// INTERNAL INCLUDES
#include <dali-toolkit/public-api/controls/control.h>
+#include <dali/public-api/rendering/texture.h>
namespace Dali
{
/**
* @brief Create an initialized BubbleEmitter.
*
- * @param[in] winSize The size of the bubble moving area, usually the same size as the background image actor.
- * @param[in] shapeImage The alpha channnel of this texture defines the bubble shape.
+ * @param[in] winSize The size of the bubble moving area, usually the same size as the background.
+ * @param[in] shapeTexture The alpha channnel of this texture defines the bubble shape.
* @param[in] maximumNumberOfBubble The maximum number of bubble needed.
* @param[in] bubbleSizeRange The size range of the bubbles; x component is the low bound, and y component is the up bound.
* @return The initialized BubbleEmitter object.
*/
static BubbleEmitter New( const Vector2& winSize,
- Image shapeImage,
+ Dali::Texture shapeTexture,
unsigned int maximumNumberOfBubble,
const Vector2& bubbleSizeRange );
* @brief Set Background image.
*
* The bubbles pick color from this image with HSV values adjusted.
- * @param[in] bgImage The background image which provide color to bubbles.
+ * @param[in] bgTexture The background texture which provide color to bubbles.
* @param[in] hsvDelta The hsv channel difference used to adjust the background image color.
* If set these vector as Vector3::Zero, original colors are used.
*/
- void SetBackground( Image bgImage, const Vector3& hsvDelta );
+ void SetBackground( Dali::Texture bgTexture, const Vector3& hsvDelta );
/**
* @brief Set bubble shape.
*
- * The bubble mesh is a rectangular patch, but its displayed shape is decided by the alpha channel of the shape image.
- * @param[in] shapeImage The image whose alpha channel defines the bubble shape.
+ * The bubble mesh is a rectangular patch, but its displayed shape is decided by the alpha channel of the shape texture.
+ * @param[in] shapeTexture The texture whose alpha channel defines the bubble shape.
*/
- void SetShapeImage( Image shapeImage );
+ void SetBubbleShape( Dali::Texture shapeTexture );
/**
* @brief Set the scale factor applied to all the bubbles.
/**
* @brief Set the density of the bubble.
*
- * Ideally every bubble's moving track is controlled by different uniforms in BubbleEffect shaders.
+ * Ideally every bubble's moving track is controlled by different uniforms in shader.
* To increase the density, 'density' number of bubbles are sharing one group of uniforms, but with random offsets between these bubbles.
- * The available density is one to nine. The default density is five.
+ * The available densities are one to nine only. The default value is five.
* By set the density bigger than one, instead of emit one bubble each time, a 'density' number of bubbles are emitted.
* @param[in] density The density of the bubble.
*/
void SetBubbleDensity( unsigned int density );
/**
- * @brief Enable different blending mode for rendering.
- *
- * @param[in] enable If false, the default blending function for RenderableActor is used.
- */
- void SetBlendMode( bool enable );
-
- /**
* @brief Add a bubble movement to the animation.
*
* @param[in] animation The animation reference.
void EmitBubble( Animation& animation, const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement );
/**
- * @brief Start an animation to enlarge every activated bubble's size and moving speed.
- *
- * @param[in] duration The duration of the animation
- * @param[in] multiple The bubble size and moving speed will be increased gradually to multiple speed during the animation.
- */
- void StartExplosion( float duration, float multiple );
-
- /**
* @brief Reset all the parameters controlling the bubbles after animation.
*/
void Restore();