bool Tooltip::OnHovered( Actor /* actor */, const HoverEvent& hover )
{
- const PointState::Type state = hover.GetState( 0 );
+ const TouchPoint::State state = hover.points[0].state;
switch( state )
{
- case PointState::STARTED:
- case PointState::MOTION:
+ case TouchPoint::Started:
+ case TouchPoint::Motion:
{
if( ! mPopup )
{
if( ! mTooltipTimer )
{
- mHoverPoint = hover.GetScreenPosition( 0 );
+ mHoverPoint = hover.points[ 0 ].screen;
mTooltipTimer = Timer::New( mWaitTime );
mTooltipTimer.TickSignal().Connect( this, &Tooltip::OnTimeout );
mTooltipTimer.Start();
}
else
{
- Vector2 movement = mHoverPoint - hover.GetScreenPosition( 0 );
+ Vector2 movement = mHoverPoint - hover.points[ 0 ].screen;
if( std::abs( movement.Length() ) > mMovementThreshold )
{
mTooltipTimer.Stop();
mTooltipTimer.Reset();
- mHoverPoint = hover.GetScreenPosition( 0 );
+ mHoverPoint = hover.points[ 0 ].screen;
mTooltipTimer = Timer::New( mWaitTime );
mTooltipTimer.TickSignal().Connect( this, &Tooltip::OnTimeout );
mTooltipTimer.Start();
{
// Popup is showing, and we're set to disappear on excessive movement so make sure we're still within the threshold.
- Vector2 movement = mHoverPoint - hover.GetScreenPosition( 0 );
+ Vector2 movement = mHoverPoint - hover.points[ 0 ].screen;
if( std::abs( movement.Length() ) > mMovementThreshold )
{
// Exceeding the threshold, hide the popup.
}
break;
}
- case PointState::FINISHED:
- case PointState::LEAVE:
- case PointState::INTERRUPTED:
+ case TouchPoint::Finished:
+ case TouchPoint::Leave:
+ case TouchPoint::Interrupted:
{
if( mTooltipTimer )
{
break;
}
- case PointState::STATIONARY:
+ case TouchPoint::Stationary:
+ case TouchPoint::Last:
{
break;
}