- DALI_ASSERT_DEBUG( mNode != NULL );
- return dynamic_cast< const SceneGraph::Layer& >( *mNode );
-}
-
-unsigned int Layer::GetDefaultPropertyCount() const
-{
- return Actor::GetDefaultPropertyCount() + DEFAULT_PROPERTY_COUNT;
-}
-
-void Layer::GetDefaultPropertyIndices( Property::IndexContainer& indices ) const
-{
- Actor::GetDefaultPropertyIndices( indices ); // Actor class properties
- indices.reserve( indices.size() + DEFAULT_PROPERTY_COUNT );
-
- int index = DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX;
- for ( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i, ++index )
- {
- indices.push_back( index );
- }
-}
-
-bool Layer::IsDefaultPropertyWritable( Property::Index index ) const
-{
- if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
- {
- return Actor::IsDefaultPropertyWritable( index );
- }
-
- return DEFAULT_PROPERTY_DETAILS[ index - DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX ].writable;
-}
-
-bool Layer::IsDefaultPropertyAnimatable( Property::Index index ) const
-{
- if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
- {
- return Actor::IsDefaultPropertyAnimatable( index );
- }
-
- return DEFAULT_PROPERTY_DETAILS[ index - DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX ].animatable;
-}
-
-bool Layer::IsDefaultPropertyAConstraintInput( Property::Index index ) const
-{
- if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
- {
- return Actor::IsDefaultPropertyAConstraintInput( index );
- }
-
- return DEFAULT_PROPERTY_DETAILS[ index - DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX ].constraintInput;
-}
-
-Property::Type Layer::GetDefaultPropertyType( Property::Index index ) const
-{
- if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
- {
- return Actor::GetDefaultPropertyType( index );
- }
-
- index -= DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX;
-
- if ( ( index >= 0 ) && ( index < DEFAULT_PROPERTY_COUNT ) )
- {
- return DEFAULT_PROPERTY_DETAILS[index].type;
- }
-
- // index out-of-bounds
- return Property::NONE;
-}
-
-const char* Layer::GetDefaultPropertyName( Property::Index index ) const
-{
- if( index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT )
- {
- return Actor::GetDefaultPropertyName( index );
- }
-
- index -= DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX;
- if ( ( index >= 0 ) && ( index < DEFAULT_PROPERTY_COUNT ) )
- {
- return DEFAULT_PROPERTY_DETAILS[index].name;
- }
-
- return NULL;
-}
-
-Property::Index Layer::GetDefaultPropertyIndex(const std::string& name) const
-{
- Property::Index index = Property::INVALID_INDEX;
-
- // Look for name in current class' default properties
- for( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i )
- {
- const Internal::PropertyDetails* property = &DEFAULT_PROPERTY_DETAILS[i];
- if( 0 == strcmp( name.c_str(), property->name ) ) // dont want to convert rhs to string
- {
- index = i + DEFAULT_DERIVED_ACTOR_PROPERTY_START_INDEX;
- break;
- }
- }
- if( Property::INVALID_INDEX == index )
- {
- // If not found, check in base class
- index = Actor::GetDefaultPropertyIndex( name );
- }
-
- return index;