Merge "Updates following rename of PropertyBuffer to VertexBuffer" into devel/master
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / text-controls / text-editor-impl.cpp
index 5eaecfa..3449e00 100644 (file)
@@ -1315,7 +1315,7 @@ void TextEditor::OnInitialize()
   // Fill-parent area by default
   self.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::WIDTH );
   self.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::HEIGHT );
-  self.OnStageSignal().Connect( this, &TextEditor::OnStageConnect );
+  self.OnSceneSignal().Connect( this, &TextEditor::OnSceneConnect );
 
   DevelControl::SetInputMethodContext( *this, mInputMethodContext );
 
@@ -1592,12 +1592,12 @@ void TextEditor::OnLongPress( const LongPressGesture& gesture )
 
 bool TextEditor::OnKeyEvent( const KeyEvent& event )
 {
-  DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextEditor::OnKeyEvent %p keyCode %d\n", mController.Get(), event.keyCode );
+  DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextEditor::OnKeyEvent %p keyCode %d\n", mController.Get(), event.GetKeyCode() );
 
-  if( Dali::DALI_KEY_ESCAPE == event.keyCode && mController->ShouldClearFocusOnEscape() )
+  if( Dali::DALI_KEY_ESCAPE == event.GetKeyCode() && mController->ShouldClearFocusOnEscape() )
   {
     // Make sure ClearKeyInputFocus when only key is up
-    if( event.state == KeyEvent::Up )
+    if( event.GetState() == KeyEvent::Up )
     {
       ClearKeyInputFocus();
     }
@@ -1793,7 +1793,7 @@ void TextEditor::OnScrollIndicatorAnimationFinished( Animation& animation )
   }
 }
 
-void TextEditor::OnStageConnect( Dali::Actor actor )
+void TextEditor::OnSceneConnect( Dali::Actor actor )
 {
   if ( mHasBeenStaged )
   {
@@ -1841,20 +1841,20 @@ void TextEditor::KeyboardStatusChanged(bool keyboardShown)
   }
 }
 
-void TextEditor::OnStageConnection( int depth )
+void TextEditor::OnSceneConnection( int depth )
 {
   // Sets the depth to the visuals inside the text's decorator.
   mDecorator->SetTextDepth( depth );
 
   // The depth of the text renderer is set in the RenderText() called from OnRelayout().
 
-  // Call the Control::OnStageConnection() to set the depth of the background.
-  Control::OnStageConnection( depth );
+  // Call the Control::OnSceneConnection() to set the depth of the background.
+  Control::OnSceneConnection( depth );
 }
 
-bool TextEditor::OnTouched( Actor actor, const TouchData& touch )
+bool TextEditor::OnTouched( Actor actor, const TouchEvent& touch )
 {
-  return true;
+  return false;
 }
 
 void TextEditor::OnIdleSignal()