APPLICATION_TITLE );
// Add an extra space on the right to center the title text.
- toolBar.AddControl( Actor::New(), DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HorizontalRight );
+ toolBar.AddControl( Actor::New(), DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage, Toolkit::Alignment::HORIZONTAL_RIGHT );
// Create the content layer, which is where game actors appear.
AddContentLayer();
mPaddle.SetProperty( Actor::Property::POSITION, windowSize * Vector3( PADDLE_START_POSITION ) );
mContentLayer.Add(mPaddle);
- mPaddle.TouchSignal().Connect(this, &ExampleController::OnTouchPaddle);
- mContentLayer.TouchSignal().Connect(this, &ExampleController::OnTouchLayer);
+ mPaddle.TouchedSignal().Connect(this, &ExampleController::OnTouchPaddle);
+ mContentLayer.TouchedSignal().Connect(this, &ExampleController::OnTouchLayer);
const float margin(BALL_SIZE.width * windowSize.width * 0.5f);
*/
void OnKeyEvent(const KeyEvent& event)
{
- if(event.GetState() == KeyEvent::Down)
+ if(event.GetState() == KeyEvent::DOWN)
{
if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
{