RelayoutRequest();
}
-void Control::EnableGestureDetection(Gesture::Type type)
+void Control::EnableGestureDetection(GestureType::Value type)
{
- if ( (type & Gesture::Pinch) && !mImpl->mPinchGestureDetector )
+ if ( (type & GestureType::PINCH) && !mImpl->mPinchGestureDetector )
{
mImpl->mPinchGestureDetector = PinchGestureDetector::New();
mImpl->mPinchGestureDetector.DetectedSignal().Connect(mImpl, &Impl::PinchDetected);
mImpl->mPinchGestureDetector.Attach(Self());
}
- if ( (type & Gesture::Pan) && !mImpl->mPanGestureDetector )
+ if ( (type & GestureType::PAN) && !mImpl->mPanGestureDetector )
{
mImpl->mPanGestureDetector = PanGestureDetector::New();
mImpl->mPanGestureDetector.DetectedSignal().Connect(mImpl, &Impl::PanDetected);
mImpl->mPanGestureDetector.Attach(Self());
}
- if ( (type & Gesture::Tap) && !mImpl->mTapGestureDetector )
+ if ( (type & GestureType::TAP) && !mImpl->mTapGestureDetector )
{
mImpl->mTapGestureDetector = TapGestureDetector::New();
mImpl->mTapGestureDetector.DetectedSignal().Connect(mImpl, &Impl::TapDetected);
mImpl->mTapGestureDetector.Attach(Self());
}
- if ( (type & Gesture::LongPress) && !mImpl->mLongPressGestureDetector )
+ if ( (type & GestureType::LONG_PRESS) && !mImpl->mLongPressGestureDetector )
{
mImpl->mLongPressGestureDetector = LongPressGestureDetector::New();
mImpl->mLongPressGestureDetector.DetectedSignal().Connect(mImpl, &Impl::LongPressDetected);
}
}
-void Control::DisableGestureDetection(Gesture::Type type)
+void Control::DisableGestureDetection(GestureType::Value type)
{
- if ( (type & Gesture::Pinch) && mImpl->mPinchGestureDetector )
+ if ( (type & GestureType::PINCH) && mImpl->mPinchGestureDetector )
{
mImpl->mPinchGestureDetector.Detach(Self());
mImpl->mPinchGestureDetector.Reset();
}
- if ( (type & Gesture::Pan) && mImpl->mPanGestureDetector )
+ if ( (type & GestureType::PAN) && mImpl->mPanGestureDetector )
{
mImpl->mPanGestureDetector.Detach(Self());
mImpl->mPanGestureDetector.Reset();
}
- if ( (type & Gesture::Tap) && mImpl->mTapGestureDetector )
+ if ( (type & GestureType::TAP) && mImpl->mTapGestureDetector )
{
mImpl->mTapGestureDetector.Detach(Self());
mImpl->mTapGestureDetector.Reset();
}
- if ( (type & Gesture::LongPress) && mImpl->mLongPressGestureDetector)
+ if ( (type & GestureType::LONG_PRESS) && mImpl->mLongPressGestureDetector)
{
mImpl->mLongPressGestureDetector.Detach(Self());
mImpl->mLongPressGestureDetector.Reset();
return false; // Accessibility pan gesture is not handled by default
}
-bool Control::OnAccessibilityTouch(const TouchEvent& touchEvent)
-{
- return false; // Accessibility touch event is not handled by default
-}
-
bool Control::OnAccessibilityValueChange(bool isIncrease)
{
return false; // Accessibility value change action is not handled by default
mImpl->mStartingPinchScale = new Vector3;
}
- if( pinch.state == Gesture::Started )
+ if( pinch.GetState() == GestureState::STARTED )
{
*( mImpl->mStartingPinchScale ) = Self().GetCurrentProperty< Vector3 >( Actor::Property::SCALE );
}
- Self().SetProperty( Actor::Property::SCALE, *( mImpl->mStartingPinchScale ) * pinch.scale );
+ Self().SetProperty( Actor::Property::SCALE, *( mImpl->mStartingPinchScale ) * pinch.GetScale() );
}
void Control::OnPan( const PanGesture& pan )
}
}
-void Control::OnStageConnection( int depth )
+void Control::OnSceneConnection( int depth )
{
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::OnStageConnection number of registered visuals(%d)\n", mImpl->mVisuals.Size() );
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::OnSceneConnection number of registered visuals(%d)\n", mImpl->mVisuals.Size() );
Actor self( Self() );
// Check whether the visual is empty and enabled
if( (*iter)->visual && (*iter)->enabled )
{
- DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::OnStageConnection Setting visual(%d) on stage\n", (*iter)->index );
- Toolkit::GetImplementation((*iter)->visual).SetOnStage( self );
+ DALI_LOG_INFO( gLogFilter, Debug::Verbose, "Control::OnSceneConnection Setting visual(%d) on scene\n", (*iter)->index );
+ Toolkit::GetImplementation((*iter)->visual).SetOnScene( self );
}
}
// The clipping renderer is only created if required.
CreateClippingRenderer( *this );
- // Request to be laid out when the control is connected to the Stage.
+ // Request to be laid out when the control is connected to the Scene.
// Signal that a Relayout may be needed
}
-void Control::OnStageDisconnection()
+void Control::OnSceneDisconnection()
{
- mImpl->OnStageDisconnection();
+ mImpl->OnSceneDisconnection();
}
void Control::OnKeyInputFocusGained()
void Control::OnPropertySet( Property::Index index, Property::Value propertyValue )
{
// If the clipping mode has been set, we may need to create a renderer.
- // Only do this if we are already on-stage as the OnStageConnection will handle the off-stage clipping controls.
+ // Only do this if we are already on-stage as the OnSceneConnection will handle the off-stage clipping controls.
if( ( index == Actor::Property::CLIPPING_MODE ) && Self().GetProperty< bool >( Actor::Property::CONNECTED_TO_SCENE ) )
{
// Note: This method will handle whether creation of the renderer is required.
// @todo size negotiate background to new size, animate as well?
}
-bool Control::OnTouchEvent(const TouchEvent& event)
-{
- return false; // Do not consume
-}
-
-bool Control::OnHoverEvent(const HoverEvent& event)
-{
- return false; // Do not consume
-}
-
bool Control::OnKeyEvent(const KeyEvent& event)
{
return false; // Do not consume
}
-bool Control::OnWheelEvent(const WheelEvent& event)
-{
- return false; // Do not consume
-}
-
void Control::OnRelayout( const Vector2& size, RelayoutContainer& container )
{
for( unsigned int i = 0, numChildren = Self().GetChildCount(); i < numChildren; ++i )