#ifndef __DALI_TOOLKIT_INTERNAL_BUBBLE_EMITTER_IMPL_H__
#define __DALI_TOOLKIT_INTERNAL_BUBBLE_EMITTER_IMPL_H__
-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+/*
+ * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+// EXTERNAL INCLUDES
+#include <dali/public-api/actors/camera-actor.h>
+#include <dali/public-api/actors/image-actor.h>
+#include <dali/public-api/actors/mesh-actor.h>
+#include <dali/public-api/common/stage.h>
+#include <dali/public-api/images/frame-buffer-image.h>
+#include <dali/public-api/geometry/mesh.h>
+#include <dali/public-api/render-tasks/render-task.h>
// INTERNAL INCLUDES
-#include <dali/dali.h>
#include <dali-toolkit/public-api/controls/control-impl.h>
#include <dali-toolkit/public-api/controls/bubble-effect/bubble-emitter.h>
#include <dali-toolkit/public-api/shader-effects/bubble-effect/bubble-effect.h>
-#include <map>
-
namespace Dali
{
/**
* BubbleEmitter implementation class.
*/
-class BubbleEmitter : public ControlImpl
+class BubbleEmitter : public Control
{
public:
void OnRenderFinished(RenderTask& source);
/**
+ * Callback function from Stage to tell us if the context has been regained.
+ */
+ void OnContextRegained();
+
+ /**
* Generate the material object which is attached to the meshActor to describe its color, texture, texture mapping mode etc.
*/
void GenMaterial();
unsigned int mNumBubblePerShader; ///< How many bubbles for each BubbleEffect shader.
unsigned int mNumShader; ///< How many BubbleEffect shaders are used.
unsigned int mTotalNumOfBubble; ///< mNumBubblePerShader*mNumShader.
+ bool mRenderTaskRunning; ///< If the background render task is currently running
+
Vector2 mBubbleSizeRange; ///< The bubble size range.
std::vector<Mesh> mMesh; ///< The mesh vector, each mesh is used to create a meshActor which applies a BubbleEffect.
unsigned int mCurrentUniform; ///< Keep track of the uniform index for the newly emitted bubble
+ Vector3 mHSVDelta; ///< The HSV difference used to adjust the background image color.
+ Image mBackgroundImage; ///< The original background image
FrameBufferImage mEffectImage; ///< The image stores the adjusted color of the background image.The bubbles pick color from this image.
CameraActor mCameraActor; ///< The render task views the scene from the perspective of this actor.