//
/**
- * @addtogroup CAPI_DALI_FRAMEWORK
+ * @addtogroup CAPI_DALI_TOOLKIT_BUBBLE_EFFECT_MODULE
* @{
*/
namespace Internal DALI_INTERNAL
{
/**
- * BubbleEmitter implementation class
+ * @brief BubbleEmitter implementation class.
*/
class BubbleEmitter;
}
/**
- * BubbleEmitter is used to display lots of moving bubbles on the stage.
+ * @brief BubbleEmitter is used to display lots of moving bubbles on the stage.
*
* This is done by applying BubbleEffect to multiple specifically created meshActors.
*/
public:
/**
- * Create an empty BubbleEmitter handle
+ * @brief Create an empty BubbleEmitter handle.
*/
BubbleEmitter();
/**
- * Virtual destructor.
+ * @brief Virtual destructor.
*/
~BubbleEmitter();
/**
- * Create an initialized BubbleEmitter
+ * @brief Create an initialized BubbleEmitter.
+ *
* @param[in] winSize The size of the bubble moving area, usually the same size as the background image actor.
* @param[in] shapeImage The alpha channnel of this texture defines the bubble shape.
* @param[in] maximumNumberOfBubble The maximum number of bubble needed.
/**
- * Copy constructor. Creates another handle that points to the same real object
+ * @brief Copy constructor.
+ *
+ * Creates another handle that points to the same real object
+ * @param[in] handle The handle to copy
*/
BubbleEmitter( const BubbleEmitter& handle );
/**
- * Assignment operator. Changes this handle to point to another real object
+ * @brief Assignment operator.
+ *
+ * Changes this handle to point to another real object
+ * @param[in] rhs The object to point at
+ * @return A reference to this
*/
BubbleEmitter& operator=( const BubbleEmitter& rhs );
/**
- * Downcast an Object handle to SuperBlurView.
+ * @brief Downcast an Object handle to SuperBlurView.
+ *
* If handle points to a BubbleEmitter, the downcast produces valid handle.
* If not, the returned handle is left uninitialized.
* @param[in] handle Handle to an object
static BubbleEmitter DownCast( BaseHandle handle );
/**
- * Return the root actor of all bubbles, should then be added to stage.
+ * @brief Return the root actor of all bubbles, should then be added to stage.
+ *
* @return The bubble root actor.
*/
Actor GetRootActor();
/**
- * Set Background image.
+ * @brief Set Background image.
+ *
* The bubbles pick color from this image with HSV values adjusted.
* @param[in] bgImage The background image which provide color to bubbles.
* @param[in] hsvDelta The hsv channel difference used to adjust the background image color.
void SetBackground( Image bgImage, const Vector3& hsvDelta );
/**
- * Set bubble shape.
+ * @brief Set bubble shape.
+ *
* The bubble mesh is a rectangular patch, but its displayed shape is decided by the alpha channel of the shape image.
* @param[in] shapeImage The image whose alpha channel defines the bubble shape.
*/
void SetShapeImage( Image shapeImage );
/**
- * Set the scale factor applied to all the bubbles.
+ * @brief Set the scale factor applied to all the bubbles.
+ *
* @param [in] scale The scale factor applied on bubbles.
*/
void SetBubbleScale( float scale );
/**
- * Set the density of the bubble.
+ * @brief Set the density of the bubble.
+ *
* Ideally every bubble's moving track is controlled by different uniforms in BubbleEffect shaders.
* To increase the density, 'density' number of bubbles are sharing one group of uniforms, but with random offsets between these bubbles.
* The available density is one to nine. The default density is five.
void SetBubbleDensity( unsigned int density );
/**
- * Enable different blending mode for rendering
+ * @brief Enable different blending mode for rendering.
+ *
* @param[in] enable If false, the default blending function for RenderableActor is used.
*/
void SetBlendMode( bool enable );
/**
- * Add a bubble movement to the animation.
+ * @brief Add a bubble movement to the animation.
+ *
* @param[in] animation The animation reference.
* By passing the animation into BubbleEmitter, the animation's duration and how many bubbles contained within this animation are freely decided in App.
* @param[in] emitPosition The start position of the bubble movement.
void EmitBubble( Animation& animation, const Vector2& emitPosition, const Vector2& direction, const Vector2& displacement );
/**
- * Start an animation to enlarge every activated bubble's size and moving speed.
+ * @brief Start an animation to enlarge every activated bubble's size and moving speed.
+ *
* @param[in] duration The duration of the animation
* @param[in] multiple The bubble size and moving speed will be increased gradually to multiple speed during the animation.
*/
void StartExplosion( float duration, float multiple );
/**
- * Reset all the parameters controlling the bubbles after animation.
+ * @brief Reset all the parameters controlling the bubbles after animation.
*/
void Restore();
public: // Not intended for developer use
/**
- * Creates a handle using the Toolkit::Internal implementation.
+ * @brief Creates a handle using the Toolkit::Internal implementation.
+ *
* @param[in] implementation The Control implementation.
*/
DALI_INTERNAL BubbleEmitter(Internal::BubbleEmitter& implementation);
/**
- * Allows the creation of this Control from an Internal::CustomActor pointer.
+ * @brief Allows the creation of this Control from an Internal::CustomActor pointer.
+ *
* @param[in] internal A pointer to the internal CustomActor.
*/
DALI_INTERNAL BubbleEmitter(Dali::Internal::CustomActor* internal);