-//
-// 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.
-//
-
-//CLASS HEADER
+/*
+ * 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.
+ *
+ */
+
+// CLASS HEADER
#include "bubble-emitter-impl.h"
-//EXTERNAL INCLUDES
+// EXTERNAL INCLUDES
#include <cmath>
+#include <dali/public-api/animation/animation.h>
+#include <dali/public-api/render-tasks/render-task-list.h>
-//INTERNAL INCLUDES
+// INTERNAL INCLUDES
#include <dali-toolkit/public-api/shader-effects/bubble-effect/color-adjuster.h>
-
namespace Dali
{
Image shapeImage,
unsigned int maximumNumberOfBubble,
const Vector2& bubbleSizeRange )
-: ControlImpl( true ),
+: Control( REQUIRES_TOUCH_EVENTS ),
mMovementArea( movementArea ),
mShapeImage( shapeImage ),
mTotalNumOfBubble( maximumNumberOfBubble ),
// clear the resources created for the off screen rendering
void BubbleEmitter::OnRenderFinished(RenderTask& source)
{
- Actor sourceActor = source.GetSourceActor();
- sourceActor.RemoveShaderEffect();
+ Actor sourceActor = source.GetSourceActor();
+ if( sourceActor )
+ {
+ RenderableActor renderable = RenderableActor::DownCast( sourceActor );
+ if( renderable )
+ {
+ renderable.RemoveShaderEffect();
+ }
+ }
Stage::GetCurrent().Remove(sourceActor);
- sourceActor.Reset();
Stage::GetCurrent().GetRenderTaskList().RemoveTask(source);
}