void Create( Application& application )
{
- Stage stage = Stage::GetCurrent();
- Vector2 stageSize = stage.GetSize();
- stage.KeyEventSignal().Connect(this, &GaussianBlurViewExample::OnKeyEvent);
+ auto window = application.GetWindow();
+ Vector2 windowSize = window.GetSize();
+ window.KeyEventSignal().Connect(this, &GaussianBlurViewExample::OnKeyEvent);
mImageView = Toolkit::ImageView::New( BACKGROUND_IMAGE );
mImageView.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
mImageView.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
- float excessWidth = std::max( 0.0f, (BACKGROUND_IMAGE_WIDTH - stageSize.width) * 0.5f );
+ float excessWidth = std::max( 0.0f, (BACKGROUND_IMAGE_WIDTH - windowSize.width) * 0.5f );
if( excessWidth > 0.0f )
{
Layer onTop = Layer::New();
onTop.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
onTop.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
- onTop.SetProperty( Actor::Property::SIZE, stageSize );
- stage.Add( onTop );
+ onTop.SetProperty( Actor::Property::SIZE, windowSize );
+ window.Add( onTop );
onTop.RaiseToTop();
mOnLabel = TextLabel::New( "Blur ON" );
mGaussianBlurView = GaussianBlurView::New( 30, 8.0f, Pixel::RGBA8888, 0.5f, 0.5f, false );
mGaussianBlurView.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
mGaussianBlurView.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
- mGaussianBlurView.SetProperty( Actor::Property::SIZE, stage.GetSize() );
- stage.Add( mGaussianBlurView );
+ mGaussianBlurView.SetProperty( Actor::Property::SIZE, windowSize );
+ window.Add( mGaussianBlurView );
mGaussianBlurView.Add( mImageView );
mGaussianBlurView.SetProperty( mGaussianBlurView.GetBlurStrengthPropertyIndex(), mStrength );
- stage.GetRootLayer().TouchSignal().Connect( this, &GaussianBlurViewExample::OnTouch );
+ window.GetRootLayer().TouchSignal().Connect( this, &GaussianBlurViewExample::OnTouch );
}
- bool OnTouch( Actor actor, const TouchData& touch )
+ bool OnTouch( Actor actor, const TouchEvent& touch )
{
const PointState::Type state = touch.GetState( 0 );
void OnKeyEvent(const KeyEvent& event)
{
- if(event.state == KeyEvent::Down)
+ if(event.GetState() == KeyEvent::DOWN)
{
if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
{