mScrollView.SetAxisAutoLock( true );
mScrollView.ScrollCompletedSignal().Connect( this, &DaliTableView::OnScrollComplete );
mScrollView.ScrollStartedSignal().Connect( this, &DaliTableView::OnScrollStart );
- mScrollView.TouchSignal().Connect( this, &DaliTableView::OnScrollTouched );
+ mScrollView.TouchedSignal().Connect( this, &DaliTableView::OnScrollTouched );
mPageWidth = windowSize.GetWidth() * TABLE_RELATIVE_SIZE.x * 0.5f;
// and pass it to the shader uniform, along with the tile's position.
Constraint shaderPosition = Constraint::New < Vector3 > ( focusableTile, propertyIndex, TileShaderPositionConstraint( mPageWidth, position.x ) );
shaderPosition.AddSource( Source( mScrollView, ScrollView::Property::SCROLL_POSITION ) );
- shaderPosition.SetRemoveAction( Constraint::Discard );
+ shaderPosition.SetRemoveAction( Constraint::DISCARD );
shaderPosition.Apply();
//focusableTile.Add( tileContent );
focusableTile.Add( label );
// Connect to the touch events
- focusableTile.TouchSignal().Connect( this, &DaliTableView::OnTilePressed );
+ focusableTile.TouchedSignal().Connect( this, &DaliTableView::OnTilePressed );
focusableTile.HoveredSignal().Connect( this, &DaliTableView::OnTileHovered );
return focusableTile;
animConstraint.AddSource( Source( mScrollView, ScrollView::Property::SCROLL_POSITION ) );
animConstraint.AddSource( Dali::ParentSource( Dali::Actor::Property::SIZE ) );
animConstraint.AddSource( Dali::LocalSource( Dali::Actor::Property::SIZE ) );
- animConstraint.SetRemoveAction( Constraint::Discard );
+ animConstraint.SetRemoveAction( Constraint::DISCARD );
animConstraint.Apply();
// Kickoff animation