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-emitter-impl.cpp;h=5ee90472c022397e815dbc6cfb1cdd55083a99ba;hp=d4c46ea8ac411735a2010892b86f1a52565f186b;hb=b1e8521ad77e7b4e62b59613b2edef64429130e9;hpb=dcee19c07c4f38251b88ca0ad849c9a666cf20eb diff --git a/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.cpp b/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.cpp index d4c46ea..5ee9047 100644 --- a/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.cpp +++ b/dali-toolkit/internal/controls/bubble-effect/bubble-emitter-impl.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2016 Samsung Electronics Co., Ltd. + * Copyright (c) 2020 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. @@ -126,8 +126,8 @@ Dali::Geometry CreateTexturedQuad() { Dali::Vector2( -0.5f, 0.5f ), Dali::Vector2( 0.0f, 1.0f ) }, { Dali::Vector2( 0.5f, 0.5f ), Dali::Vector2( 1.0f, 1.0f ) }}; - //Create a vertex buffer for vertex positions and texture coordinates - Dali::PropertyBuffer vertexBuffer = Dali::PropertyBuffer::New( Dali::Property::Map() + // Create a vertex buffer for vertex positions and texture coordinates + Dali::VertexBuffer vertexBuffer = Dali::VertexBuffer::New( Dali::Property::Map() .Add( "aPosition", Dali::Property::VECTOR2 ) .Add( "aTexCoord", Dali::Property::VECTOR2 ) ); vertexBuffer.SetData( data, 4u ); @@ -211,11 +211,11 @@ void BubbleEmitter::OnInitialize() { // Create the root actor, all the meshActor should be its children mBubbleRoot = Actor::New(); - mBubbleRoot.SetSize(mMovementArea); + mBubbleRoot.SetProperty( Actor::Property::SIZE, mMovementArea ); // Prepare the frame buffer to store the color adjusted background texture Vector2 imageSize = Vector2( mMovementArea.width/4.f, mMovementArea.height/4.f ); - mFrameBuffer = FrameBuffer::New( imageSize.x, imageSize.y, 0 ); + mFrameBuffer = FrameBuffer::New( imageSize.x, imageSize.y, FrameBuffer::Attachment::NONE ); mEffectTexture = Texture::New( TextureType::TEXTURE_2D, Pixel::RGBA8888, imageSize.x, imageSize.y ); mFrameBuffer.AttachColorTexture( mEffectTexture ); @@ -238,7 +238,7 @@ void BubbleEmitter::OnInitialize() // Create a cameraActor for the off screen render task. mCameraActor = CameraActor::New(mMovementArea); - mCameraActor.SetParentOrigin(ParentOrigin::CENTER); + mCameraActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER ); Stage stage = Stage::GetCurrent(); @@ -258,8 +258,8 @@ void BubbleEmitter::SetBackground( Texture bgTexture, const Vector3& hsvDelta ) //Create RenderTask source actor Actor sourceActor = Actor::New(); - sourceActor.SetSize( mMovementArea ); - sourceActor.SetParentOrigin(ParentOrigin::CENTER); + sourceActor.SetProperty( Actor::Property::SIZE, mMovementArea ); + sourceActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER ); sourceActor.RegisterProperty( "uHSVDelta", hsvDelta ); Stage::GetCurrent().Add( sourceActor ); @@ -388,7 +388,7 @@ Geometry BubbleEmitter::CreateGeometry( unsigned int numOfPatch ) vertexFormat["aIndex"] = Property::FLOAT; vertexFormat["aPosition"] = Property::VECTOR2; vertexFormat["aTexCoord"] = Property::VECTOR2; - PropertyBuffer vertices = PropertyBuffer::New( vertexFormat ); + VertexBuffer vertices = VertexBuffer::New( vertexFormat ); vertices.SetData( &vertexData[0], numVertex ); Geometry geometry = Geometry::New();