-/** Copyright (c) 2017 Samsung Electronics Co., Ltd.
-*
-* Licensed under the Apache License, Version 2.0 (the "License");
-* you may not use this file except in compliance with the License.
-* You may obtain a copy of the License at
-*
-* http://www.apache.org/licenses/LICENSE-2.0
-*
-* Unless required by applicable law or agreed to in writing, software
-* distributed under the License is distributed on an "AS IS" BASIS,
-* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-* See the License for the specific language governing permissions and
-* limitations under the License.
-*
-*/
+/*
+ * Copyright(c) 2017 Samsung Electronics Co., Ltd.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
namespace Tizen.NUI
{
using Tizen.NUI.BaseComponents;
/// <summary>
- /// Touch events are a collection of points at a specific moment in time.<br>
+ /// Touch events are a collection of points at a specific moment in time.<br />
/// When a multi-touch event occurs, each point represents the points that are currently being
- /// touched or the points where a touch has stopped.<br>
+ /// touched or the points where a touch has stopped.<br />
/// </summary>
public class Touch : BaseHandle
{
return (obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr;
}
+ /// <summary>
+ /// Dispose.
+ /// </summary>
+ /// <since_tizen> 3 </since_tizen>
protected override void Dispose(DisposeTypes type)
{
if(disposed)
}
/// <summary>
- /// An uninitialized touch instance.<br>
- /// Calling member functions with an uninitialized touch handle is not allowed.<br>
+ /// An uninitialized touch instance.<br />
+ /// Calling member functions with an uninitialized touch handle is not allowed.<br />
/// </summary>
/// <since_tizen> 3 </since_tizen>
public Touch() : this(NDalicPINVOKE.new_Touch__SWIG_0(), true)
}
/// <summary>
- /// Returns the ID of the device used for the point specified.<br>
+ /// Returns the ID of the device used for the point specified.<br />
/// Each point has a unique device ID, which specifies the device used for that
- /// point. This is returned by this method.<br>
- /// If a point is greater than GetPointCount(), then this method will return -1.<br>
+ /// point. This is returned by this method.<br />
+ /// If a point is greater than GetPointCount(), then this method will return -1.<br />
/// </summary>
/// <param name="point">The point required.</param>
/// <returns>The device ID of this point.</returns>
}
/// <summary>
- /// Retrieves the state of the point specified.<br>
- /// If a point is greater than GetPointCount(), then this method will return PointState.Finished.<br>
+ /// Retrieves the state of the point specified.<br />
+ /// If a point is greater than GetPointCount(), then this method will return PointState.Finished.<br />
/// </summary>
/// <param name="point">The point required.</param>
/// <returns>The state of the point specified.</returns>
}
/// <summary>
- /// Retrieves the actor that was underneath the point specified.<br>
- /// If a point is greater than GetPointCount(), then this method will return an empty handle.<br>
+ /// Retrieves the actor that was underneath the point specified.<br />
+ /// If a point is greater than GetPointCount(), then this method will return an empty handle.<br />
/// </summary>
/// <param name="point">The point required.</param>
/// <returns>The actor that was underneath the point specified.</returns>
}
/// <summary>
- /// Retrieves the coordinates relative to the top-left of the hit actor at the point specified.<br>
- /// The top-left of an actor is (0.0, 0.0, 0.5).<br>
+ /// Retrieves the coordinates relative to the top-left of the hit actor at the point specified.<br />
+ /// The top-left of an actor is (0.0, 0.0, 0.5).<br />
/// If you require the local coordinates of another actor (for example, the parent of the hit actor),
- /// then you should use Actor::ScreenToLocal().<br>
- /// If a point is greater than GetPointCount(), then this method will return Vector2.Zero.<br>
+ /// then you should use Actor::ScreenToLocal().<br />
+ /// If a point is greater than GetPointCount(), then this method will return Vector2.Zero.<br />
/// </summary>
/// <param name="point">The point required.</param>
/// <returns>The coordinates relative to the top-left of the hit actor of the point specified.</returns>
}
/// <summary>
- /// Retrieves the coordinates relative to the top-left of the screen of the point specified.<br>
- /// If a point is greater than GetPointCount(), then this method will return Vector2.Zero.<br>
+ /// Retrieves the coordinates relative to the top-left of the screen of the point specified.<br />
+ /// If a point is greater than GetPointCount(), then this method will return Vector2.Zero.<br />
/// </summary>
/// <param name="point">The point required.</param>
/// <returns>The coordinates relative to the top-left of the screen of the point specified.</returns>
}
/// <summary>
- /// Retrieves the radius of the press point.<br>
- /// This is the average of both the horizontal and vertical radii of the press point.<br>
- /// If point is greater than GetPointCount(), then this method will return 0.0f.<br>
+ /// Retrieves the radius of the press point.<br />
+ /// This is the average of both the horizontal and vertical radii of the press point.<br />
+ /// If point is greater than GetPointCount(), then this method will return 0.0f.<br />
/// </summary>
/// <param name="point">The point required.</param>
/// <returns>The radius of the press point.</returns>
}
/// <summary>
- /// Retrieves both the horizontal and the vertical radii of the press point.<br>
- /// If a point is greater than GetPointCount(), then this method will return Vector2.Zero.<br>
+ /// Retrieves both the horizontal and the vertical radii of the press point.<br />
+ /// If a point is greater than GetPointCount(), then this method will return Vector2.Zero.<br />
/// </summary>
/// <param name="point">The point required.</param>
/// <returns>The horizontal and vertical radii of the press point.</returns>
}
/// <summary>
- /// Retrieves the touch pressure.<br>
- /// The pressure range starts at 0.0f.<br>
- /// Normal pressure is defined as 1.0f.<br>
- /// A value between 0.0f and 1.0f means light pressure has been applied.<br>
- /// A value greater than 1.0f means more pressure than normal has been applied.<br>
- /// If point is greater than GetPointCount(), then this method will return 1.0f.<br>
+ /// Retrieves the touch pressure.<br />
+ /// The pressure range starts at 0.0f.<br />
+ /// Normal pressure is defined as 1.0f.<br />
+ /// A value between 0.0f and 1.0f means light pressure has been applied.<br />
+ /// A value greater than 1.0f means more pressure than normal has been applied.<br />
+ /// If point is greater than GetPointCount(), then this method will return 1.0f.<br />
/// </summary>
/// <param name="point">The point required.</param>
/// <returns>The touch pressure.</returns>