+ // Emit signal if all enabled visuals registered by the control are ready.
+ if( IsResourceReady() )
+ {
+ Dali::Toolkit::Control handle( mControlImpl.GetOwner() );
+ mResourceReadySignal.Emit( handle );
+ }
+}
+
+void Control::Impl::NotifyVisualEvent( Visual::Base& object, Property::Index signalId )
+{
+ for( auto registeredIter = mVisuals.Begin(), end = mVisuals.End(); registeredIter != end; ++registeredIter )
+ {
+ Internal::Visual::Base& registeredVisualImpl = Toolkit::GetImplementation( (*registeredIter)->visual );
+ if( &object == ®isteredVisualImpl )
+ {
+ Dali::Toolkit::Control handle( mControlImpl.GetOwner() );
+ mVisualEventSignal.Emit( handle, (*registeredIter)->index, signalId );
+ break;
+ }
+ }
+}
+
+bool Control::Impl::IsResourceReady() const
+{
+ // Iterate through and check all the enabled visuals are ready
+ for( auto visualIter = mVisuals.Begin();
+ visualIter != mVisuals.End(); ++visualIter )
+ {
+ const Toolkit::Visual::Base visual = (*visualIter)->visual;
+ const Internal::Visual::Base& visualImpl = Toolkit::GetImplementation( visual );
+
+ // one of the enabled visuals is not ready
+ if( !visualImpl.IsResourceReady() && (*visualIter)->enabled )
+ {
+ return false;
+ }
+ }
+ return true;
+}
+
+Toolkit::Visual::ResourceStatus Control::Impl::GetVisualResourceStatus( Property::Index index ) const
+{
+ RegisteredVisualContainer::Iterator iter;
+ if ( FindVisual( index, mVisuals, iter ) )
+ {
+ const Toolkit::Visual::Base visual = (*iter)->visual;
+ const Internal::Visual::Base& visualImpl = Toolkit::GetImplementation( visual );
+ return visualImpl.GetResourceStatus( );
+ }
+
+ return Toolkit::Visual::ResourceStatus::PREPARING;
+}
+
+
+
+void Control::Impl::AddTransitions( Dali::Animation& animation,
+ const Toolkit::TransitionData& handle,
+ bool createAnimation )
+{
+ // Setup a Transition from TransitionData.
+ const Internal::TransitionData& transitionData = Toolkit::GetImplementation( handle );
+ TransitionData::Iterator end = transitionData.End();
+ for( TransitionData::Iterator iter = transitionData.Begin() ;
+ iter != end; ++iter )
+ {
+ TransitionData::Animator* animator = (*iter);
+
+ Toolkit::Visual::Base visual = GetVisualByName( mVisuals, animator->objectName );
+
+ if( visual )
+ {