mTimerDispersion.TickSignal().Connect( this, &MetaballExplosionController::OnTimerDispersionTick );
// Connect the callback to the touch signal on the mesh actor
- window.GetRootLayer().TouchSignal().Connect( this, &MetaballExplosionController::OnTouch );
+ window.GetRootLayer().TouchedSignal().Connect( this, &MetaballExplosionController::OnTouch );
}
Geometry MetaballExplosionController::CreateGeometry( bool aspectMappedTexture )
// Vertices
Property::Map positionVertexFormat;
positionVertexFormat["aPosition"] = Property::VECTOR2;
- PropertyBuffer positionVertices = PropertyBuffer::New( positionVertexFormat );
+ VertexBuffer positionVertices = VertexBuffer::New( positionVertexFormat );
positionVertices.SetData( vertices, numberOfVertices );
// Textures
Property::Map textureVertexFormat;
textureVertexFormat["aTexture"] = Property::VECTOR2;
- PropertyBuffer textureVertices = PropertyBuffer::New( textureVertexFormat );
+ VertexBuffer textureVertices = VertexBuffer::New( textureVertexFormat );
textureVertices.SetData( textures, numberOfVertices );
// Indices
void MetaballExplosionController::OnKeyEvent(const KeyEvent& event)
{
- if(event.state == KeyEvent::Down)
+ if(event.GetState() == KeyEvent::DOWN)
{
if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
{