bool TextField::OnKeyEvent( const KeyEvent& event )
{
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextField::OnKeyEvent %p keyCode %d\n", mController.Get(), event.keyCode );
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextField::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();
}
return true;
}
- else if( Dali::DevelKey::DALI_KEY_RETURN == event.keyCode )
+ else if( Dali::DevelKey::DALI_KEY_RETURN == event.GetKeyCode() )
{
// Do nothing when enter is comming.
return false;
Control::OnSceneConnection( depth );
}
-bool TextField::OnTouched( Actor actor, const TouchData& touch )
+bool TextField::OnTouched( Actor actor, const TouchEvent& touch )
{
return false;
}