+ mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
+ }
+ }
+}
+
+void Visual::Base::SetMixColor( const Vector3& color )
+{
+ mImpl->mMixColor.r = color.r;
+ mImpl->mMixColor.g = color.g;
+ mImpl->mMixColor.b = color.b;
+
+ if( mImpl->mRenderer )
+ {
+ mImpl->mRenderer.SetProperty( mImpl->mMixColorIndex, color );
+ }
+}
+
+const Vector4& Visual::Base::GetMixColor() const
+{
+ return mImpl->mMixColor;
+}
+
+void Visual::Base::AddEventObserver( Visual::EventObserver& observer)
+{
+ mImpl->mEventObserver = &observer;
+}
+
+void Visual::Base::RemoveEventObserver( Visual::EventObserver& observer )
+{
+ mImpl->mEventObserver = NULL;
+}
+
+void Visual::Base::ResourceReady(Toolkit::Visual::ResourceStatus resourceStatus)
+{
+ if( mImpl->mResourceStatus != resourceStatus )
+ {
+ mImpl->mResourceStatus = resourceStatus;
+
+ if( mImpl->mEventObserver )
+ {
+ // observer is currently a control impl
+ mImpl->mEventObserver->ResourceReady( *this );
+ }
+ }
+}
+
+bool Visual::Base::IsResourceReady() const
+{
+ return ( mImpl->mResourceStatus == Toolkit::Visual::ResourceStatus::READY );
+}
+
+Toolkit::Visual::ResourceStatus Visual::Base::GetResourceStatus() const
+{
+ return mImpl->mResourceStatus;
+}
+
+Visual::FittingMode Visual::Base::GetFittingMode() const
+{
+ return mImpl->mFittingMode;
+}
+
+Visual::Base& Visual::Base::GetVisualObject()
+{
+ return *this;
+}
+
+Renderer Visual::Base::GetRenderer()
+{
+ return mImpl->mRenderer;
+}
+
+Property::Index Visual::Base::GetPropertyIndex( Property::Key key )
+{
+ Property::Index index = DevelHandle::GetPropertyIndex( mImpl->mRenderer, key );
+
+ if( index == Property::INVALID_INDEX )
+ {
+ // Is it a shader property?
+ Shader shader = mImpl->mRenderer.GetShader();
+ index = DevelHandle::GetPropertyIndex( shader, key );
+ if( index != Property::INVALID_INDEX )
+ {
+ // Yes - we should register it in the Renderer so it can be set / animated
+ // independently, as shaders are shared across multiple renderers.
+ std::string keyName;
+ Property::Index keyIndex( Property::INVALID_KEY );
+ if( key.type == Property::Key::INDEX )
+ {
+ keyName = shader.GetPropertyName( index );
+ keyIndex = key.indexKey;
+ }
+ else