//Set up root layer to receive touch gestures.
Layer rootLayer = window.GetRootLayer();
rootLayer.RegisterProperty( "Tag", LAYER_TAG ); //Used to differentiate between different kinds of actor.
- rootLayer.TouchSignal().Connect( this, &MeshVisualController::OnTouch );
+ rootLayer.TouchedSignal().Connect( this, &MeshVisualController::OnTouch );
//Place models on the scene.
SetupModels( rootLayer );
mContainers[i].SetResizePolicy( ResizePolicy::SIZE_RELATIVE_TO_PARENT, Dimension::ALL_DIMENSIONS );
mContainers[i].RegisterProperty( "Tag", MODEL_TAG ); //Used to differentiate between different kinds of actor.
mContainers[i].RegisterProperty( "Model", Property::Value( i ) ); //Used to index into the model.
- mContainers[i].TouchSignal().Connect( this, &MeshVisualController::OnTouch );
+ mContainers[i].TouchedSignal().Connect( this, &MeshVisualController::OnTouch );
layer.Add( mContainers[i] );
}
SetLightImage();
//Connect to touch signal for dragging.
- mLightSource.TouchSignal().Connect( this, &MeshVisualController::OnTouch );
+ mLightSource.TouchedSignal().Connect( this, &MeshVisualController::OnTouch );
//Place the light source on a layer above the base, so that it is rendered above everything else.
Layer upperLayer = Layer::New();
//If escape or the back button is pressed, quit the application (and return to the launcher)
void OnKeyEvent( const KeyEvent& event )
{
- if( event.GetState() == KeyEvent::Down )
+ if( event.GetState() == KeyEvent::DOWN )
{
if( IsKey( event, DALI_KEY_ESCAPE) || IsKey( event, DALI_KEY_BACK ) )
{