void TextOverlapController::OnPan( Actor actor, const PanGesture& gesture )
{
- if( ! mGrabbedActor || gesture.state == PanGesture::Started )
+ const Gesture::State state = gesture.GetState();
+ if( ! mGrabbedActor || state == PanGesture::Started )
{
+ const Vector2& gesturePosition = gesture.GetPosition();
for( int i=0; i<NUMBER_OF_LABELS; ++i )
{
Vector3 position = mLabels[i].GetCurrentProperty< Vector3 >( Actor::Property::POSITION );
Vector3 size = mLabels[i].GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
- if( gesture.position.y > position.y - size.y * 0.5f &&
- gesture.position.y <= position.y + size.y * 0.5f )
+ if( gesturePosition.y > position.y - size.y * 0.5f &&
+ gesturePosition.y <= position.y + size.y * 0.5f )
{
mGrabbedActor = mLabels[i];
break;
}
}
}
- else if( mGrabbedActor && gesture.state == PanGesture::Continuing )
+ else if( mGrabbedActor && state == PanGesture::Continuing )
{
Vector2 windowSize = mApplication.GetWindow().GetSize();
Vector3 size = mGrabbedActor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE );
- float y = Clamp( gesture.position.y, size.y * 0.5f, windowSize.y - size.y*0.5f );
+ const Vector2& gesturePosition = gesture.GetPosition();
+
+ float y = Clamp( gesturePosition.y, size.y * 0.5f, windowSize.y - size.y*0.5f );
mGrabbedActor.SetProperty( Actor::Property::POSITION, Vector2( 0, y ));
}
else
void TextOverlapController::OnKeyEvent( const KeyEvent& keyEvent )
{
- if( keyEvent.GetState() == KeyEvent::Down &&
+ if( keyEvent.GetState() == KeyEvent::DOWN &&
( IsKey( keyEvent, DALI_KEY_BACK ) ||
IsKey( keyEvent, DALI_KEY_ESCAPE ) ) )
{