- //If there's been a renderer type change then we have to return a new shader
- if( typeValue == COLOR_RENDERER && typeid( renderer ) != typeid( ColorRenderer ) )
- {
- renderer = GetControlRenderer( propertyMap );
- return true;
- }
- else if( typeValue == GRADIENT_RENDERER && typeid( renderer ) != typeid( GradientRenderer ) )
- {
- renderer = GetControlRenderer( propertyMap );
- return true;
- }
- else if( typeValue == IMAGE_RENDERER && typeid( renderer ) != typeid( ImageRenderer ) )
- {
- renderer = GetControlRenderer( propertyMap );
- return true;
- }
- else if( typeValue == N_PATCH_RENDERER && typeid( renderer ) != typeid( NPatchRenderer ) )
- {
- renderer = GetControlRenderer( propertyMap );
- return true;
- }
- else if( typeValue == BORDER_RENDERER && typeid( renderer ) != typeid( BorderRenderer ) )
+ return;
+ }
+
+ if( renderer )
+ {
+ ControlRenderer& controlRenderer = GetImplementation( renderer );
+
+ Property::Value* type = propertyMap.Find( RENDERER_TYPE_NAME );
+ std::string typeValue ;
+
+ //If there's no renderer type specified or if there hasn't been a renderer type change then we can reuse the renderer
+ if( !type || !type->Get( typeValue ) ||
+ ( typeValue == IMAGE_RENDERER && typeid( controlRenderer ) == typeid( ImageRenderer ) ) ||
+ ( typeValue == N_PATCH_RENDERER && typeid( controlRenderer ) == typeid( NPatchRenderer ) ) ||
+ ( typeValue == COLOR_RENDERER && typeid( controlRenderer ) == typeid( ColorRenderer ) )||
+ ( typeValue == GRADIENT_RENDERER && typeid( controlRenderer ) == typeid( GradientRenderer ) ) ||
+ ( typeValue == BORDER_RENDERER && typeid( controlRenderer ) == typeid( BorderRenderer ) ) )