Changes after TouchedSignal changes
[platform/core/uifw/dali-demo.git] / examples / refraction-effect / refraction-effect-example.cpp
index e995e60..b6eebe3 100644 (file)
@@ -266,7 +266,7 @@ private:
     mChangeTextureButton.ClickedSignal().Connect( this, &RefractionEffectExample::OnChangeTexture );
     toolBar.AddControl( mChangeTextureButton,
                         DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
-                        Toolkit::Alignment::HorizontalRight,
+                        Toolkit::Alignment::HORIZONTAL_RIGHT,
                         DemoHelper::DEFAULT_MODE_SWITCH_PADDING  );
     // Add a button to change mesh pattern. ( left of bar )
     mChangeMeshButton = Toolkit::PushButton::New();
@@ -275,7 +275,7 @@ private:
     mChangeMeshButton.ClickedSignal().Connect( this, &RefractionEffectExample::OnChangeMesh );
     toolBar.AddControl( mChangeMeshButton,
                         DemoHelper::DEFAULT_VIEW_STYLE.mToolBarButtonPercentage,
-                        Toolkit::Alignment::HorizontalLeft,
+                        Toolkit::Alignment::HORIZONTAL_LEFT,
                         DemoHelper::DEFAULT_MODE_SWITCH_PADDING  );
 
 
@@ -298,7 +298,7 @@ private:
     mContent.Add( mMeshActor );
 
     // Connect the callback to the touch signal on the mesh actor
-    mContent.TouchSignal().Connect( this, &RefractionEffectExample::OnTouch );
+    mContent.TouchedSignal().Connect( this, &RefractionEffectExample::OnTouch );
 
     // shader used when the finger is touching the screen. render refraction effect
     mShaderRefraction = Shader::New( VERTEX_SHADER_REFRACTION, FRAGMENT_SHADER_REFRACTION );
@@ -352,7 +352,7 @@ private:
     return true;
   }
 
-  bool OnTouch( Actor actor, const TouchData& event )
+  bool OnTouch( Actor actor, const TouchEvent& event )
   {
     switch( event.GetState( 0 ) )
     {
@@ -458,7 +458,7 @@ private:
     vertexFormat["aPosition"] = Property::VECTOR3;
     vertexFormat["aNormal"] = Property::VECTOR3;
     vertexFormat["aTexCoord"] = Property::VECTOR2;
-    PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat );
+    VertexBuffer surfaceVertices = VertexBuffer::New( vertexFormat );
     surfaceVertices.SetData( &vertices[0], vertices.size() );
 
     Geometry surface = Geometry::New();
@@ -561,7 +561,7 @@ private:
    */
   void 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) )
       {