Image shapeImage,
unsigned int maximumNumberOfBubble,
const Vector2& bubbleSizeRange )
-: Control( ControlBehaviour( REQUIRES_TOUCH_EVENTS ) ),
+: Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ),
mShapeImage( shapeImage ),
mMovementArea( movementArea ),
mBubbleSizeRange( bubbleSizeRange ),
mBackgroundImage = bgImage;
mHSVDelta = hsvDelta;
- Toolkit::ImageView sourceActor = Toolkit::ImageView::New( bgImage );
+ Toolkit::ImageView sourceActor = Toolkit::ImageView::New(bgImage);
sourceActor.SetSize( mMovementArea );
sourceActor.SetParentOrigin(ParentOrigin::CENTER);
vertexData.reserve( numVertex );
unsigned int numIndex = numOfPatch*6u;
- Vector<unsigned int> indexData;
+ Vector<unsigned short> indexData;
indexData.Reserve( numIndex );
for(unsigned int i = 0; i < numOfPatch; i++)
vertexData.push_back( Vertex( index, Vector2(curSize,curSize), Vector2(1.f,1.f) ) );
vertexData.push_back( Vertex( index, Vector2(curSize,0.f), Vector2(1.f,0.f) ) );
- unsigned int idx = index * 4;
+ unsigned short idx = index * 4;
indexData.PushBack( idx );
indexData.PushBack( idx+1 );
indexData.PushBack( idx+2 );
PropertyBuffer vertices = PropertyBuffer::New( vertexFormat );
vertices.SetData( &vertexData[0], numVertex );
- Property::Map indexFormat;
- indexFormat["indices"] = Property::INTEGER;
- PropertyBuffer indices = PropertyBuffer::New( indexFormat );
- indices.SetData( &indexData[0], numIndex );
-
Geometry geometry = Geometry::New();
geometry.AddVertexBuffer( vertices );
- geometry.SetIndexBuffer( indices );
+ geometry.SetIndexBuffer( &indexData[0], numIndex );
return geometry;
}