+ renderer.SetOnStage( actor );
+ }
+}
+
+void RendererFactory::ResetRenderer( Toolkit::ControlRenderer& renderer, Actor& actor, const Property::Map& propertyMap )
+{
+ 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 ) ) )