#include <dali.h>
#include <dali/integration-api/events/key-event-integ.h>
#include <dali/integration-api/events/touch-event-integ.h>
+#include <dali/integration-api/events/wheel-event-integ.h>
#include <dali/devel-api/actors/actor-devel.h>
#include <dali/devel-api/scripting/scripting.h>
#include <dali-toolkit/dali-toolkit.h>
DALI_TEST_CHECK( !gPushButtonClicked );
+ // Perform a wheel event
+ Dali::Integration::WheelEvent wheelEvent( Dali::Integration::WheelEvent::MOUSE_WHEEL, 0, 0u, Vector2( 10.0f, 10.0f ), 1, 1000u );
+ application.ProcessEvent( wheelEvent );
+ application.SendNotification();
+ application.Render();
+
// Enable touch transparency.
popup.SetProperty( Popup::Property::TOUCH_TRANSPARENT, true );
bool propertyResult;
// create the layer for turning pages
mTurningPageLayer = Layer::New();
mTurningPageLayer.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER_LEFT );
- mTurningPageLayer.SetBehavior(Layer::LAYER_3D);
+ mTurningPageLayer.SetProperty( Layer::Property::BEHAVIOR, Layer::LAYER_3D );
mTurningPageLayer.Raise();
// Set control size and the parent origin of page layers
}
// Block anything behind backing becoming touched.
- mLayer.SetTouchConsumed( true );
+ mLayer.SetProperty( Layer::Property::CONSUMES_TOUCH, true );
return true;
}
}
// Consume wheel event in dimmed backing actor.
- mLayer.SetTouchConsumed( true );
+ mLayer.SetProperty( Layer::Property::CONSUMES_TOUCH, true );
return true;
}
}
// Consume event (stops backing actor receiving touch events)
- mLayer.SetTouchConsumed( true );
+ mLayer.SetProperty( Layer::Property::CONSUMES_TOUCH, true );
return true;
}
mRoot.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
Layer layer = Layer::New();
- layer.SetBehavior( Layer::LAYER_3D );
+ layer.SetProperty( Layer::Property::BEHAVIOR, Layer::LAYER_3D );
layer.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
layer.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
layer.Add( mRoot );
mPlacementActor = actor;
// Search the Actor tree to find if Layer UI behaviour set.
Layer layer = actor.GetLayer();
- if( layer && layer.GetBehavior() == Layer::LAYER_3D )
+ if( layer && layer.GetProperty<Layer::Behavior>( Layer::Property::BEHAVIOR ) == Layer::LAYER_3D )
{
// Layer 3D set, do not align pixels
mImpl->mRenderer.RegisterProperty( PIXEL_ALIGNED_UNIFORM_NAME, PIXEL_ALIGN_OFF );