| Name | Description | Parameters passed to call back |
|-----------------|----------------------------------------|--------------------------|
-|touched | touch event | (actor, touchEvent ) |
+|touch | touch | (actor, touchData ) |
|hovered | mouse or pointer hovering over actor | (actor, hoverEvent) |
|mouseWheelEvent | mouse wheel events | (actor, wheelEvent) |
|onStage | actor has been moved on stage | (actor) |
#### Touch event
Used to detect multiple touch events on the actor. The state of each touch point can be:
-+ "down" = touch down
-+ "up" = Touch up
-+ "motion" = Finger dragged or hovered
-+ "leave" = Leave the boundary of an actor
-+ "stationary" = No change from last event. Useful when a multi-point event occurs where
-all points are sent but indicates that this particular point has not changed since the last time
-+ "interrupted" = A system event has occurred which has interrupted the touch or hover event sequence
++ "DOWN" = touch down
++ "UP" = Touch up
++ "MOTION" = Finger dragged or hovered
++ "LEAVE" = Leave the boundary of an actor
++ "STATIONARY" = No change from last event. Useful when a multi-point event occurs where
+ all points are sent but indicates that this particular point has not changed
+ since the last time
++ "INTERRUPTED" = A system event has occurred which has interrupted the touch or hover event sequence
```
-touchEvent = {
+touchData = {
pointCount: int, // number of points touched ( multi-touch )
time: int, // The time in milliseconds that the touch event occurred.
- points = [ touchPoints ], // array of TouchPoints, to support
+ points = [ Points ], // array of Points
- TouchPoint = {
-
- "deviceId" : int, // Each touch point has a unique device ID
- "state" : string, // touch state ="down,up,motion,leave,stationary, interrupted }
- "sourceActor" : actor, // the actor that is emitting the callback (the actor that is hit maybe a child of it)
- "hitActor" : actor, // actor that was hit
- "local" : {x,y}, // co-ordinates of top left of hit actor (local.x, local.y)
- "screen" : {x,y} // co-ordinates of top left of hit actor (screen.x, screen.y)
- }
+ Point = {
+ "deviceId" : int, // Each touch point has a unique device ID
+ "state" : string, // touch state ="DOWN","UP","MOTION","LEAVE","STATIONARY","INTERRUPTED"
+ "sourceActor" : actor, // the actor that is emitting the callback (the actor that is hit maybe a child of it)
+ "hitActor" : actor, // actor that was hit
+ "local" : {x,y}, // co-ordinates of top left of hit actor (local.x, local.y)
+ "screen" : {x,y}, // co-ordinates of top left of hit actor (screen.x, screen.y)
+ "radius" : float, // radius of the press point (average of both the horizontal & vertical radii)
+ "ellipseRadius" : {x,y}, // both the horizontal and the vertical radii of the press point
+ "pressure" : float, // the touch pressure
+ "angle" : float // angle of the press point relative to the Y-Axis (in degrees)
+ }
}
-function OnPressed( actor, touchEvent )
+function onPressed( actor, touchData )
{
- var firstPoint = touchEvent.points[0];
- log("first touch point = " + firstPoint.screen.x + "," +firstPoint.screen.x + "actor= "+firstPoint.hitActor );
+ var firstPoint = touchData.points[0];
+ log("first touch point = " + firstPoint.screen.x + "," + firstPoint.screen.x + "actor= " + firstPoint.hitActor );
var anim = new dali.Animation( 4 );
var rotation = new dali.Rotation( 90, 0, 0 ); // pitch, yaw, roll
}
// connect to touch events
-myActor.on( "touched", onPressed );
+myActor.on( "touch", onPressed );
```
points[] // array of TouchPoints
TouchPoint = {
- // See touchEvent TouchPoint object
+ "deviceId" : int, // Each touch point has a unique device ID
+ "state" : string, // touch state ="down,up,motion,leave,stationary, interrupted }
+ "sourceActor" : actor, // the actor that is emitting the callback (the actor that is hit maybe a child of it)
+ "hitActor" : actor, // actor that was hit
+ "local" : {x,y}, // co-ordinates of top left of hit actor (local.x, local.y)
+ "screen" : {x,y} // co-ordinates of top left of hit actor (screen.x, screen.y)
}
}
```
/**
* Actors sensitive flag
- * brief Sets whether an actor should emit touch event signals; @see SignalTouched().
+ * brief Sets whether an actor should emit touch event signals; @see SignalTouch().
*
- * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouched(),
+ * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
* the touch event signal will be emitted.
*
* If the application wishes to temporarily disable the touch event signal emission, then they can do so by calling