X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fbubble-effect%2Fbubble-emitter-impl.cpp;h=9e95a7609a390ad583520feca3241d5c86c651af;hb=refs%2Fchanges%2F49%2F88249%2F1;hp=1f5b966782c4b965abe5f82da0934ecf83ba4401;hpb=6c6cdc0f1c2e6373e4eb3bf74397abba5befe026;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.cpp b/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.cpp index 1f5b966..9e95a76 100644 --- a/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.cpp +++ b/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2014 Samsung Electronics Co., Ltd. + * Copyright (c) 2016 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. @@ -22,11 +22,14 @@ #include #include #include +#include // INTERNAL INCLUDES #include #include #include +#include + namespace { @@ -73,7 +76,7 @@ BubbleEmitter::BubbleEmitter( const Vector2& movementArea, Image shapeImage, unsigned int maximumNumberOfBubble, const Vector2& bubbleSizeRange ) -: Control( ControlBehaviour( REQUIRES_TOUCH_EVENTS ) ), +: Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ), mShapeImage( shapeImage ), mMovementArea( movementArea ), mBubbleSizeRange( bubbleSizeRange ), @@ -133,16 +136,16 @@ void BubbleEmitter::OnInitialize() 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 ); // Generate the geometry, which is used by all bubbleActors mMeshGeometry = CreateGeometry( mNumBubblePerActor*mDensity ); Shader bubbleShader = CreateBubbleShader (mNumBubblePerActor ); - mMaterial = Material::New( bubbleShader ); - mMaterial.AddTexture( mEffectImage, "sBackground" ); - mMaterial.AddTexture( mShapeImage, "sBubbleShape" ); + mTextureSet = TextureSet::New(); + TextureSetImage( mTextureSet, 0u, mEffectImage ); + TextureSetImage( mTextureSet, 1u, mShapeImage ); mBubbleActors.resize( mNumActor ); @@ -150,7 +153,7 @@ void BubbleEmitter::OnInitialize() for(unsigned int i=0; i < mNumActor; i++ ) { mBubbleActors[i] = new BubbleActor( mNumBubblePerActor, mMovementArea ); - (mBubbleActors[i])->MakeRenderable( mMeshGeometry, mMaterial ); + (mBubbleActors[i])->MakeRenderable( mMeshGeometry, mTextureSet, bubbleShader ); mBubbleRoot.Add( (mBubbleActors[i])->GetMeshActor() ); } @@ -174,13 +177,15 @@ void BubbleEmitter::SetBackground( Image bgImage, const Vector3& hsvDelta ) mBackgroundImage = bgImage; mHSVDelta = hsvDelta; - ImageActor sourceActor = ImageActor::New( bgImage ); + Toolkit::ImageView sourceActor = Toolkit::ImageView::New(bgImage); sourceActor.SetSize( mMovementArea ); sourceActor.SetParentOrigin(ParentOrigin::CENTER); - Stage::GetCurrent().Add( sourceActor ); - ShaderEffect colorAdjuster = CreateColorAdjuster( hsvDelta, true /*ignore alpha to make bubble color always*/ ); - sourceActor.SetShaderEffect( colorAdjuster ); + Property::Map colorAdjuster = CreateColorAdjuster(); + sourceActor.SetProperty( Toolkit::ImageView::Property::IMAGE, colorAdjuster); + SetColorAdjusterProperties( sourceActor, hsvDelta, true /*ignore alpha to make bubble color always*/ ); + + Stage::GetCurrent().Add( sourceActor ); RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList(); RenderTask task = taskList.CreateTask(); @@ -196,7 +201,7 @@ void BubbleEmitter::SetBackground( Image bgImage, const Vector3& hsvDelta ) void BubbleEmitter::SetShapeImage( Image shapeImage ) { - mMaterial.SetTextureImage( 1, shapeImage ); + TextureSetImage( mTextureSet, 1, shapeImage ); } void BubbleEmitter::SetBubbleScale( float scale ) @@ -231,15 +236,6 @@ void BubbleEmitter::OnRenderFinished(RenderTask& source) { mRenderTaskRunning = false; Actor sourceActor = source.GetSourceActor(); - if( sourceActor ) - { - ImageActor renderable = ImageActor::DownCast( sourceActor ); - if( renderable ) - { - renderable.RemoveShaderEffect(); - } - } - Stage stage = Stage::GetCurrent(); stage.Remove(sourceActor); stage.GetRenderTaskList().RemoveTask(source); @@ -281,7 +277,7 @@ Geometry BubbleEmitter::CreateGeometry( unsigned int numOfPatch ) vertexData.reserve( numVertex ); unsigned int numIndex = numOfPatch*6u; - Vector indexData; + Vector indexData; indexData.Reserve( numIndex ); for(unsigned int i = 0; i < numOfPatch; i++) @@ -294,7 +290,7 @@ Geometry BubbleEmitter::CreateGeometry( unsigned int numOfPatch ) vertexData.push_back( Vertex( index, Vector2(curSize,curSize), Vector2(1.f,1.f) ) ); vertexData.push_back( Vertex( index, Vector2(curSize,0.f), Vector2(1.f,0.f) ) ); - unsigned int idx = index * 4; + unsigned short idx = index * 4; indexData.PushBack( idx ); indexData.PushBack( idx+1 ); indexData.PushBack( idx+2 ); @@ -310,14 +306,9 @@ Geometry BubbleEmitter::CreateGeometry( unsigned int numOfPatch ) PropertyBuffer vertices = PropertyBuffer::New( vertexFormat ); vertices.SetData( &vertexData[0], numVertex ); - Property::Map indexFormat; - indexFormat["indices"] = Property::INTEGER; - PropertyBuffer indices = PropertyBuffer::New( indexFormat ); - indices.SetData( &indexData[0], numIndex ); - Geometry geometry = Geometry::New(); geometry.AddVertexBuffer( vertices ); - geometry.SetIndexBuffer( indices ); + geometry.SetIndexBuffer( &indexData[0], numIndex ); return geometry; }