X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=examples%2Fgestures%2Fgesture-example.cpp;h=d04c63eccc9a0785f7ff730311f9c8db2e90e1ac;hb=2b7d60cb939a675c3a14b6dce8425fd4403dcf8c;hp=884c3f9bc870489046e4e6e58d57bf62005278f1;hpb=3818d79b8ecc810cca0300c83c49de0363582849;p=platform%2Fcore%2Fuifw%2Fdali-demo.git diff --git a/examples/gestures/gesture-example.cpp b/examples/gestures/gesture-example.cpp old mode 100755 new mode 100644 index 884c3f9..d04c63e --- a/examples/gestures/gesture-example.cpp +++ b/examples/gestures/gesture-example.cpp @@ -158,7 +158,7 @@ private: background.Add( touchControl ); // Connect to the touch signal - touchControl.TouchSignal().Connect( this, &GestureExample::OnTouch ); + touchControl.TouchedSignal().Connect( this, &GestureExample::OnTouch ); touchControl.SetProperty( Actor::Property::LEAVE_REQUIRED, true ); // Create a long press gesture detector, attach the actor & connect @@ -266,7 +266,7 @@ private: */ void OnLongPress( Actor actor, const LongPressGesture& longPress ) { - if( longPress.GetState() == Gesture::Started ) + if( longPress.GetState() == GestureState::STARTED ) { // When we first receive a long press, attach the actor to the pan detector. mPanDetector.Attach( actor ); @@ -305,14 +305,14 @@ private: switch( pan.GetState() ) { - case Gesture::Started: + case GestureState::STARTED: { mPanStarted = true; break; } - case Gesture::Finished: - case Gesture::Cancelled: + case GestureState::FINISHED: + case GestureState::CANCELLED: { // If we cancel or finish the pan, do an animation to indicate this and stop the shake animation. @@ -371,15 +371,15 @@ private: { switch( pinch.GetState() ) { - case Gesture::Started: + case GestureState::STARTED: { // Starting scale is required so that we know what to multiply the pinch.scale by. mStartingScale = actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ); break; } - case Gesture::Finished: - case Gesture::Cancelled: + case GestureState::FINISHED: + case GestureState::CANCELLED: { Vector3 scale( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) ); @@ -419,15 +419,15 @@ private: { switch( rotation.GetState() ) { - case Gesture::Started: + case GestureState::STARTED: { // Starting orientation is required so that we know what to multiply the rotation.rotation by. mStartingOrientation = actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ); break; } - case Gesture::Finished: - case Gesture::Cancelled: + case GestureState::FINISHED: + case GestureState::CANCELLED: { // Do an animation to come back to go back to the original orientation. Animation anim = Animation::New( ROTATE_BACK_ANIMATION_DURATION );