}
BubbleEmitter BubbleEmitter::New( const Vector2& winSize,
- Image shapeImage,
+ Dali::Texture shapeTexture,
unsigned int maximumNumberOfBubble,
const Vector2& bubbleSizeRange )
{
- return Internal::BubbleEmitter::New( winSize, shapeImage, maximumNumberOfBubble, bubbleSizeRange );
+ return Internal::BubbleEmitter::New( winSize, shapeTexture, maximumNumberOfBubble, bubbleSizeRange );
}
BubbleEmitter::BubbleEmitter( const BubbleEmitter& handle )
return GetImpl(*this).GetRootActor();
}
-void BubbleEmitter::SetBackground( Image bgImage, const Vector3& hsvDelta )
+void BubbleEmitter::SetBackground( Dali::Texture bgTexture, const Vector3& hsvDelta )
{
- GetImpl(*this).SetBackground( bgImage, hsvDelta );
+ GetImpl(*this).SetBackground( bgTexture, hsvDelta );
}
-void BubbleEmitter::SetShapeImage( Image shapeImage )
+void BubbleEmitter::SetBubbleShape( Dali::Texture shapeTexture )
{
- GetImpl(*this).SetShapeImage( shapeImage );
+ GetImpl(*this).SetBubbleShape( shapeTexture );
}
void BubbleEmitter::SetBubbleScale( float scale )
GetImpl(*this).SetBubbleDensity( density );
}
-void BubbleEmitter::SetBlendMode( bool enable )
-{
- GetImpl(*this).SetBlendMode( enable );
-}
-
void BubbleEmitter::EmitBubble( Animation& animation, const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement )
{
GetImpl(*this).EmitBubble( animation, emitPosition, direction, displacement );