background.Add( touchControl );
// Connect to the touch signal
- touchControl.TouchSignal().Connect( this, &GestureExample::OnTouch );
+ touchControl.TouchedSignal().Connect( this, &GestureExample::OnTouch );
touchControl.SetProperty( Actor::Property::LEAVE_REQUIRED, true );
// Create a long press gesture detector, attach the actor & connect
*/
void OnLongPress( Actor actor, const LongPressGesture& longPress )
{
- if( longPress.GetState() == Gesture::Started )
+ if( longPress.GetState() == GestureState::STARTED )
{
// When we first receive a long press, attach the actor to the pan detector.
mPanDetector.Attach( actor );
switch( pan.GetState() )
{
- case Gesture::Started:
+ case GestureState::STARTED:
{
mPanStarted = true;
break;
}
- case Gesture::Finished:
- case Gesture::Cancelled:
+ case GestureState::FINISHED:
+ case GestureState::CANCELLED:
{
// If we cancel or finish the pan, do an animation to indicate this and stop the shake animation.
{
switch( pinch.GetState() )
{
- case Gesture::Started:
+ case GestureState::STARTED:
{
// Starting scale is required so that we know what to multiply the pinch.scale by.
mStartingScale = actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE );
break;
}
- case Gesture::Finished:
- case Gesture::Cancelled:
+ case GestureState::FINISHED:
+ case GestureState::CANCELLED:
{
Vector3 scale( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ) );
{
switch( rotation.GetState() )
{
- case Gesture::Started:
+ case GestureState::STARTED:
{
// Starting orientation is required so that we know what to multiply the rotation.rotation by.
mStartingOrientation = actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION );
break;
}
- case Gesture::Finished:
- case Gesture::Cancelled:
+ case GestureState::FINISHED:
+ case GestureState::CANCELLED:
{
// Do an animation to come back to go back to the original orientation.
Animation anim = Animation::New( ROTATE_BACK_ANIMATION_DURATION );