X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fbubble-effect%2Fbubble-emitter-impl.cpp;h=efac274e223842b322e037241e2ea45041990255;hb=refs%2Fchanges%2F55%2F179155%2F5;hp=d4c46ea8ac411735a2010892b86f1a52565f186b;hpb=750f18c7e28f835cf1f4d7412b1a1b36c4eac049;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 old mode 100644 new mode 100755 index d4c46ea..efac274 --- a/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.cpp +++ b/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.cpp @@ -24,6 +24,8 @@ #include #include +#include + // INTERNAL INCLUDES #include #include @@ -47,18 +49,6 @@ struct Vertex Dali::Vector2 textureCoord; }; -/** - * Return a random value between the given interval. - * @param[in] f0 The low bound - * @param[in] f1 The up bound - * @param[in] seed The seed to genergate random number - * @return A random value between the given interval - */ -float RandomRange(float f0, float f1, unsigned int& seed) -{ - return f0 + (rand_r( &seed ) & 0xfff) * (f1-f0) * (1.0f/4095.0f); -} - const char* VERTEX_SHADER = DALI_COMPOSE_SHADER( attribute mediump vec2 aPosition;\n attribute mediump vec2 aTexCoord;\n @@ -161,7 +151,6 @@ BubbleEmitter::BubbleEmitter( const Vector2& movementArea, mDensity( 5 ), mTotalNumOfBubble( maximumNumberOfBubble ), mCurrentBubble( 0 ), - mRandomSeed( 0 ), mRenderTaskRunning(false) { // Calculate how many shaders are required @@ -181,8 +170,6 @@ BubbleEmitter::BubbleEmitter( const Vector2& movementArea, mNumBubblePerRenderer = mTotalNumOfBubble; mNumRenderer = 1; } - - mRandomSeed = time( NULL ); } BubbleEmitter::~BubbleEmitter() @@ -367,7 +354,7 @@ Geometry BubbleEmitter::CreateGeometry( unsigned int numOfPatch ) for(unsigned int i = 0; i < numOfPatch; i++) { - float halfSize = RandomRange(mBubbleSizeRange.x, mBubbleSizeRange.y, mRandomSeed) * 0.5f; + float halfSize = Random::Range( mBubbleSizeRange.x, mBubbleSizeRange.y ) * 0.5f; float index = static_cast( i ); vertexData.PushBack( Vertex( index, Vector2(-halfSize,-halfSize),Vector2(0.f,0.f) ) ); @@ -405,7 +392,7 @@ void BubbleEmitter::SetBubbleParameter( BubbleRenderer& bubbleRenderer, unsigned int halfRange = displacement.x / 2; // for the y coordinate, always negative, so bubbles always go upwards - Vector2 randomVec( rand_r( &mRandomSeed ) % static_cast(displacement.x) - halfRange, -rand_r( &mRandomSeed ) % static_cast(displacement.y) ); + Vector2 randomVec( rand() % static_cast( displacement.x ) - halfRange, -rand() % static_cast( displacement.y ) ); dir.Normalize(); randomVec.x -= dir.x*halfRange; randomVec.y *= 1.0f - fabsf(dir.x)*0.33f;