Changes after TouchedSignal changes
[platform/core/uifw/dali-demo.git] / examples / rendering-textured-cube / rendering-textured-cube.cpp
index d472e65..b5f6430 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
@@ -82,9 +82,9 @@ public:
   // The Init signal is received once (only) during the Application lifetime
   void Create( Application& application )
   {
-    // Get a handle to the stage
-    Stage stage = Stage::GetCurrent();
-    stage.SetBackgroundColor( Color::WHITE );
+    // Get a handle to the window
+    Window window = application.GetWindow();
+    window.SetBackgroundColor( Color::WHITE );
 
     // Step 1. Create shader
     CreateCubeShader();
@@ -104,14 +104,14 @@ public:
     // Step 6. Play animation to rotate the cube
     PlayAnimation();
 
-    // Respond to a click anywhere on the stage
-    stage.GetRootLayer().TouchSignal().Connect( this, &TexturedCubeController::OnTouch );
+    // Respond to a click anywhere on the window
+    window.GetRootLayer().TouchedSignal().Connect( this, &TexturedCubeController::OnTouch );
 
     // Respond to key events
-    stage.KeyEventSignal().Connect( this, &TexturedCubeController::OnKeyEvent );
+    window.KeyEventSignal().Connect( this, &TexturedCubeController::OnKeyEvent );
   }
 
-  bool OnTouch( Actor actor, const TouchData& touch )
+  bool OnTouch( Actor actor, const TouchEvent& touch )
   {
     // quit the application
     mApplication.Quit();
@@ -126,7 +126,7 @@ public:
    */
   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 ) )
       {
@@ -187,9 +187,9 @@ public:
       { 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
@@ -261,16 +261,16 @@ public:
    */
   void CreateActor()
   {
-    Stage stage = Stage::GetCurrent();
+    Window window = mApplication.GetWindow();
 
-    float quarterStageWidth = stage.GetSize().x * 0.25f;
+    float quarterWindowWidth = window.GetSize().GetWidth() * 0.25f;
     mActor = Actor::New();
     mActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
     mActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
     mActor.SetProperty( Actor::Property::POSITION, Vector3( 0.0f, 0.0f, 0.0f ) );
-    mActor.SetProperty( Actor::Property::SIZE, Vector3( quarterStageWidth, quarterStageWidth, quarterStageWidth ) );
+    mActor.SetProperty( Actor::Property::SIZE, Vector3( quarterWindowWidth, quarterWindowWidth, quarterWindowWidth ) );
     mActor.AddRenderer( mRenderer );
-    stage.Add( mActor );
+    window.Add( mActor );
   }
 
   /**