mBounceAnimation.Play();
// Respond to a click anywhere on the window
- window.GetRootLayer().TouchSignal().Connect( this, &RendererStencilExample::OnTouch );
+ window.GetRootLayer().TouchedSignal().Connect( this, &RendererStencilExample::OnTouch );
// Connect signals to allow Back and Escape to exit.
window.KeyEventSignal().Connect( this, &RendererStencilExample::OnKeyEvent );
}
vertexFormat[NORMAL] = Property::VECTOR3;
vertexFormat[TEXTURE] = Property::VECTOR2;
- PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat );
+ VertexBuffer surfaceVertices = VertexBuffer::New( vertexFormat );
surfaceVertices.SetData( &vertices[0u], vertices.Size() );
Geometry geometry = Geometry::New();
* @param[in] touch The touch information
* @return True if the event has been handled
*/
- bool OnTouch( Actor actor, const TouchData& touch )
+ bool OnTouch( Actor actor, const TouchEvent& touch )
{
// Quit the application.
mApplication.Quit();
*/
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 ) )
{