SetTitle("View");
}
- void OnTap( Actor actor, TapGesture tap )
+ void OnTap( Actor actor, const TapGesture& tap )
{
ItemId id = mItemView.GetItemId( actor );
mTapDetector.Reset();
}
- void RemoveOnTap( Actor actor, TapGesture tap )
+ void RemoveOnTap( Actor actor, const TapGesture& tap )
{
mItemView.RemoveItem( mItemView.GetItemId(actor), 0.5f );
}
mDeleteButton.SetVisible( false );
}
- void SelectOnTap( Actor actor, TapGesture tap )
+ void SelectOnTap( Actor actor, const TapGesture& tap )
{
Actor tick = actor.FindChildByName( "Tick" );
if( tick )
mTapDetector.Reset();
}
- void InsertOnTap( Actor actor, TapGesture tap )
+ void InsertOnTap( Actor actor, const TapGesture& tap )
{
ItemId id = mItemView.GetItemId( actor );
mTapDetector.DetectedSignal().Connect( this, &ItemViewExample::ReplaceOnTap );
}
- void ReplaceOnTap( Actor actor, TapGesture tap )
+ void ReplaceOnTap( Actor actor, const TapGesture& tap )
{
mItemView.ReplaceItem( Item( mItemView.GetItemId(actor), NewItem(rand()) ), 0.5f );
}
return true;
}
- void ChangeAlphaFunctionOnTap( Actor actor, TapGesture tap )
+ void ChangeAlphaFunctionOnTap( Actor actor, const TapGesture& tap )
{
if( NUM_ALPHA_FUNCTIONS <= ++mAlphaFuncIndex )
{
//
// move to point on screen that was tapped
- void OnTap( Actor actor, TapGesture tapGesture )
+ void OnTap( Actor actor, const TapGesture& tapGesture )
{
Vector3 destPos;
float originOffsetX, originOffsetY;
//
// move to point on screen that was tapped
- void OnTap( Actor actor, TapGesture tapGesture )
+ void OnTap( Actor actor, const TapGesture& tapGesture )
{
Vector3 destPos;
float originOffsetX, originOffsetY;
* @param[in] actor The actor receiving the pan gesture.
* @param[in] gesture The detected pan gesture.
*/
- void OnPanGesture( Actor actor, PanGesture gesture );
+ void OnPanGesture( Actor actor, const PanGesture& gesture );
/**
* Set up the animations for transition
}
// signal handler, called when the pan gesture is detected
-void DissolveEffectApp::OnPanGesture( Actor actor, PanGesture gesture )
+void DissolveEffectApp::OnPanGesture( Actor actor, const PanGesture& gesture )
{
// does not response when the animation has not finished
if( mIsTransiting || mSlideshow )
return p*q;
}
- void OnTap(Dali::Actor actor, TapGesture gesture)
+ void OnTap(Dali::Actor actor, const TapGesture& gesture)
{
if( ! mPaused )
{
}
}
- void OnPan(Actor actor, PanGesture gesture)
+ void OnPan(Actor actor, const PanGesture& gesture)
{
switch (gesture.state)
{
}
}
- void OnPinch(Actor actor, PinchGesture gesture)
+ void OnPinch(Actor actor, const PinchGesture& gesture)
{
if (gesture.state == Gesture::Started)
{
* @param[in] actor The actor receiving the pan gesture.
* @param[in] gesture The detected pan gesture.
*/
- void OnPanGesture( Actor actor, PanGesture gesture );
+ void OnPanGesture( Actor actor, const PanGesture& gesture );
/**
* Load the next image and start the transition;
*/
}
// signal handler, called when the pan gesture is detected
-void CubeTransitionApp::OnPanGesture( Actor actor, PanGesture gesture )
+void CubeTransitionApp::OnPanGesture( Actor actor, const PanGesture& gesture )
{
// does not response when the transition has not finished
if( mIsImageLoading || mCubeWaveEffect.IsTransiting() || mCubeCrossEffect.IsTransiting() || mCubeFoldEffect.IsTransiting() || mSlideshow )