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 )
41 mActor = Actor::New();
44 void BubbleActor::MakeRenderable( Geometry geometry, Material material )
48 // This function is supposed to be called once
52 mRenderer = Renderer::New( geometry, material );
54 mActor.AddRenderer( mRenderer );
55 mActor.SetSize( mMovementArea );
56 mActor.SetParentOrigin(ParentOrigin::TOP_LEFT);
59 mIndexGravity = mActor.RegisterProperty( "uGravity", 50.f );
60 mIndexDynamicScale = mActor.RegisterProperty( "uDynamicScale", 1.f );
62 mIndexInvertedMovementArea = mActor.RegisterProperty( "uInvertedMovementArea", Vector2(1.f,1.f) / mMovementArea );
65 mIndicesOffset.resize(9);
66 int offset = mMovementArea.Length() / 10.f;
67 mIndicesOffset[0] = mActor.RegisterProperty( "uOffset[0]", Vector2(0.f,0.f));
68 mIndicesOffset[1] = mActor.RegisterProperty( "uOffset[1]", Vector2(rand()%offset,rand()%offset) );
69 mIndicesOffset[2] = mActor.RegisterProperty( "uOffset[2]", Vector2(rand()%offset,-rand()%offset) );
70 mIndicesOffset[3] = mActor.RegisterProperty( "uOffset[3]", Vector2(-rand()%offset,rand()%offset) );
71 mIndicesOffset[4] = mActor.RegisterProperty( "uOffset[4]", Vector2(-rand()%offset,-rand()%offset) );
72 mIndicesOffset[5] = mActor.RegisterProperty( "uOffset[5]", Vector2(rand()%offset,0.f));
73 mIndicesOffset[6] = mActor.RegisterProperty( "uOffset[6]", Vector2(-rand()%offset,0.f));
74 mIndicesOffset[7] = mActor.RegisterProperty( "uOffset[7]", Vector2(0.f,rand()%offset));
75 mIndicesOffset[8] = mActor.RegisterProperty( "uOffset[8]", Vector2(0.f,-rand()%offset));
78 mIndiceStartEndPos.resize( mNumBubble );
79 mIndicesPercentage.resize( mNumBubble );
80 for( unsigned int i=0; i<mNumBubble; i++ )
82 std::ostringstream ossProperty;
83 ossProperty<< "uStartEndPosition["<< i << "]";
84 mIndiceStartEndPos[i] = mActor.RegisterProperty( ossProperty.str(), zeroVector );
87 ossProperty<< "uPercentage["<< i << "]";
88 mIndicesPercentage[i] = mActor.RegisterProperty( ossProperty.str(), 0.f );
92 Actor BubbleActor::GetMeshActor()
97 void BubbleActor::SetGeometry( Geometry geometry )
99 mRenderer.SetGeometry( geometry );
102 void BubbleActor::SetMovementArea( const Vector2& movementArea )
104 if( movementArea == mMovementArea)
109 mMovementArea = movementArea;
110 mActor.SetSize( mMovementArea );
111 mActor.SetProperty( mIndexInvertedMovementArea, Vector2(1.f,1.f) / mMovementArea );
113 int offset = mMovementArea.Length() / 10.f;
114 mActor.SetProperty( mIndicesOffset[1], Vector2(rand()%offset,rand()%offset) );
115 mActor.SetProperty( mIndicesOffset[2], Vector2(rand()%offset,-rand()%offset) );
116 mActor.SetProperty( mIndicesOffset[3], Vector2(-rand()%offset,rand()%offset) );
117 mActor.SetProperty( mIndicesOffset[4], Vector2(-rand()%offset,-rand()%offset) );
118 mActor.SetProperty( mIndicesOffset[5], Vector2(rand()%offset,0.f));
119 mActor.SetProperty( mIndicesOffset[6], Vector2(-rand()%offset,0.f));
120 mActor.SetProperty( mIndicesOffset[7], Vector2(0.f,rand()%offset));
121 mActor.SetProperty( mIndicesOffset[8], Vector2(0.f,-rand()%offset));
124 void BubbleActor::SetStartAndEndPosition( unsigned int index, const Vector4& startAndEndPosition )
126 mActor.SetProperty( mIndiceStartEndPos[index], startAndEndPosition );
129 void BubbleActor::SetPercentage( unsigned int index, float percentage )
131 mActor.SetProperty( mIndicesPercentage[index], percentage );
134 void BubbleActor::SetGravity( float gravity )
136 mActor.SetProperty( mIndexGravity, gravity );
139 void BubbleActor::SetDynamicScale( float scale )
141 mActor.SetProperty( mIndexDynamicScale, scale );
144 Property BubbleActor::GetPercentageProperty( unsigned int index )
146 return Property( mActor, mIndicesPercentage[index] );
149 void BubbleActor::ResetProperties()
152 for( unsigned int i=0; i<mNumBubble; i++ )
154 SetPercentage( i, 0.f);
155 SetStartAndEndPosition( i, zeroVector );
159 } // namespace Internal
161 } // namespace Toolkit