/**
* 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
CreateAnimations();
// Connect the callback to the touch signal on the mesh actor
- window.GetRootLayer().TouchSignal().Connect( this, &MetaballRefracController::OnTouch );
+ window.GetRootLayer().TouchedSignal().Connect( this, &MetaballRefracController::OnTouch );
}
Geometry MetaballRefracController::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
}
}
-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 ) )
void MetaballRefracController::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) )
{