// INTERNAL INCLUDES
-namespace
-{
-
-/**
- * Register a property and map it as uniform.
- * @param[in] handle The handle to register new property.
- * @param[in] propertyName The name of the property.
- * @param[in] unifoemName The name of the uniform.
- * @param[in] value The initial value of the property.
- * @return The index of theproperty
- */
-Dali::Property::Index RegisterUniform( Dali::Handle& handle,
- const std::string& propertyName,
- const std::string& uniformName,
- Dali::Property::Value value)
-{
- Dali::Property::Index propertyIndex = handle.RegisterProperty( propertyName, value );
- handle.AddUniformMapping( propertyIndex, uniformName );
-
- return propertyIndex;
-}
-
-}// end LOCAL_STUFF
-
namespace Dali
{
BubbleActor::BubbleActor( unsigned int numberOfBubble,
const Vector2& movementArea)
-: mMovementArea( movementArea ),
- mNumBubble( numberOfBubble )
+: mActor(),
+ mRenderer(),
+ mMovementArea( movementArea ),
+ mIndicesOffset(),
+ mIndiceStartEndPos(),
+ mIndicesPercentage(),
+ mIndexGravity( Property::INVALID_INDEX ),
+ mIndexDynamicScale( Property::INVALID_INDEX ),
+ mIndexInvertedMovementArea( Property::INVALID_INDEX ),
+ mNumBubble( numberOfBubble ),
+ mRandomSeed( 0 )
{
mActor = Actor::New();
}
-void BubbleActor::MakeRenderable( Geometry geometry, Material material )
+void BubbleActor::MakeRenderable( Geometry geometry, TextureSet textureSet, Shader shader )
{
if( mRenderer )
{
return;
}
- mRenderer = Renderer::New( geometry, material );
+ mRenderer = Renderer::New( geometry, shader );
+ mRenderer.SetTextures( textureSet );
mActor.AddRenderer( mRenderer );
mActor.SetSize( mMovementArea );
mActor.SetParentOrigin(ParentOrigin::TOP_LEFT);
// register uniforms
- mIndexGravity = RegisterUniform( mActor, "gravity", "uGravity", 50.f );
- mIndexDynamicScale = RegisterUniform( mActor, "dynamic-scale", "uDynamicScale", 1.f );
+ mIndexGravity = mActor.RegisterProperty( "uGravity", 50.f );
+ mIndexDynamicScale = mActor.RegisterProperty( "uDynamicScale", 1.f );
- mIndexInvertedMovementArea = RegisterUniform( mActor, "inverted-movement-area", "uInvertedMovementArea", Vector2(1.f,1.f) / mMovementArea );
+ mIndexInvertedMovementArea = mActor.RegisterProperty( "uInvertedMovementArea", Vector2(1.f,1.f) / mMovementArea );
- srand(time(NULL));
mIndicesOffset.resize(9);
int offset = mMovementArea.Length() / 10.f;
- mIndicesOffset[0] = RegisterUniform(mActor, "offset-0", "offset[0]", Vector2(0.f,0.f));
- mIndicesOffset[1] = RegisterUniform(mActor, "offset-1", "offset[1]", Vector2(rand()%offset,rand()%offset) );
- mIndicesOffset[2] = RegisterUniform(mActor, "offset-2", "offset[2]", Vector2(rand()%offset,-rand()%offset) );
- mIndicesOffset[3] = RegisterUniform(mActor, "offset-3", "offset[3]", Vector2(-rand()%offset,rand()%offset) );
- mIndicesOffset[4] = RegisterUniform(mActor, "offset-4", "offset[4]", Vector2(-rand()%offset,-rand()%offset) );
- mIndicesOffset[5] = RegisterUniform(mActor, "offset-5", "offset[5]", Vector2(rand()%offset,0.f));
- mIndicesOffset[6] = RegisterUniform(mActor, "offset-6", "offset[6]", Vector2(-rand()%offset,0.f));
- mIndicesOffset[7] = RegisterUniform(mActor, "offset-7", "offset[7]", Vector2(0.f,rand()%offset));
- mIndicesOffset[8] = RegisterUniform(mActor, "offset-8", "offset[8]", Vector2(0.f,-rand()%offset));
+
+ mRandomSeed = time( NULL );
+
+ mIndicesOffset[0] = mActor.RegisterProperty( "uOffset[0]", Vector2( 0.f,0.f ) );
+ mIndicesOffset[1] = mActor.RegisterProperty( "uOffset[1]", Vector2( rand_r( &mRandomSeed ) % offset, rand_r( &mRandomSeed ) % offset ) );
+ mIndicesOffset[2] = mActor.RegisterProperty( "uOffset[2]", Vector2( rand_r( &mRandomSeed ) % offset, -rand_r( &mRandomSeed ) % offset ) );
+ mIndicesOffset[3] = mActor.RegisterProperty( "uOffset[3]", Vector2(-rand_r( &mRandomSeed ) % offset, rand_r( &mRandomSeed ) % offset ) );
+ mIndicesOffset[4] = mActor.RegisterProperty( "uOffset[4]", Vector2(-rand_r( &mRandomSeed ) % offset, -rand_r( &mRandomSeed ) % offset ) );
+ mIndicesOffset[5] = mActor.RegisterProperty( "uOffset[5]", Vector2( rand_r( &mRandomSeed ) % offset, 0.f ) );
+ mIndicesOffset[6] = mActor.RegisterProperty( "uOffset[6]", Vector2(-rand_r( &mRandomSeed ) % offset, 0.f ) );
+ mIndicesOffset[7] = mActor.RegisterProperty( "uOffset[7]", Vector2( 0.f, rand_r( &mRandomSeed ) % offset ) );
+ mIndicesOffset[8] = mActor.RegisterProperty( "uOffset[8]", Vector2( 0.f, -rand_r( &mRandomSeed ) % offset ) );
Vector4 zeroVector;
mIndiceStartEndPos.resize( mNumBubble );
for( unsigned int i=0; i<mNumBubble; i++ )
{
std::ostringstream ossProperty;
- ossProperty<< "start-end-position-"<< i;
-
- std::ostringstream ossUniform;
- ossUniform<< "uStartAndEndPos["<< i << "]";
- mIndiceStartEndPos[i] = RegisterUniform( mActor, ossProperty.str(), ossUniform.str(), zeroVector );
+ ossProperty<< "uStartEndPosition["<< i << "]";
+ mIndiceStartEndPos[i] = mActor.RegisterProperty( ossProperty.str(), zeroVector );
ossProperty.str("");
- ossProperty<< "percentage-"<< i;
-
- ossUniform.str("");
- ossUniform<< "uPercentage["<< i << "]";
- mIndicesPercentage[i] = RegisterUniform( mActor, ossProperty.str(), ossUniform.str(), 0.f );
+ ossProperty<< "uPercentage["<< i << "]";
+ mIndicesPercentage[i] = mActor.RegisterProperty( ossProperty.str(), 0.f );
}
}
mActor.SetProperty( mIndexInvertedMovementArea, Vector2(1.f,1.f) / mMovementArea );
int offset = mMovementArea.Length() / 10.f;
- mActor.SetProperty( mIndicesOffset[1], Vector2(rand()%offset,rand()%offset) );
- mActor.SetProperty( mIndicesOffset[2], Vector2(rand()%offset,-rand()%offset) );
- mActor.SetProperty( mIndicesOffset[3], Vector2(-rand()%offset,rand()%offset) );
- mActor.SetProperty( mIndicesOffset[4], Vector2(-rand()%offset,-rand()%offset) );
- mActor.SetProperty( mIndicesOffset[5], Vector2(rand()%offset,0.f));
- mActor.SetProperty( mIndicesOffset[6], Vector2(-rand()%offset,0.f));
- mActor.SetProperty( mIndicesOffset[7], Vector2(0.f,rand()%offset));
- mActor.SetProperty( mIndicesOffset[8], Vector2(0.f,-rand()%offset));
+
+ mActor.SetProperty( mIndicesOffset[1], Vector2( rand_r( &mRandomSeed ) % offset, rand_r( &mRandomSeed ) % offset ) );
+ mActor.SetProperty( mIndicesOffset[2], Vector2( rand_r( &mRandomSeed ) % offset, -rand_r( &mRandomSeed ) % offset ) );
+ mActor.SetProperty( mIndicesOffset[3], Vector2(-rand_r( &mRandomSeed ) % offset, rand_r( &mRandomSeed ) % offset ) );
+ mActor.SetProperty( mIndicesOffset[4], Vector2(-rand_r( &mRandomSeed ) % offset, -rand_r( &mRandomSeed ) % offset ) );
+ mActor.SetProperty( mIndicesOffset[5], Vector2( rand_r( &mRandomSeed ) % offset, 0.f ) );
+ mActor.SetProperty( mIndicesOffset[6], Vector2(-rand_r( &mRandomSeed ) % offset, 0.f ) );
+ mActor.SetProperty( mIndicesOffset[7], Vector2( 0.f, rand_r( &mRandomSeed ) % offset ) );
+ mActor.SetProperty( mIndicesOffset[8], Vector2( 0.f, -rand_r( &mRandomSeed ) % offset ) );
}
void BubbleActor::SetStartAndEndPosition( unsigned int index, const Vector4& startAndEndPosition )