void DummyControlImplOverride::OnInitialize() { initializeCalled = true; }
void DummyControlImplOverride::OnThemeChange(StyleManager change) { themeChangeCalled = true;}
void DummyControlImplOverride::OnFontChange(bool defaultFontChange, bool defaultFontSizeChange) { fontChangeCalled = true; }
-void DummyControlImplOverride::OnPinch(PinchGesture pinch) { pinchCalled = true; }
-void DummyControlImplOverride::OnPan(PanGesture pan) { panCalled = true; }
-void DummyControlImplOverride::OnTap(TapGesture tap) { tapCalled = true; }
-void DummyControlImplOverride::OnLongPress(LongPressGesture longPress) { longPressCalled = true; }
+void DummyControlImplOverride::OnPinch(const PinchGesture& pinch) { pinchCalled = true; }
+void DummyControlImplOverride::OnPan(const PanGesture& pan) { panCalled = true; }
+void DummyControlImplOverride::OnTap(const TapGesture& tap) { tapCalled = true; }
+void DummyControlImplOverride::OnLongPress(const LongPressGesture& longPress) { longPressCalled = true; }
void DummyControlImplOverride::OnStageConnection() { stageConnectionCalled = true; }
void DummyControlImplOverride::OnStageDisconnection() { stageDisconnectionCalled = true; }
void DummyControlImplOverride::OnChildAdd(Actor& child) { childAddCalled = true; }
virtual void OnInitialize();
virtual void OnThemeChange( StyleManager styleManager );
virtual void OnFontChange(bool defaultFontChange, bool defaultFontSizeChange);
- virtual void OnPinch(PinchGesture pinch);
- virtual void OnPan(PanGesture pan);
- virtual void OnTap(TapGesture tap);
- virtual void OnLongPress(LongPressGesture longPress);
+ virtual void OnPinch(const PinchGesture& pinch);
+ virtual void OnPan(const PanGesture& pan);
+ virtual void OnTap(const TapGesture& tap);
+ virtual void OnLongPress(const LongPressGesture& longPress);
private: // From CustomActorImpl
}
}
-void Button::OnTap(Actor actor, TapGesture tap)
+void Button::OnTap(Actor actor, const TapGesture& tap)
{
// Do nothing.
}
* @param[in] actor The tapped actor.
* @param[in] tap The tap gesture.
*/
- void OnTap(Actor actor, TapGesture tap);
+ void OnTap(Actor actor, const TapGesture& tap);
private:
return clamppedPosition;
}
-void ItemView::OnPan(PanGesture gesture)
+void ItemView::OnPan( const PanGesture& gesture )
{
Actor self = Self();
const Vector3 layoutSize = Self().GetCurrentSize();
*
* @param[in] gesture The gesture event.
*/
- void OnPan(PanGesture pan);
+ void OnPan( const PanGesture& pan );
/**
* Helper to handle anchoring animations.
// TODO: Upgrade to use a more powerful gesture detector (one that supports multiple touches on pan - so works as pan and flick gesture)
// BUG: Gesture::Finished doesn't always return velocity on release (due to
// timeDelta between last two events being 0 sometimes, or posiiton being the same)
-void ScrollView::OnPan(PanGesture gesture)
+void ScrollView::OnPan( const PanGesture& gesture )
{
// Guard against destruction during signal emission
// Note that Emit() methods are called indirectly e.g. from within ScrollView::OnGestureEx()
*
* @param[in] gesture The gesture event.
*/
- void OnPan(PanGesture pan);
+ void OnPan( const PanGesture& pan);
/**
* Extension of the above gestures.
/**
* Selection Handles
*/
-void Decorator::OnHandlePan(Actor actor, PanGesture gesture)
+void Decorator::OnHandlePan(Actor actor, const PanGesture& gesture)
{
Actor selectionHandleOne = mTextInputHandles.GetSelectionHandleOne();
Actor selectionHandleTwo = mTextInputHandles.GetSelectionHandleTwo();
* @param actor Handle of the selection or grab handle.
* @param gesture Data structure with the parameters of the gesture.
*/
- void OnHandlePan(Actor actor, PanGesture gesture);
+ void OnHandlePan(Actor actor, const PanGesture& gesture);
// Selection Handles
// Private Internal methods
-void TextInput::OnHandlePan(Actor actor, PanGesture gesture)
+void TextInput::OnHandlePan(Actor actor, const PanGesture& gesture)
{
switch (gesture.state)
{
return false;
}
-void TextInput::OnDoubleTap(Dali::Actor actor, Dali::TapGesture tap)
+void TextInput::OnDoubleTap(Dali::Actor actor, const Dali::TapGesture& tap)
{
// If text exists then select nearest word.
if ( !mStyledText.empty())
}
// TODO: Change the function name to be more general.
-void TextInput::OnTextTap(Dali::Actor actor, Dali::TapGesture tap)
+void TextInput::OnTextTap(Dali::Actor actor, const Dali::TapGesture& tap)
{
DALI_LOG_INFO( gLogFilter, Debug::General, "OnTap mPreEditFlag[%s] mEditOnTouch[%s] mEditModeActive[%s] ", (mPreEditFlag)?"true":"false"
, (mEditOnTouch)?"true":"false"
}
}
-void TextInput::OnLongPress(Dali::Actor actor, Dali::LongPressGesture longPress)
+void TextInput::OnLongPress(Dali::Actor actor, const Dali::LongPressGesture& longPress)
{
DALI_LOG_INFO( gLogFilter, Debug::General, "OnLongPress\n" );
* @param actor Handle of the selection or grab handle.
* @param gesture Data structure with the parameters of the gesture.
*/
- void OnHandlePan(Actor actor, PanGesture gesture);
+ void OnHandlePan(Actor actor, const PanGesture& gesture);
/**
* Callback for touch down on Grab handle
* @param[in] actor
* @param[in] tap touch event
*/
- void OnTextTap(Dali::Actor actor, Dali::TapGesture tap);
+ void OnTextTap(Dali::Actor actor, const Dali::TapGesture& tap);
/**
* Callback for double tap on TextInput
* @param[in] actor
* @param[in] tap touch event
*/
- void OnDoubleTap(Dali::Actor actor, Dali::TapGesture tap);
+ void OnDoubleTap(Dali::Actor actor, const Dali::TapGesture& tap);
/**
* Callback for long press on TextInput
* @param[in] actor
* @param[in] longPress long press event
*/
- void OnLongPress(Dali::Actor actor, Dali::LongPressGesture longPress);
+ void OnLongPress(Dali::Actor actor, const Dali::LongPressGesture& longPress);
/**
* Callback for the ClipboardEventNotifier when text is selected in the clipboard window.
}
}
-void TextView::OnTextPan( Actor actor, PanGesture gesture )
+void TextView::OnTextPan( Actor actor, const PanGesture& gesture )
{
if( 1u == gesture.numberOfTouches )
{
* @param[in] actor Handle of the text-view.
* @param[in] gesture Data structure with the parameters of the gesture.
*/
- void OnTextPan( Actor actor, PanGesture gesture );
+ void OnTextPan( Actor actor, const PanGesture& gesture );
/**
* Ensures the text-view's boundaries are fully covered of text.
// Gesture Detection Methods
- void PinchDetected(Actor actor, PinchGesture pinch)
+ void PinchDetected(Actor actor, const PinchGesture& pinch)
{
mControlImpl.OnPinch(pinch);
}
- void PanDetected(Actor actor, PanGesture pan)
+ void PanDetected(Actor actor, const PanGesture& pan)
{
mControlImpl.OnPan(pan);
}
- void TapDetected(Actor actor, TapGesture tap)
+ void TapDetected(Actor actor, const TapGesture& tap)
{
mControlImpl.OnTap(tap);
}
- void LongPressDetected(Actor actor, LongPressGesture longPress)
+ void LongPressDetected(Actor actor, const LongPressGesture& longPress)
{
mControlImpl.OnLongPress(longPress);
}
GetImpl( styleManager ).ApplyThemeStyle( GetOwner() );
}
-void Control::OnPinch(PinchGesture pinch)
+void Control::OnPinch(const PinchGesture& pinch)
{
if( !( mImpl->mStartingPinchScale ) )
{
Self().SetScale( *( mImpl->mStartingPinchScale ) * pinch.scale );
}
+void Control::OnPan( const PanGesture& pan )
+{
+}
+
+void Control::OnTap(const TapGesture& tap)
+{
+}
+
+void Control::OnLongPress( const LongPressGesture& longPress )
+{
+}
+
void Control::OnStageConnection()
{
RelayoutRequest();
* @param[in] pinch The pinch gesture.
* @see EnableGestureDetection
*/
- virtual void OnPinch(PinchGesture pinch);
+ virtual void OnPinch(const PinchGesture& pinch);
/**
* @brief Called whenever a pan gesture is detected on this control.
* @param[in] pan The pan gesture.
* @see EnableGestureDetection
*/
- virtual void OnPan(PanGesture pan) { }
+ virtual void OnPan( const PanGesture& pan );
/**
* @brief Called whenever a tap gesture is detected on this control.
* @param[in] tap The tap gesture.
* @see EnableGestureDetection
*/
- virtual void OnTap(TapGesture tap) { }
+ virtual void OnTap( const TapGesture& tap );
/**
* @brief Called whenever a long press gesture is detected on this control.
* @param[in] longPress The long press gesture.
* @see EnableGestureDetection
*/
- virtual void OnLongPress(LongPressGesture longPress) { }
+ virtual void OnLongPress( const LongPressGesture& longPress );
/**
* @brief Called whenever the control is added to the stage.
}
}
-void MaskedImageView::OnPan(Actor source, PanGesture gesture)
+void MaskedImageView::OnPan(Actor source, const PanGesture& gesture)
{
// Used to flag whether edit mode is setting properties
mSelfPropertySetting = true;
mSelfPropertySetting = false;
}
-void MaskedImageView::OnPinch(Actor actor, PinchGesture pinch)
+void MaskedImageView::OnPinch(Actor actor, const PinchGesture& pinch)
{
// Used to flag whether edit mode is setting properties
mSelfPropertySetting = true;
/**
* Helper for edit mode.
*/
- void OnPan( Actor source, PanGesture gesture );
+ void OnPan( Actor source, const PanGesture& gesture );
/**
* Helper for edit mode.
*/
- void OnPinch( Actor actor, PinchGesture pinch );
+ void OnPinch( Actor actor, const PinchGesture& pinch );
/**
* Construct a new MaskedImageView.
RenderPage( mCurrentPageIndex );
}
-void PageTurnView::OnPan( PanGesture gesture )
+void PageTurnView::OnPan( const PanGesture& gesture )
{
if( mIsEditMode )
{
/**
* @copydoc Toolkit::Control::OnPan
*/
- virtual void OnPan( PanGesture gesture );
+ virtual void OnPan( const PanGesture& gesture );
/**
* @copydoc Toolkit::Control::OnInitialize
return true;
}
-void Slider::OnPan( Actor actor, PanGesture gesture )
+void Slider::OnPan( Actor actor, const PanGesture& gesture )
{
// gesture.position is in local actor coordinates
if( mState != DISABLED )
* @param[in] actor The actor the event is raised for
* @param[in] gesture The pan event info
*/
- void OnPan( Actor actor, PanGesture gestur );
+ void OnPan( Actor actor, const PanGesture& gesture );
/**
* Map a position onto a domain and return the result as a percentage