2 * Copyright (c) 2015 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include "bubble-actor.h"
36 BubbleActor::BubbleActor( unsigned int numberOfBubble,
37 const Vector2& movementArea)
38 : mMovementArea( movementArea ),
39 mNumBubble( numberOfBubble ),
42 mActor = Actor::New();
45 void BubbleActor::MakeRenderable( Geometry geometry, Material material )
49 // This function is supposed to be called once
53 mRenderer = Renderer::New( geometry, material );
55 mActor.AddRenderer( mRenderer );
56 mActor.SetSize( mMovementArea );
57 mActor.SetParentOrigin(ParentOrigin::TOP_LEFT);
60 mIndexGravity = mActor.RegisterProperty( "uGravity", 50.f );
61 mIndexDynamicScale = mActor.RegisterProperty( "uDynamicScale", 1.f );
63 mIndexInvertedMovementArea = mActor.RegisterProperty( "uInvertedMovementArea", Vector2(1.f,1.f) / mMovementArea );
65 mIndicesOffset.resize(9);
66 int offset = mMovementArea.Length() / 10.f;
68 mRandomSeed = time( NULL );
70 mIndicesOffset[0] = mActor.RegisterProperty( "uOffset[0]", Vector2( 0.f,0.f ) );
71 mIndicesOffset[1] = mActor.RegisterProperty( "uOffset[1]", Vector2( rand_r( &mRandomSeed ) % offset, rand_r( &mRandomSeed ) % offset ) );
72 mIndicesOffset[2] = mActor.RegisterProperty( "uOffset[2]", Vector2( rand_r( &mRandomSeed ) % offset, -rand_r( &mRandomSeed ) % offset ) );
73 mIndicesOffset[3] = mActor.RegisterProperty( "uOffset[3]", Vector2(-rand_r( &mRandomSeed ) % offset, rand_r( &mRandomSeed ) % offset ) );
74 mIndicesOffset[4] = mActor.RegisterProperty( "uOffset[4]", Vector2(-rand_r( &mRandomSeed ) % offset, -rand_r( &mRandomSeed ) % offset ) );
75 mIndicesOffset[5] = mActor.RegisterProperty( "uOffset[5]", Vector2( rand_r( &mRandomSeed ) % offset, 0.f ) );
76 mIndicesOffset[6] = mActor.RegisterProperty( "uOffset[6]", Vector2(-rand_r( &mRandomSeed ) % offset, 0.f ) );
77 mIndicesOffset[7] = mActor.RegisterProperty( "uOffset[7]", Vector2( 0.f, rand_r( &mRandomSeed ) % offset ) );
78 mIndicesOffset[8] = mActor.RegisterProperty( "uOffset[8]", Vector2( 0.f, -rand_r( &mRandomSeed ) % offset ) );
81 mIndiceStartEndPos.resize( mNumBubble );
82 mIndicesPercentage.resize( mNumBubble );
83 for( unsigned int i=0; i<mNumBubble; i++ )
85 std::ostringstream ossProperty;
86 ossProperty<< "uStartEndPosition["<< i << "]";
87 mIndiceStartEndPos[i] = mActor.RegisterProperty( ossProperty.str(), zeroVector );
90 ossProperty<< "uPercentage["<< i << "]";
91 mIndicesPercentage[i] = mActor.RegisterProperty( ossProperty.str(), 0.f );
95 Actor BubbleActor::GetMeshActor()
100 void BubbleActor::SetGeometry( Geometry geometry )
102 mRenderer.SetGeometry( geometry );
105 void BubbleActor::SetMovementArea( const Vector2& movementArea )
107 if( movementArea == mMovementArea)
112 mMovementArea = movementArea;
113 mActor.SetSize( mMovementArea );
114 mActor.SetProperty( mIndexInvertedMovementArea, Vector2(1.f,1.f) / mMovementArea );
116 int offset = mMovementArea.Length() / 10.f;
118 mActor.SetProperty( mIndicesOffset[1], Vector2( rand_r( &mRandomSeed ) % offset, rand_r( &mRandomSeed ) % offset ) );
119 mActor.SetProperty( mIndicesOffset[2], Vector2( rand_r( &mRandomSeed ) % offset, -rand_r( &mRandomSeed ) % offset ) );
120 mActor.SetProperty( mIndicesOffset[3], Vector2(-rand_r( &mRandomSeed ) % offset, rand_r( &mRandomSeed ) % offset ) );
121 mActor.SetProperty( mIndicesOffset[4], Vector2(-rand_r( &mRandomSeed ) % offset, -rand_r( &mRandomSeed ) % offset ) );
122 mActor.SetProperty( mIndicesOffset[5], Vector2( rand_r( &mRandomSeed ) % offset, 0.f ) );
123 mActor.SetProperty( mIndicesOffset[6], Vector2(-rand_r( &mRandomSeed ) % offset, 0.f ) );
124 mActor.SetProperty( mIndicesOffset[7], Vector2( 0.f, rand_r( &mRandomSeed ) % offset ) );
125 mActor.SetProperty( mIndicesOffset[8], Vector2( 0.f, -rand_r( &mRandomSeed ) % offset ) );
128 void BubbleActor::SetStartAndEndPosition( unsigned int index, const Vector4& startAndEndPosition )
130 mActor.SetProperty( mIndiceStartEndPos[index], startAndEndPosition );
133 void BubbleActor::SetPercentage( unsigned int index, float percentage )
135 mActor.SetProperty( mIndicesPercentage[index], percentage );
138 void BubbleActor::SetGravity( float gravity )
140 mActor.SetProperty( mIndexGravity, gravity );
143 void BubbleActor::SetDynamicScale( float scale )
145 mActor.SetProperty( mIndexDynamicScale, scale );
148 Property BubbleActor::GetPercentageProperty( unsigned int index )
150 return Property( mActor, mIndicesPercentage[index] );
153 void BubbleActor::ResetProperties()
156 for( unsigned int i=0; i<mNumBubble; i++ )
158 SetPercentage( i, 0.f);
159 SetStartAndEndPosition( i, zeroVector );
163 } // namespace Internal
165 } // namespace Toolkit