Use new TouchData API
[platform/core/uifw/dali-demo.git] / examples / blocks / blocks-example.cpp
index 0da125b..a308be3 100644 (file)
@@ -31,17 +31,17 @@ using namespace DemoHelper;
 
 namespace
 {
-const char* BACKGROUND_IMAGE( DALI_IMAGE_DIR "background-blocks.jpg" );
-const char* TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" );
+const char* BACKGROUND_IMAGE( DEMO_IMAGE_DIR "background-blocks.jpg" );
+const char* TOOLBAR_IMAGE( DEMO_IMAGE_DIR "top-bar.png" );
 const char* APPLICATION_TITLE( "DALi Blocks" );
-const char* BALL_IMAGE = DALI_IMAGE_DIR "blocks-ball.png";
-const char* PADDLE_IMAGE = DALI_IMAGE_DIR "blocks-paddle.png";
-const char* PADDLE_HANDLE_IMAGE = DALI_IMAGE_DIR "blocks-paddle-handle.png";
+const char* BALL_IMAGE = DEMO_IMAGE_DIR "blocks-ball.png";
+const char* PADDLE_IMAGE = DEMO_IMAGE_DIR "blocks-paddle.png";
+const char* PADDLE_HANDLE_IMAGE = DEMO_IMAGE_DIR "blocks-paddle-handle.png";
 
-const char* BRICK_IMAGE_PATH[] =    { DALI_IMAGE_DIR "blocks-brick-1.png",
-                                      DALI_IMAGE_DIR "blocks-brick-2.png",
-                                      DALI_IMAGE_DIR "blocks-brick-3.png",
-                                      DALI_IMAGE_DIR "blocks-brick-4.png" };
+const char* BRICK_IMAGE_PATH[] =    { DEMO_IMAGE_DIR "blocks-brick-1.png",
+                                      DEMO_IMAGE_DIR "blocks-brick-2.png",
+                                      DEMO_IMAGE_DIR "blocks-brick-3.png",
+                                      DEMO_IMAGE_DIR "blocks-brick-4.png" };
 
 const int TOTAL_BRICKS(4);                                                  ///< Total bricks in game.
 const Vector3 ICON_SIZE(100.0f, 100.0f, 0.0f);
@@ -56,8 +56,8 @@ const Vector3 PADDLE_COLLISION_MARGIN(0.0f, 0.0f, 0.0f);                    ///<
 const Vector3 BRICK_COLLISION_MARGIN(0.0f, 0.0f, 0.0f);                     ///< Collision margin for ball-brick detection.
 const Vector3 INITIAL_BALL_DIRECTION(1.0f, 1.0f, 0.0f);                     ///< Initial ball direction.
 
-const std::string WOBBLE_PROPERTY_NAME("wobble-property");                  ///< Wobble property name.
-const std::string COLLISION_PROPERTY_NAME("collision-property");            ///< Collision property name.
+const std::string WOBBLE_PROPERTY_NAME("wobbleProperty");                  ///< Wobble property name.
+const std::string COLLISION_PROPERTY_NAME("collisionProperty");            ///< Collision property name.
 
 const Vector2 BRICK_SIZE(0.1f, 0.05f );                                     ///< Brick size relative to width of stage.
 const Vector2 BALL_SIZE( 0.05f, 0.05f );                                    ///< Ball size relative to width of stage.
@@ -289,8 +289,8 @@ private:
 
     mPaddle.SetPosition( stageSize * Vector3( PADDLE_START_POSITION ) );
     mContentLayer.Add(mPaddle);
-    mPaddle.TouchedSignal().Connect(this, &ExampleController::OnTouchPaddle);
-    mContentLayer.TouchedSignal().Connect(this, &ExampleController::OnTouchLayer);
+    mPaddle.TouchSignal().Connect(this, &ExampleController::OnTouchPaddle);
+    mContentLayer.TouchSignal().Connect(this, &ExampleController::OnTouchLayer);
 
     const float margin(BALL_SIZE.width * stageSize.width * 0.5f);
 
@@ -579,15 +579,15 @@ private:
    * @param[in] actor The actor touched
    * @param[in] event The touch event
    */
-  bool OnTouchPaddle(Actor actor, const TouchEvent& event)
+  bool OnTouchPaddle(Actor actor, const TouchData& event)
   {
     if(event.GetPointCount()>0)
     {
-      const TouchPoint& point = event.GetPoint(0);
-      if(point.state==TouchPoint::Down) // Commence dragging
+      if( event.GetState( 0 ) == PointState::DOWN ) // Commence dragging
       {
         // Get point where user touched paddle (relative to paddle's center)
-        mRelativeDragPoint = Vector3(point.screen.x, point.screen.y, 0.0f);
+        Vector2 screenPoint = event.GetScreenPosition( 0 );
+        mRelativeDragPoint = screenPoint;
         mRelativeDragPoint -= actor.GetCurrentPosition();
 
         mDragActor = actor;
@@ -605,17 +605,16 @@ private:
    * @param[in] actor The actor touched
    * @param[in] event The touch event
    */
-  bool OnTouchLayer(Actor actor, const TouchEvent& event)
+  bool OnTouchLayer(Actor actor, const TouchData& event)
   {
     if(event.GetPointCount()>0)
     {
-      const TouchPoint& point = event.GetPoint(0);
       if(mDragActor)
       {
-        Vector3 position(point.screen.x, point.screen.y, 0.0f);
+        Vector3 position( event.GetScreenPosition( 0 ) );
         mPaddle.SetPosition( position - mRelativeDragPoint );
 
-        if(point.state==TouchPoint::Up) // Stop dragging
+        if( event.GetState( 0 ) == PointState::UP ) // Stop dragging
         {
           mDragAnimation = Animation::New(0.25f);
           mDragAnimation.AnimateTo( Property(mDragActor, Actor::Property::SCALE), Vector3(1.0f, 1.0f, 1.0f), AlphaFunction::EASE_IN);
@@ -836,9 +835,9 @@ void RunTest(Application& app)
   app.MainLoop();
 }
 
-int main(int argc, char **argv)
+int DALI_EXPORT_API main(int argc, char **argv)
 {
-  Application app = Application::New(&argc, &argv, DALI_DEMO_THEME_PATH);
+  Application app = Application::New(&argc, &argv, DEMO_THEME_PATH);
 
   RunTest(app);