// EXTERNAL INCLUDES
#include <dali-toolkit/dali-toolkit.h>
#include <string>
-#include <dali/devel-api/actors/actor-devel.h>
-#include <dali/devel-api/events/rotation-gesture.h>
-#include <dali/devel-api/events/rotation-gesture-detector.h>
using namespace Dali;
using namespace Dali::Toolkit;
background.Add( touchControl );
// Connect to the touch signal
- touchControl.TouchSignal().Connect( this, &GestureExample::OnTouch );
+ touchControl.TouchedSignal().Connect( this, &GestureExample::OnTouch );
touchControl.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
// Create a long press gesture detector, attach the actor & connect
*/
void OnLongPress( Actor actor, const LongPressGesture& longPress )
{
- if( longPress.state == Gesture::Started )
+ if( longPress.GetState() == GestureState::STARTED )
{
// When we first receive a long press, attach the actor to the pan detector.
mPanDetector.Attach( actor );
// As the displacement is in local actor coords, we will have to multiply the displacement by the
// actor's scale so that it moves the correct amount in the parent's coordinate system.
- Vector3 scaledDisplacement( pan.displacement );
+ Vector3 scaledDisplacement( pan.GetDisplacement() );
scaledDisplacement *= actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE );
Vector3 currentPosition;
Vector3 newPosition = currentPosition + scaledDisplacement;
actor.SetProperty( Actor::Property::POSITION, newPosition );
- switch( pan.state )
+ switch( pan.GetState() )
{
- case Gesture::Started:
+ case GestureState::STARTED:
{
mPanStarted = true;
break;
}
- case Gesture::Finished:
- case Gesture::Cancelled:
+ case GestureState::FINISHED:
+ case GestureState::CANCELLED:
{
// If we cancel or finish the pan, do an animation to indicate this and stop the shake animation.
*/
void OnPinch( Actor actor, const PinchGesture& pinch )
{
- switch( pinch.state )
+ switch( pinch.GetState() )
{
- case Gesture::Started:
+ case GestureState::STARTED:
{
// Starting scale is required so that we know what to multiply the pinch.scale by.
mStartingScale = actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE );
break;
}
- case Gesture::Finished:
- case Gesture::Cancelled:
+ case GestureState::FINISHED:
+ case GestureState::CANCELLED:
{
Vector3 scale( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) );
}
}
- actor.SetProperty( Actor::Property::SCALE, mStartingScale * pinch.scale );
+ actor.SetProperty( Actor::Property::SCALE, mStartingScale * pinch.GetScale() );
}
/**
*/
void OnRotation( Actor actor, const RotationGesture& rotation )
{
- switch( rotation.state )
+ switch( rotation.GetState() )
{
- case Gesture::Started:
+ case GestureState::STARTED:
{
// Starting orientation is required so that we know what to multiply the rotation.rotation by.
mStartingOrientation = actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION );
break;
}
- case Gesture::Finished:
- case Gesture::Cancelled:
+ case GestureState::FINISHED:
+ case GestureState::CANCELLED:
{
// Do an animation to come back to go back to the original orientation.
Animation anim = Animation::New( ROTATE_BACK_ANIMATION_DURATION );
}
}
- actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( mStartingOrientation * Quaternion( rotation.rotation, Vector3::ZAXIS ) ) );
+ actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( mStartingOrientation * Quaternion( rotation.GetRotation(), Vector3::ZAXIS ) ) );
}
/**
*/
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 ) )
{