if ( ! KeyLookup::IsDeviceButton( keyEvent.GetKeyName().c_str() ))\r
{\r
//check whether it's key down or key up event\r
- if ( keyEvent.state == Dali::KeyEvent::Down )\r
+ if ( keyEvent.GetState() == Dali::KeyEvent::Down )\r
{\r
eventHandled = ProcessEventKeyDown( keyEvent );\r
}\r
- else if ( keyEvent.state == Dali::KeyEvent::Up )\r
+ else if ( keyEvent.GetState() == Dali::KeyEvent::Up )\r
{\r
eventHandled = ProcessEventKeyUp( keyEvent );\r
}\r
attrs = mPreeditAttrs;\r
}\r
\r
-bool InputMethodContextWin::ProcessEventKeyDown( const KeyEvent& keyEvent )\r
+bool InputMethodContextWin::ProcessEventKeyDown( const Dali::KeyEvent& keyEvent )\r
{\r
bool eventHandled( false );\r
return eventHandled;\r
}\r
\r
-bool InputMethodContextWin::ProcessEventKeyUp( const KeyEvent& keyEvent )\r
+bool InputMethodContextWin::ProcessEventKeyUp( const Dali::KeyEvent& keyEvent )\r
{\r
bool eventHandled( false );\r
return eventHandled;\r
* @param[in] keyEvent The event key to be handled.\r
* @return Whether the event key is handled.\r
*/\r
- bool ProcessEventKeyDown( const KeyEvent& keyEvent );\r
+ bool ProcessEventKeyDown( const Dali::KeyEvent& keyEvent );\r
\r
/**\r
* @brief Process event key up, whether filter a key to isf.\r
* @param[in] keyEvent The event key to be handled.\r
* @return Whether the event key is handled.\r
*/\r
- bool ProcessEventKeyUp( const KeyEvent& keyEvent );\r
+ bool ProcessEventKeyUp( const Dali::KeyEvent& keyEvent );\r
\r
/**\r
* Called when the binded actor is added to a window.\r