// Overridden from ui::EventRewriter
virtual ui::EventRewriteStatus RewriteEvent(
const ui::Event& event,
- scoped_ptr<ui::Event>* rewritten_event) OVERRIDE;
+ scoped_ptr<ui::Event>* rewritten_event) override;
virtual ui::EventRewriteStatus NextDispatchEvent(
- const ui::Event& last_event, scoped_ptr<ui::Event>* new_event) OVERRIDE;
+ const ui::Event& last_event, scoped_ptr<ui::Event>* new_event) override;
// Event handlers based on the current state - see State, below.
ui::EventRewriteStatus InNoFingersDown(
// the user moves fast enough to trigger a gesture. After the user
// completes their gesture, this method will decide what keyboard
// input their gesture corresponded to.
- virtual void OnGestureEvent(ui::GestureEvent* gesture) OVERRIDE;
+ virtual void OnGestureEvent(ui::GestureEvent* gesture) override;
// Process the gesture events that have been created.
void ProcessGestureEvents();
// The split tap slop is a bit more generous since keeping two
// fingers in place is a bit harder.
- const float GetSplitTapTouchSlop();
+ float GetSplitTapTouchSlop();
enum State {
// No fingers are down and no events are pending.