animation.Play();
// 6. Exit the application when touched
- window.GetRootLayer().TouchSignal().Connect( this, &RadialProgressController::OnTouch );
+ window.GetRootLayer().TouchedSignal().Connect( this, &RadialProgressController::OnTouch );
}
bool OnTouch( Actor actor, const TouchEvent& touch )
vertexFormat[ "aPosition" ] = Property::VECTOR3;
// describe vertex format ( only 2-dimensional positions )
- PropertyBuffer vertexBuffer = PropertyBuffer::New( vertexFormat );
+ VertexBuffer vertexBuffer = VertexBuffer::New( vertexFormat );
vertexBuffer.SetData( vertices.data(), vertices.size() );
// create geometry
Property::Map vertexFormat;
vertexFormat["aPosition"] = Property::VECTOR2;
- PropertyBuffer vertexBuffer = PropertyBuffer::New( vertexFormat );
+ VertexBuffer vertexBuffer = VertexBuffer::New( vertexFormat );
const float P( 0.5f );
const Vector2 vertices[] = {
*/
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 ) )
{