-//
-// 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>
-//INTERNAL INCLUDES
+// INTERNAL INCLUDES
#include <dali-toolkit/public-api/shader-effects/bubble-effect/color-adjuster.h>
-
namespace Dali
{
Image shapeImage,
unsigned int maximumNumberOfBubble,
const Vector2& bubbleSizeRange )
-: ControlImpl( true ),
+: Control( REQUIRES_TOUCH_EVENTS ),
mMovementArea( movementArea ),
mShapeImage( shapeImage ),
mTotalNumOfBubble( maximumNumberOfBubble ),
+ mRenderTaskRunning(false),
mBubbleSizeRange( bubbleSizeRange ),
mCurrentUniform( 0 ),
mDensity( 5 )
// 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 )
// 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 )