-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
-
-//CLASS HEADER
+/*
+ * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+// CLASS HEADER
#include "bubble-emitter-impl.h"
-//EXTERNAL INCLUDES
+// EXTERNAL INCLUDES
#include <cmath>
+#include <dali/public-api/animation/animation.h>
+#include <dali/public-api/render-tasks/render-task-list.h>
+#include <dali/public-api/images/resource-image.h>
-//INTERNAL INCLUDES
-#include <dali-toolkit/public-api/shader-effects/bubble-effect/color-adjuster.h>
-
+// INTERNAL INCLUDES
+#include <dali-toolkit/devel-api/shader-effects/bubble-effect/color-adjuster.h>
namespace Dali
{
Image shapeImage,
unsigned int maximumNumberOfBubble,
const Vector2& bubbleSizeRange )
-: ControlImpl( true ),
+: Control( ControlBehaviour( REQUIRES_TOUCH_EVENTS ) ),
mMovementArea( movementArea ),
mShapeImage( shapeImage ),
mTotalNumOfBubble( maximumNumberOfBubble ),
+ mRenderTaskRunning(false),
mBubbleSizeRange( bubbleSizeRange ),
mCurrentUniform( 0 ),
mDensity( 5 )
{
+ // Calculate how many BubbleEffect shaders are required
+ if( mTotalNumOfBubble>100 )
+ {
+ mNumBubblePerShader = 100;
+ mNumShader = mTotalNumOfBubble / 100;
+ }
+ else
+ {
+ mNumBubblePerShader = mTotalNumOfBubble;
+ mNumShader = 1;
+ }
}
BubbleEmitter::~BubbleEmitter()
mBubbleRoot.SetSize(mMovementArea);
// Prepare the frame buffer to store the color adjusted background image
- mEffectImage = FrameBufferImage::New( mMovementArea.width/4.f, mMovementArea.height/4.f, Pixel::RGBA8888, Dali::Image::Unused );
+ mEffectImage = FrameBufferImage::New( mMovementArea.width/4.f, mMovementArea.height/4.f, Pixel::RGBA8888, Dali::Image::UNUSED );
// Generate the material object, which is used by all meshActors
GenMaterial();
- // Calculate how many BubbleEffect shaders are required
- if( mTotalNumOfBubble>100 )
- {
- mNumBubblePerShader = 100;
- mNumShader = mTotalNumOfBubble / 100;
- }
- else
- {
- mNumBubblePerShader = mTotalNumOfBubble;
- mNumShader = 1;
- }
-
mMesh.resize( mNumShader );
mMeshActor.resize( mNumShader );
mEffect.resize( mNumShader );
{
mMesh[i] = Mesh::New( meshData );
mMeshActor[i] = MeshActor::New( mMesh[i] );
- mMeshActor[i].SetAffectedByLighting( false );
mMeshActor[i].SetParentOrigin(ParentOrigin::TOP_LEFT);
- mEffect[i] = BubbleEffect::New( mNumBubblePerShader, mShapeImage.GetFilename() );
+ mEffect[i] = BubbleEffect::New( mNumBubblePerShader );
mEffect[i].SetEffectImage( mEffectImage );
mEffect[i].SetMovementArea( mMovementArea );
mMeshActor[i].SetShaderEffect( mEffect[i] );
MeshData meshDataForNoise;
ConstructBubbleMesh( meshDataForNoise, mNumBubblePerShader);
mMeshActorForNoise = MeshActor::New( Mesh::New(meshDataForNoise) );
- mMeshActorForNoise.SetAffectedByLighting( false );
mMeshActorForNoise.SetParentOrigin(ParentOrigin::TOP_LEFT);
- mEffectForNoise = BubbleEffect::New( mNumBubblePerShader, mShapeImage.GetFilename() );
+ mEffectForNoise = BubbleEffect::New( mNumBubblePerShader );
mEffectForNoise.SetMovementArea( mMovementArea );
mEffectForNoise.SetEffectImage( mEffectImage );
mMeshActorForNoise.SetShaderEffect( mEffectForNoise );
// Create a cameraActor for the off screen render task.
mCameraActor = CameraActor::New(mMovementArea);
mCameraActor.SetParentOrigin(ParentOrigin::CENTER);
- Stage::GetCurrent().Add(mCameraActor);
+
+ Stage stage = Stage::GetCurrent();
+
+ stage.Add(mCameraActor);
+ stage.ContextRegainedSignal().Connect(this, &BubbleEmitter::OnContextRegained);
}
Actor BubbleEmitter::GetRootActor()
void BubbleEmitter::SetBackground( Image bgImage, const Vector3& hsvDelta )
{
+ mBackgroundImage = bgImage;
+ mHSVDelta = hsvDelta;
+
ImageActor sourceActor = ImageActor::New( bgImage );
sourceActor.SetSize( mMovementArea );
sourceActor.SetParentOrigin(ParentOrigin::CENTER);
task.GetCameraActor().SetInvertYAxis(true);
task.SetTargetFrameBuffer( mEffectImage );
task.FinishedSignal().Connect(this, &BubbleEmitter::OnRenderFinished);
+ mRenderTaskRunning = true;
}
void BubbleEmitter::SetShapeImage( Image shapeImage )
{
mCustomMaterial.SetDiffuseTexture( shapeImage );
-
- //Get pixel width of the shape
- float width = Image::GetImageSize(shapeImage.GetFilename()).width;
-
- for(unsigned int i=0; i < mNumShader; i++ )
- {
- mEffect[i].SetShapeImageWidth(width);
- }
- mEffectForNoise.SetShapeImageWidth(width);
}
void BubbleEmitter::SetBubbleScale( float scale )
// clear the resources created for the off screen rendering
void BubbleEmitter::OnRenderFinished(RenderTask& source)
{
- Actor sourceActor = source.GetSourceActor();
- sourceActor.RemoveShaderEffect();
- Stage::GetCurrent().Remove(sourceActor);
- sourceActor.Reset();
- Stage::GetCurrent().GetRenderTaskList().RemoveTask(source);
+ mRenderTaskRunning = false;
+ Actor sourceActor = source.GetSourceActor();
+ if( sourceActor )
+ {
+ RenderableActor renderable = RenderableActor::DownCast( sourceActor );
+ if( renderable )
+ {
+ renderable.RemoveShaderEffect();
+ }
+ }
+
+ Stage stage = Stage::GetCurrent();
+ stage.Remove(sourceActor);
+ stage.GetRenderTaskList().RemoveTask(source);
+}
+
+void BubbleEmitter::OnContextRegained()
+{
+ // Context was lost, so the framebuffer has been destroyed. Re-create render task
+ // and trigger re-draw if not already running
+ if( ! mRenderTaskRunning )
+ {
+ SetBackground( mBackgroundImage, mHSVDelta );
+ }
}
void BubbleEmitter::SetBlendMode( bool enable )
unsigned int groupIdx = mCurrentUniform / mNumBubblePerShader;
SetBubbleParameter( mEffect[groupIdx], curUniform, emitPosition, direction, displacement);
animation.AnimateTo( Property( mEffect[groupIdx], mEffect[groupIdx].GetPercentagePropertyName(curUniform) ),
- 1.f, AlphaFunctions::Linear );
+ 1.f, AlphaFunction::LINEAR );
if( mCurrentUniform % mNumShader == 0 )
{
unsigned int uniform = mCurrentUniform / mNumShader;
SetBubbleParameter(mEffectForNoise, uniform, emitPosition, displacement);
animation.AnimateTo( Property( mEffectForNoise, mEffectForNoise.GetPercentagePropertyName(uniform) ),
- 1.f, AlphaFunctions::Linear );
+ 1.f, AlphaFunction::LINEAR );
}
mCurrentUniform = (mCurrentUniform + 1) % mTotalNumOfBubble;
for(unsigned int i=0; i < mNumShader; i++ )
{
animation.AnimateTo( Property( mEffect[i], mEffect[i].GetMagnificationPropertyName() ),
- multiple, AlphaFunctions::EaseOut);
+ multiple, AlphaFunction::EASE_OUT);
}
animation.AnimateTo( Property( mEffectForNoise, mEffectForNoise.GetMagnificationPropertyName() ),
- multiple, AlphaFunctions::EaseOut);
+ multiple, AlphaFunction::EASE_OUT);
animation.Play();
animation.FinishedSignal().Connect(this, &BubbleEmitter::OnExplosionFinished);