X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fbubble-effect%2Fbubble-actor.cpp;h=50df6af8fb16aa9230e01a693e3e2ffdb0abc88e;hp=d3b0563233c9fac3234cda9be5314539fea2a6a9;hb=f2a9e28631d560e4821cc542cbc21a71d0a29f2f;hpb=b1794535bb9e63b0706dcbd92af82a13962b51c4 diff --git a/dali-toolkit/internal/controls/bubble-effect/bubble-actor.cpp b/dali-toolkit/internal/controls/bubble-effect/bubble-actor.cpp index d3b0563..50df6af 100644 --- a/dali-toolkit/internal/controls/bubble-effect/bubble-actor.cpp +++ b/dali-toolkit/internal/controls/bubble-effect/bubble-actor.cpp @@ -24,30 +24,6 @@ // 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 { @@ -80,23 +56,23 @@ void BubbleActor::MakeRenderable( Geometry geometry, Material material ) 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)); + mIndicesOffset[0] = mActor.RegisterProperty( "uOffset[0]", Vector2(0.f,0.f)); + mIndicesOffset[1] = mActor.RegisterProperty( "uOffset[1]", Vector2(rand()%offset,rand()%offset) ); + mIndicesOffset[2] = mActor.RegisterProperty( "uOffset[2]", Vector2(rand()%offset,-rand()%offset) ); + mIndicesOffset[3] = mActor.RegisterProperty( "uOffset[3]", Vector2(-rand()%offset,rand()%offset) ); + mIndicesOffset[4] = mActor.RegisterProperty( "uOffset[4]", Vector2(-rand()%offset,-rand()%offset) ); + mIndicesOffset[5] = mActor.RegisterProperty( "uOffset[5]", Vector2(rand()%offset,0.f)); + mIndicesOffset[6] = mActor.RegisterProperty( "uOffset[6]", Vector2(-rand()%offset,0.f)); + mIndicesOffset[7] = mActor.RegisterProperty( "uOffset[7]", Vector2(0.f,rand()%offset)); + mIndicesOffset[8] = mActor.RegisterProperty( "uOffset[8]", Vector2(0.f,-rand()%offset)); Vector4 zeroVector; mIndiceStartEndPos.resize( mNumBubble ); @@ -104,18 +80,12 @@ void BubbleActor::MakeRenderable( Geometry geometry, Material material ) for( unsigned int i=0; i