PlayAnimation();
// Respond to a click anywhere on the window
- window.GetRootLayer().TouchSignal().Connect( this, &TexturedCubeController::OnTouch );
+ window.GetRootLayer().TouchedSignal().Connect( this, &TexturedCubeController::OnTouch );
// Respond to key events
window.KeyEventSignal().Connect( this, &TexturedCubeController::OnKeyEvent );
*/
void OnKeyEvent( const KeyEvent& event )
{
- if( event.GetState() == KeyEvent::Down )
+ if( event.GetState() == KeyEvent::DOWN )
{
if ( IsKey( event, Dali::DALI_KEY_ESCAPE ) || IsKey( event, Dali::DALI_KEY_BACK ) )
{
{ Vector3( -1.0f, 1.0f, 1.0f ), Vector2( 0.0, 0.0 ) },
};
- PropertyBuffer vertexBuffer = PropertyBuffer::New( Property::Map()
- .Add( "aPosition", Property::VECTOR3 )
- .Add( "aTexCoord", Property::VECTOR2 ) );
+ VertexBuffer vertexBuffer = VertexBuffer::New( Property::Map()
+ .Add( "aPosition", Property::VECTOR3 )
+ .Add( "aTexCoord", Property::VECTOR2 ) );
vertexBuffer.SetData( vertices, sizeof(vertices) / sizeof(Vertex) );
// create indices