1 #ifndef __DALI_TOOLKIT_INTERNAL_BUBBLE_ACTOR_H_
2 #define __DALI_TOOLKIT_INTERNAL_BUBBLE_ACTOR_H_
5 * Copyright (c) 2015 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
21 #include <dali/public-api/actors/actor.h>
22 #include <dali/public-api/object/property-map.h>
23 #include <dali/devel-api/rendering/renderer.h>
35 * BubbleActor is a group of bubbles.Each bubble can be moved separately.
36 * Its custom shader achieves similar effect of particle system by applying on a specially created mesh
37 * Each bubble is rendered on a patch with two triangles; and each mesh can contain multiple such patches, thus a group.
39 class BubbleActor : public RefObject
45 * @param[in] numberOfBubble How many groups of uniforms are used to control the bubble movement.
46 * Note: Limited by the maximum available uniforms, this parameter cannot be bigger than 100.
47 * Ideally use one group of uniform to control one bubble.
48 * If the num of patches in the MeshActor is more than groups of uniforms,
49 * the uniform values will be shared by multiple bubbles. Allow up to 9 times.
50 * @param[in] movementArea The size of the bubble moving area, usually the same size as the background image actor.
51 * @return A newly allocated object.
53 BubbleActor( unsigned int numberOfBubble,
54 const Vector2& movementArea);
62 * Prepare for the rendering: create and add renderer, and register properties
63 * @param[in] geometry The geometry to be used by the renderer
64 * @param[in] material The material to be used by the renderer
66 void MakeRenderable( Geometry geometry, Material material );
69 * Return the mesh actor which is used to display the bubbles
74 * Sets the geometry to be used by the renderer
75 * @param[in] geometry The geometry to be used by the renderer
77 void SetGeometry( Geometry geometry );
80 * Set the bubble movement area for the BubbleEffect
81 * @param[in] movementArea The size of bubble movement area; by default, it is the stage size
83 void SetMovementArea( const Vector2& movementArea );
86 * Set the start and end positions of the index-th bubble's movement.
87 * @param[in] index Indicate which bubble these properties are applied on.
88 * @param[in] startAndEndPosition The start and the end position of movement.
90 void SetStartAndEndPosition( unsigned int index, const Vector4& startAndEndPosition );
93 * Set the movement completed percentage of the index-th bubble.
94 * The bubble will appear at start position when percentage equals to zero,
95 * and disappear near end position (affected by gravity) when percentage equals to one.
96 * This percentage property is used to animate the bubble movement.
97 * @param[in] index Indicate which bubble this property is applied on.
98 * @param[in] percentage Set the percentage property value ( between zero and one ).
100 void SetPercentage( unsigned int index, float percentage );
103 * Set the gravity applied to the y direction, which makes the bubbles no longer moving on a straight line.
104 * @param[in] gravity The gravity on the y direction.
106 void SetGravity( float gravity );
109 * Set the scale factor applied to the bubbles
110 * @param[in] scale The scale factor applied on all bubbles.
112 void SetDynamicScale( float scale );
115 * Get the idx-th percentage property.
116 * @param[in] idx The percentage property index.
117 * @return the idx-th percentage property.
119 Property GetPercentageProperty( unsigned int idx );
122 * Reset the uniform values to default.
124 void ResetProperties();
131 Vector2 mMovementArea; ///< The size of the bubble moving area, usually the same size as the background image actor.
133 //properties mapped as uniforms
134 std::vector<Property::Index> mIndicesOffset; ///< Indices of the properties mapping to uniform array 'uOffset'
135 std::vector<Property::Index> mIndiceStartEndPos; ///< Indices of the properties mapping to uniform array 'uStartAndEndPos'
136 std::vector<Property::Index> mIndicesPercentage; ///< Indices of the properties mapping to uniform array 'uPercentage'
137 Property::Index mIndexGravity; ///< Index of the property mapping to uniform 'uGravity'
138 Property::Index mIndexDynamicScale; ///< Index of the property mapping to uniform 'uDynamicScale'
139 Property::Index mIndexInvertedMovementArea; ///< Index of the property mapping to uniform 'uInvertedMovementArea'
141 unsigned int mNumBubble; ///< How many groups of uniforms are used to control the bubble movement.
144 } // namespace Internal
146 } // namespace Toolkit
150 #endif /* __DALI_TOOLKIT_INTERNAL_BUBBLE_ACTOR_H_ */