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=d9b868f5376022a589e4d1400fcb7cc7a885441f;hpb=49499a0b6e23d98f681f7aefe6b18c5dad55f8b3;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 d9b868f..ae17a0d 100644 --- a/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.cpp +++ b/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.cpp @@ -39,7 +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 ), @@ -106,7 +106,6 @@ 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 ); mEffect[i].SetEffectImage( mEffectImage ); @@ -119,7 +118,6 @@ 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 ); mEffectForNoise.SetMovementArea( mMovementArea ); @@ -263,14 +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; @@ -282,10 +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);