window.TouchSignal().Connect( this, &ImageViewAlphaBlendApp::OnTouched );
}
- void OnTouched( const TouchData& touchData )
+ void OnTouched( const TouchEvent& touch )
{
static bool touched = false;
- if( touchData.GetState( 0 ) == PointState::DOWN )
+ if( touch.GetState( 0 ) == PointState::DOWN )
{
touched = true;
}
- if( touchData.GetState( 0 ) == PointState::UP && touched)
+ if( touch.GetState( 0 ) == PointState::UP && touched )
{
mImageCombinationIndex++;
touched = false;
Reset();
}
- bool OnTouchCards(Actor actor, const TouchData &data)
+ bool OnTouchCards(Actor actor, const TouchEvent &data)
{
if( data.GetPointCount() > 0 )
{
return true;
}
- bool OnTouchLayer(Actor actor, const TouchData &data)
+ bool OnTouchLayer(Actor actor, const TouchEvent &data)
{
if( data.GetPointCount() > 0 )
{
window.KeyEventSignal().Connect( this, &ArcVisualExample::OnKeyEvent );
}
- bool OnButtonTouch( Actor actor, const TouchData& touch )
+ bool OnButtonTouch( Actor actor, const TouchEvent& touch )
{
if( touch.GetState( 0 ) == PointState::UP )
{
return true;
}
- bool OnTouch( Actor actor, const TouchData& touch )
+ bool OnTouch( Actor actor, const TouchEvent& touch )
{
if( touch.GetState( 0 ) == PointState::UP )
{
ShowAnimation();
}
- bool OnTouch( Actor actor, const TouchData& touch )
+ bool OnTouch( Actor actor, const TouchEvent& touch )
{
// quit the application
mApplication.Quit();
}
}
- bool OnTouchControlPoint( Actor controlPoint, const TouchData& event )
+ bool OnTouchControlPoint( Actor controlPoint, const TouchEvent& event )
{
if( event.GetPointCount() > 0 )
{
return false; // Don't mark this as consumed - let the layer get the touch
}
- bool OnTouchLayer( Actor actor, const TouchData& event )
+ bool OnTouchLayer( Actor actor, const TouchEvent& event )
{
if( event.GetPointCount() > 0 )
{
* @param[in] actor The actor touched
* @param[in] event The touch event
*/
- bool OnTouchPaddle(Actor actor, const TouchData& event)
+ bool OnTouchPaddle(Actor actor, const TouchEvent& event)
{
if(event.GetPointCount()>0)
{
* @param[in] actor The actor touched
* @param[in] event The touch event
*/
- bool OnTouchLayer(Actor actor, const TouchData& event)
+ bool OnTouchLayer(Actor actor, const TouchEvent& event)
{
if(event.GetPointCount()>0)
{
}
// Callback function of the touch signal on the background
- bool OnTouch(Dali::Actor actor, const Dali::TouchData& event)
+ bool OnTouch(Dali::Actor actor, const Dali::TouchEvent& event)
{
switch( event.GetState( 0 ) )
{
window.GetRootLayer().TouchSignal().Connect( this, &ClippingDrawOrderVerification::OnTouch );
}
- bool OnTouch( Actor actor, const TouchData& touch )
+ bool OnTouch( Actor actor, const TouchEvent& touch )
{
// Quit the application.
mApplication.Quit();
window.KeyEventSignal().Connect( this, &ColorVisualExample::OnKeyEvent );
}
- bool OnTouch( Actor actor, const TouchData& touch )
+ bool OnTouch( Actor actor, const TouchEvent& touch )
{
if( touch.GetState( 0 ) == PointState::UP )
{
window.KeyEventSignal().Connect(this, &CompressedTextureFormatsController::OnKeyEvent);
}
- bool OnTouch( Actor actor, const TouchData& touch )
+ bool OnTouch( Actor actor, const TouchEvent& touch )
{
// quit the application
mApplication.Quit();
#include "fpp-game-tutorial-controller.h"
-#include <dali/public-api/events/touch-data.h>
+#include <dali/public-api/events/touch-event.h>
#include <dali/public-api/animation/animation.h>
#include <dali/public-api/actors/camera-actor.h>
#include <dali/public-api/object/property-map.h>
}
-void FppGameTutorialController::OnTouch( const TouchData& touchEvent )
+void FppGameTutorialController::OnTouch( const TouchEvent& touchEvent )
{
Vector2 size( mWindow.GetSize() );
* Handles tutorial touch input
* @param[in] touchEvent Incoming touch event in the UI space
*/
- void OnTouch( const Dali::TouchData& touchEvent );
+ void OnTouch( const Dali::TouchEvent& touchEvent );
/**
* Handles tutorial animation finished signal
#include <dali/public-api/render-tasks/render-task-list.h>
#include <dali/public-api/render-tasks/render-task.h>
-#include <dali/public-api/events/touch-data.h>
+#include <dali/public-api/events/touch-event.h>
using namespace Dali;
mInterceptorActor.TouchSignal().Connect( this, &GameCamera::OnTouch );
}
-bool GameCamera::OnTouch( Actor actor, const TouchData& touch )
+bool GameCamera::OnTouch( Actor actor, const TouchEvent& touch )
{
for( int i = 0; i < (int)touch.GetPointCount() && i < 3; ++i )
{
* @param[in] actor Actor receiving signal
* @param[in] touch Touch data
*/
- bool OnTouch( Dali::Actor actor, const Dali::TouchData& touch );
+ bool OnTouch( Dali::Actor actor, const Dali::TouchEvent& touch );
/**
* Handles camera tick() update
window.GetRootLayer().TouchSignal().Connect( this, &GaussianBlurViewExample::OnTouch );
}
- bool OnTouch( Actor actor, const TouchData& touch )
+ bool OnTouch( Actor actor, const TouchEvent& touch )
{
const PointState::Type state = touch.GetState( 0 );
* @param[in] actor The touched actor
* @param[in] touch The touch event
*/
- bool OnTouch( Actor actor, const TouchData& touch )
+ bool OnTouch( Actor actor, const TouchEvent& touch )
{
switch( touch.GetState( 0 ) )
{
window.KeyEventSignal().Connect( this, &HelloWorldController::OnKeyEvent );
}
- bool OnTouch( Actor actor, const TouchData& touch )
+ bool OnTouch( Actor actor, const TouchEvent& touch )
{
// quit the application
mApplication.Quit();
window.KeyEventSignal().Connect( this, &HomescreenBenchmark::OnKeyEvent );
}
- bool OnTouch( Actor actor, const TouchData& touch )
+ bool OnTouch( Actor actor, const TouchEvent& touch )
{
// Quit the application.
mApplication.Quit();
}
}
- bool OnControlTouched( Actor actor, const TouchData& event )
+ bool OnControlTouched( Actor actor, const TouchEvent& event )
{
if(event.GetPointCount() > 0)
{
* @param[in] actor The actor touched
* @param[in] event The Touch information.
*/
- bool OnTouchImage( Actor actor, const TouchData& event )
+ bool OnTouchImage( Actor actor, const TouchEvent& event )
{
if( ( event.GetPointCount() > 0 ) && ( !mScrolling ) )
{
* @param[in] actor The actor that received the touch
* @param[in] event The touch-event information
*/
- bool OnTouched( Actor actor, const TouchData& event )
+ bool OnTouched( Actor actor, const TouchEvent& event )
{
if(event.GetPointCount() > 0)
{
//If the light source is touched, move it by dragging it.
//If a model is touched, rotate it by panning around.
- bool OnTouch( Actor actor, const TouchData& touch )
+ bool OnTouch( Actor actor, const TouchEvent& touch )
{
switch( touch.GetState( 0 ) )
{
* Touch event handler to center metaballs at touch position
* and start explosion animation on release
*/
- bool OnTouch( Actor actor, const TouchData& touch );
+ bool OnTouch( Actor actor, const TouchEvent& touch );
/**
* Key event handler to quit application on escape or back key
mCompositionActor.SetProperty( mPositionIndex, metaballCenter );
}
-bool MetaballExplosionController::OnTouch( Actor actor, const TouchData& touch )
+bool MetaballExplosionController::OnTouch( Actor actor, const TouchEvent& touch )
{
float aspectR = mScreenSize.y / mScreenSize.x;
/**
* Touch handler, start the grow animation and creates additional metaballs
*/
- bool OnTouch( Actor actor, const TouchData& touch );
+ bool OnTouch( Actor actor, const TouchEvent& touch );
/**
* Key event callback to quit the application on escape or back key
}
}
-bool MetaballRefracController::OnTouch( Actor actor, const TouchData& touch )
+bool MetaballRefracController::OnTouch( Actor actor, const TouchEvent& touch )
{
const float aspect = mScreenSize.y / mScreenSize.x;
switch( touch.GetState( 0 ) )
ShowAnimation();
}
- bool OnTouch( Actor actor, const TouchData& touch )
+ bool OnTouch( Actor actor, const TouchEvent& touch )
{
// quit the application
mApplication.Quit();
AddContentLayer();
}
- bool OnTouch( Actor actor, const TouchData& touch )
+ bool OnTouch( Actor actor, const TouchEvent& touch )
{
// quit the application
mApplication.Quit();
return true;
}
- bool OnTouch( Actor actor, const TouchData& event )
+ bool OnTouch( Actor actor, const TouchEvent& event )
{
switch( event.GetState( 0 ) )
{
}
}
- void OnTouch(const TouchData &touch)
+ void OnTouch(const TouchEvent &touch)
{
if (touch.GetState(0) == PointState::DOWN)
{
return false;
}
- bool OnControlTouch(Actor actor, const TouchData &touch)
+ bool OnControlTouch(Actor actor, const TouchEvent &touch)
{
if (touch.GetState(0) == PointState::DOWN)
{
* @param[in] touch The touch information
* @return True if the event has been handled
*/
- bool OnTouch( Actor actor, const TouchData& touch )
+ bool OnTouch( Actor actor, const TouchEvent& touch )
{
// Quit the application.
mApplication.Quit();
/**
* This function will change the material of the cube when touched
*/
- bool OnTouch( Actor actor, const TouchData& touch )
+ bool OnTouch( Actor actor, const TouchEvent& touch )
{
if(touch.GetState(0) == PointState::UP)
{
/**
* This function will change the material Roughness, Metalness or the model orientation when touched
*/
- bool OnTouch( Actor actor, const TouchData& touch )
+ bool OnTouch( Actor actor, const TouchEvent& touch )
{
const PointState::Type state = touch.GetState( 0 );
window.KeyEventSignal().Connect( this, &DrawCubeController::OnKeyEvent );
}
- bool OnTouch( Actor actor, const TouchData& touch )
+ bool OnTouch( Actor actor, const TouchEvent& touch )
{
// quit the application
mApplication.Quit();
window.KeyEventSignal().Connect( this, &DrawLineController::OnKeyEvent );
}
- bool OnTouch( Actor actor, const TouchData& touch )
+ bool OnTouch( Actor actor, const TouchEvent& touch )
{
// quit the application
mApplication.Quit();
window.GetRootLayer().TouchSignal().Connect( this, &RadialProgressController::OnTouch );
}
- bool OnTouch( Actor actor, const TouchData& touch )
+ bool OnTouch( Actor actor, const TouchEvent& touch )
{
// quit the application
mApplication.Quit();
#include <dali/public-api/render-tasks/render-task-list.h>
#include <dali/public-api/render-tasks/render-task.h>
-#include <dali/public-api/events/touch-data.h>
+#include <dali/public-api/events/touch-event.h>
using namespace Dali;
mInterceptorActor.TouchSignal().Connect( this, &LookCamera::OnTouch );
}
-bool LookCamera::OnTouch( Actor actor, const TouchData& touch )
+bool LookCamera::OnTouch( Actor actor, const TouchEvent& touch )
{
for( int i = 0; i < (int)touch.GetPointCount() && i < 3; ++i )
{
* @param[in] actor Actor receiving signal
* @param[in] touch Touch data
*/
- bool OnTouch( Dali::Actor actor, const Dali::TouchData& touch );
+ bool OnTouch( Dali::Actor actor, const Dali::TouchEvent& touch );
/**
* Handles camera tick() update
window.KeyEventSignal().Connect( this, &TexturedCubeController::OnKeyEvent );
}
- bool OnTouch( Actor actor, const TouchData& touch )
+ bool OnTouch( Actor actor, const TouchEvent& touch )
{
// quit the application
mApplication.Quit();
window.KeyEventSignal().Connect( this, &DrawTriangleController::OnKeyEvent );
}
- bool OnTouch( Actor actor, const TouchData& touch )
+ bool OnTouch( Actor actor, const TouchEvent& touch )
{
// quit the application
mApplication.Quit();
* @param[in] actor The actor touched
* @param[in] event The touch information.
*/
- bool OnTouchImage( Actor actor, const TouchData& event )
+ bool OnTouchImage( Actor actor, const TouchEvent& event )
{
if( (event.GetPointCount() > 0) && (!mScrolling) )
{
mField.Reset();
}
- bool OnPopupTouched( Actor actor, const TouchData& event )
+ bool OnPopupTouched( Actor actor, const TouchEvent& event )
{
// End edit mode for TextField if parent Popup touched.
if((event.GetPointCount() > 0) && (mPopup == event.GetHitActor(0)))
}
}
- bool OnTouch( Actor actor, const TouchData& event )
+ bool OnTouch( Actor actor, const TouchEvent& event )
{
if( 1u == event.GetPointCount() )
{
}
}
- bool OnTouch( Actor actor, const TouchData& event )
+ bool OnTouch( Actor actor, const TouchEvent& event )
{
if( 1u == event.GetPointCount() )
{
}
}
- bool OnTouch( Actor actor, const TouchData& touch )
+ bool OnTouch( Actor actor, const TouchEvent& touch )
{
// quit the application
mApplication.Quit();
}
}
-bool TransitionApplication::OnVisualButtonClicked( Actor actor, const TouchData& touchData )
+bool TransitionApplication::OnVisualButtonClicked( Actor actor, const TouchEvent& touch )
{
- if( touchData.GetState(0) == PointState::FINISHED )
+ if( touch.GetState(0) == PointState::FINISHED )
{
int visual = actor.GetProperty<int>( mVisualIndex );
Property::Map map;
#define DALI_DEMO_TRANSITION_APPLICATION_H
/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
void OnKeyEvent( const KeyEvent& event );
bool OnActionButtonClicked( Button button );
- bool OnVisualButtonClicked( Actor actor, const TouchData& touchData );
+ bool OnVisualButtonClicked( Actor actor, const TouchEvent& touch );
static const char* DEMO_THEME_ONE_PATH;
mAddressLabel.SetProperty( Toolkit::TextLabel::Property::TEXT, url.c_str() );
}
- bool OnTouchText( Actor actor, const TouchData& touch )
+ bool OnTouchText( Actor actor, const TouchEvent& touch )
{
if ( touch.GetState( 0 ) == PointState::UP )
{
return focusableTile;
}
-bool DaliTableView::OnTilePressed( Actor actor, const TouchData& event )
+bool DaliTableView::OnTilePressed( Actor actor, const TouchEvent& event )
{
return DoTilePress( actor, event.GetState( 0 ) );
}
accessibilityManager.SetCurrentFocusActor(mPages[mScrollView.GetCurrentPage()].GetChildAt(0) );
}
-bool DaliTableView::OnScrollTouched( Actor actor, const TouchData& event )
+bool DaliTableView::OnScrollTouched( Actor actor, const TouchEvent& event )
{
if( PointState::DOWN == event.GetState( 0 ) )
{
#define DALI_DEMO_TABLEVIEW_H
/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*
* @return Consume flag
*/
- bool OnTilePressed( Dali::Actor actor, const Dali::TouchData& event );
+ bool OnTilePressed( Dali::Actor actor, const Dali::TouchEvent& event );
/**
* Called by OnTilePressed & Accessibility to do the appropriate action.
*
* @return Consume flag
*/
- bool OnScrollTouched( Dali::Actor actor, const Dali::TouchData& event );
+ bool OnScrollTouched( Dali::Actor actor, const Dali::TouchEvent& event );
/**
* Setup the effect on the scroll view