#ifndef __DALI_TOOLKIT_SHADER_BUBBLE_EFFECT_H__
#define __DALI_TOOLKIT_SHADER_BUBBLE_EFFECT_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.
-//
-
-// INTERNAL INCLUDES
-#include <dali/dali.h>
-
-namespace Dali DALI_IMPORT_API
+/*
+ * Copyright (c) 2015 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/shader-effects/shader-effect.h>
+
+namespace Dali
{
namespace Toolkit
* BubbleEffect is a custom shader to achieve similar effect of particle system by applying on a specially created MeshActor
* Each bubble is rendered on a patch with two triangles; and each mesh can contain multiple such patches.
*/
-class BubbleEffect : public ShaderEffect
+class DALI_IMPORT_API BubbleEffect : public ShaderEffect
{
public:
BubbleEffect();
/**
- * Virtual destructor
+ * @brief Destructor
+ *
+ * This is non-virtual since derived Handle types must not contain data or virtual methods.
*/
- virtual ~BubbleEffect();
+ ~BubbleEffect();
/**
* Create an initialized BubbleEffect
* Ideally use one group of uniform to control one bubble.
* If the num of patches in the MeshActor is more than groups of uniforms,
* the uniform values will be shared by multiple bubbles. Allow up to 9 times.
- * @param shapeImagePath File path of the image that will be used as a texture for each bubble.
* @return A handle to a newly allocated Dali resource.
*/
- static BubbleEffect New( unsigned int numberOfBubble, const std::string& shapeImagePath);
+ static BubbleEffect New( unsigned int numberOfBubble);
/**
* Set the bubble movement area for the BubbleEffect
*/
void SetGravity( float gravity );
- /*
- * Set the width of shape image
- * If one image has multiple shape, bubble effect will parse one shape from the image randomly.
- * @param[in] imageWidth width of shape image
- */
- void SetShapeImageWidth( float imageWidth );
-
/**
* Set the scale factor applied to the bubbles
* @param[in] scale The scale factor applied on all bubbles.
private:// Not intended for application developers
- BubbleEffect( ShaderEffect handle );
+ DALI_INTERNAL BubbleEffect( ShaderEffect handle );
private: