void OnPan(Actor actor, const PanGesture& gesture)
{
- switch (gesture.state)
+ switch (gesture.GetState())
{
case Gesture::Continuing:
{
+ const Vector2& displacement = gesture.GetDisplacement();
switch(mPanState)
{
case PAN_LIGHT:
{
- mLightXRotation = mLightXRotation - gesture.displacement.y * LIGHT_PAN_X_DISPLACEMENT_FACTOR; // X displacement rotates around Y axis
+ mLightXRotation = mLightXRotation - displacement.y * LIGHT_PAN_X_DISPLACEMENT_FACTOR; // X displacement rotates around Y axis
mLightXRotation = Clamp(mLightXRotation, -Dali::ANGLE_45, Dali::ANGLE_45 );
- mLightYRotation = mLightYRotation + gesture.displacement.x * LIGHT_PAN_Y_DISPLACEMENT_FACTOR; // Y displacement rotates around X axis
+ mLightYRotation = mLightYRotation + displacement.x * LIGHT_PAN_Y_DISPLACEMENT_FACTOR; // Y displacement rotates around X axis
mLightYRotation = Clamp(mLightYRotation, -Dali::ANGLE_45, Dali::ANGLE_45 );
mLightAnchor.SetProperty( Actor::Property::ORIENTATION, CalculateWorldRotation( mLightXRotation, mLightYRotation ) );
break;
case PAN_SCENE:
{
- mTranslation += Vector3(gesture.displacement.x, gesture.displacement.y, 0.f);
+ mTranslation += Vector3(displacement.x, displacement.y, 0.f);
mContents.SetProperty( Actor::Property::POSITION, mTranslation );
break;
}
case ROTATE_SCENE:
{
- mSceneXRotation = mSceneXRotation - gesture.displacement.y / X_ROTATION_DISPLACEMENT_FACTOR; // X displacement rotates around Y axis
+ mSceneXRotation = mSceneXRotation - displacement.y / X_ROTATION_DISPLACEMENT_FACTOR; // X displacement rotates around Y axis
mSceneXRotation = Clamp( mSceneXRotation, -Dali::ANGLE_90, Dali::ANGLE_90 );
- mSceneYRotation = mSceneYRotation + gesture.displacement.x / Y_ROTATION_DISPLACEMENT_FACTOR; // Y displacement rotates around X axis
+ mSceneYRotation = mSceneYRotation + displacement.x / Y_ROTATION_DISPLACEMENT_FACTOR; // Y displacement rotates around X axis
mSceneYRotation = Clamp( mSceneYRotation, -Dali::ANGLE_90, Dali::ANGLE_90 );
mContents.SetProperty( Actor::Property::ORIENTATION, CalculateWorldRotation( mSceneXRotation, mSceneYRotation ) );
break;
case ROTATE_OBJECT:
{
- mObjectXRotation = mObjectXRotation - gesture.displacement.y / X_ROTATION_DISPLACEMENT_FACTOR; // X displacement rotates around Y axis
- mObjectYRotation = mObjectYRotation + gesture.displacement.x / Y_ROTATION_DISPLACEMENT_FACTOR; // Y displacement rotates around X axis
+ mObjectXRotation = mObjectXRotation - displacement.y / X_ROTATION_DISPLACEMENT_FACTOR; // X displacement rotates around Y axis
+ mObjectYRotation = mObjectYRotation + displacement.x / Y_ROTATION_DISPLACEMENT_FACTOR; // Y displacement rotates around X axis
mSceneActor.SetProperty( Actor::Property::ORIENTATION, CalculateWorldRotation( mObjectXRotation, mObjectYRotation ) );
break;
}
void OnPinch(Actor actor, const PinchGesture& gesture)
{
- if (gesture.state == Gesture::Started)
+ if (gesture.GetState() == Gesture::Started)
{
mScaleAtPinchStart = mContents.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).x;
}
- mPinchScale = Clamp(mScaleAtPinchStart * gesture.scale, MIN_PINCH_SCALE, MAX_PINCH_SCALE);
+ mPinchScale = Clamp(mScaleAtPinchStart * gesture.GetScale(), MIN_PINCH_SCALE, MAX_PINCH_SCALE);
mContents.SetProperty( Actor::Property::SCALE, Vector3( mPinchScale, mPinchScale, mPinchScale ) );
}