X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fbubble-effect%2Fbubble-emitter-impl.cpp;h=ae17a0dcdbe88081107fa62bca297bc873f3337f;hb=620ac79821b89142af1926f3577c7fa003f16ad3;hp=1faf68c5eb2f92fee62ecb4d529e23d2adda1afe;hpb=306d2f61a1b64179e801fa8a0bb2bd7b4e9dd682;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 1faf68c..ae17a0d 100644 --- a/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.cpp +++ b/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.cpp @@ -22,6 +22,7 @@ #include #include #include +#include // INTERNAL INCLUDES #include @@ -38,7 +39,7 @@ BubbleEmitter::BubbleEmitter( const Vector2& movementArea, Image shapeImage, unsigned int maximumNumberOfBubble, const Vector2& bubbleSizeRange ) -: Control( REQUIRES_TOUCH_EVENTS ), +: Control( ControlBehaviour( REQUIRES_TOUCH_EVENTS ) ), mMovementArea( movementArea ), mShapeImage( shapeImage ), mTotalNumOfBubble( maximumNumberOfBubble ), @@ -89,7 +90,7 @@ 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, Dali::Image::UNUSED ); // Generate the material object, which is used by all meshActors GenMaterial(); @@ -105,9 +106,8 @@ void BubbleEmitter::OnInitialize() { 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] ); @@ -118,9 +118,8 @@ void BubbleEmitter::OnInitialize() 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 ); @@ -169,15 +168,6 @@ void BubbleEmitter::SetBackground( Image bgImage, const Vector3& hsvDelta ) 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 ) @@ -271,14 +261,14 @@ void BubbleEmitter::EmitBubble( Animation& animation, const Vector2& emitPositio 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; @@ -290,10 +280,10 @@ void BubbleEmitter::StartExplosion( float duration, float multiple ) 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);