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
// Connect to root actor's touched signal
SignalData rootData;
TouchEventFunctor rootFunctor( rootData ); // Consumes signal
- rootActor.TouchSignal().Connect( &application, rootFunctor );
+ rootActor.TouchedSignal().Connect( &application, rootFunctor );
// Emit a down signal
application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
// Connect to actor's touched signal
SignalData data;
TouchEventFunctor functor( data );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
// Set actor to require leave events
actor.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
// Connect to actor's touched signal
SignalData data;
TouchEventFunctor functor( data, false );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
// Connect to root actor's touched signal
SignalData rootData;
TouchEventFunctor rootFunctor( rootData ); // Consumes signal
- rootActor.TouchSignal().Connect( &application, rootFunctor );
+ rootActor.TouchedSignal().Connect( &application, rootFunctor );
// Set actor to require leave events
actor.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
// Connect to actor's touched signal
SignalData data;
TouchEventFunctor functor( data );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
// Emit a down signal
application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
// Connect to actor's touched signal
SignalData data;
TouchEventFunctor functor( data, false );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
// Connect to root actor's touched signal
SignalData rootData;
TouchEventFunctor rootFunctor( rootData ); // Consumes signal
- rootActor.TouchSignal().Connect( &application, rootFunctor );
+ rootActor.TouchedSignal().Connect( &application, rootFunctor );
// Emit a down signal
application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
application.Render();
// Connect to layer1 and actor1
- layer1.TouchSignal().Connect( &application, functor );
- actor1.TouchSignal().Connect( &application, functor );
+ layer1.TouchedSignal().Connect( &application, functor );
+ actor1.TouchedSignal().Connect( &application, functor );
// Hit in hittable area, actor1 should be hit
application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
application.Render();
// Connect to layer2 and actor2
- layer2.TouchSignal().Connect( &application, functor );
- actor2.TouchSignal().Connect( &application, functor );
+ layer2.TouchedSignal().Connect( &application, functor );
+ actor2.TouchedSignal().Connect( &application, functor );
// Emit an event, should hit layer2
application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
// Connect to actor's touched signal
SignalData data;
TouchEventFunctor functor( data );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
// Emit a down signal
application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
// Connect to layer's touched signal
SignalData data;
TouchEventFunctor functor( data );
- actor.TouchSignal().Connect( &application, functor );
- layer.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
+ layer.TouchedSignal().Connect( &application, functor );
// Emit a down signal
application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
// Connect to actor's touched signal
SignalData data;
TouchEventFunctor functor( data );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
// Emit a down signal
application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
// Connect to layer's touched signal
SignalData data;
TouchEventFunctor functor( data );
- parent.TouchSignal().Connect( &application, functor );
- actor.TouchSignal().Connect( &application, functor );
+ parent.TouchedSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
// Emit a down signal
application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
// Connect to actor's touched signal
SignalData data;
RemoveActorFunctor functor( data );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
// Register for leave events
actor.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
// Connect to actor's touched signal
SignalData data;
TouchEventFunctor functor( data, false );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
// Emit a down signal
application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
// Connect to actor's touched signal
SignalData data;
TouchEventFunctor functor( data );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
// Emit a down signal
application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
// Connect to actor's touched signal
SignalData data;
TouchEventFunctor functor( data );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
// Add a layer to overlap the actor
Layer layer = Layer::New();
// Connect to actor's touched signal
SignalData data;
TouchEventFunctor functor( data );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
// Emit a down and motion
application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
// Connect to actor's touch signal.
SignalData data;
TouchEventFunctor functor( data );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
// Emit an event within clipped area - no hit.
application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
DALI_TEST_EQUALS( true, data.functorCalled, TEST_LOCATION );
data.Reset();
- clippingChild.TouchSignal().Connect( &application, functor );
+ clippingChild.TouchedSignal().Connect( &application, functor );
// Emit an event inside part of the child which is within the clipped area, we should have a hit.
application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 30.0f, 30.0f ) ) );
// Connect to actor's touched signal
SignalData data;
TouchEventFunctor functor( data );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
// Emit a down signal
application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
// Connect to actor's touched signal
SignalData data;
TouchEventFunctor functor( data );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
// Emit a down signal
application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
// Connect to actor's touched signal
SignalData data;
TouchEventFunctor functor( data, false /* Do not consume */ );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
// Connect to parent's touched signal
SignalData parentData;
TouchEventFunctor parentFunctor( parentData );
- parent.TouchSignal().Connect( &application, parentFunctor );
+ parent.TouchedSignal().Connect( &application, parentFunctor );
// Emit a down signal
application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
// Parent is now consumer, connect again to the touched signal of the actor so that it becomes the consumer
SignalData secondData;
TouchEventFunctor secondFunctor( secondData /* Consume */ );
- actor.TouchSignal().Connect( &application, secondFunctor );
+ actor.TouchedSignal().Connect( &application, secondFunctor );
// Unparent the actor
actor.Unparent();
// Connect to actor's touched signal
SignalData data;
TouchEventFunctor functor( data, false /* Do not consume */ );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
// Connect to parent's touched signal
SignalData parentData;
TouchEventFunctor parentFunctor( parentData, false /* Do not consume */ );
- parent.TouchSignal().Connect( &application, parentFunctor );
+ parent.TouchedSignal().Connect( &application, parentFunctor );
// Connect to root's touched signal and consume
SignalData rootData;
TouchEventFunctor rootFunctor( rootData );
- rootActor.TouchSignal().Connect( &application, rootFunctor );
+ rootActor.TouchedSignal().Connect( &application, rootFunctor );
// Emit a down signal
application.ProcessEvent( GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) ) );
// Root is now consumer, connect to the touched signal of the parent so that it becomes the consumer
SignalData secondData;
TouchEventFunctor secondFunctor( secondData /* Consume */ );
- parent.TouchSignal().Connect( &application, secondFunctor );
+ parent.TouchedSignal().Connect( &application, secondFunctor );
// Emit an interrupted signal, all three should STILL be called
application.ProcessEvent( GenerateSingleTouch( PointState::INTERRUPTED, Vector2( 10.0f, 10.0f ) ) );
// Connect to actor's touched signal
SignalData data;
TouchEventFunctor functor( data );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
// Emit a down signal with an angle
Integration::TouchEvent touchEvent = GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) );
// Connect to actor's touched signal
SignalData data;
TouchEventFunctor functor( data );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
// Emit a down signal with an angle
Integration::TouchEvent touchEvent = GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) );
// Connect to actor's touched signal
SignalData data;
TouchEventFunctor functor( data );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
// Emit a down signal with an angle
Integration::TouchEvent touchEvent = GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) );
// Connect to actor's touched signal
SignalData data;
TouchEventFunctor functor( data );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
// Emit a down signal with an angle
Integration::TouchEvent touchEvent = GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) );
// Connect to actor's touched signal
SignalData data;
TouchEventFunctor functor( data );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
// Emit a down signal with an angle
// Connect to actor's touched signal
HandleData handleData;
TouchEventHandleFunctor functor( handleData );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
Vector2 screenCoordinates( 10.0f, 10.0f );
Vector2 localCoordinates;
// Connect to actor's touched signal
HandleData handleData;
TouchEventHandleFunctor functor( handleData );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
// Emit a down signal with MouseButton
Integration::TouchEvent touchEvent = GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) );
// Connect to actor's touched signal
HandleData handleData;
TouchEventHandleFunctor functor( handleData );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
// Emit a down signal with MouseButton
Integration::TouchEvent touchEvent = GenerateSingleTouch( PointState::DOWN, Vector2( 10.0f, 10.0f ) );
// Connect to actor's touched signal
SignalData data;
TouchEventFunctor functor( data );
- actor.TouchSignal().Connect( &application, functor );
+ actor.TouchedSignal().Connect( &application, functor );
// Emit a down signal
application.ProcessEvent( GenerateSingleTouch( PointState::STARTED, Vector2( 10.0f, 10.0f ) ) );