+private:
+
+ /**
+ * Register the mix color uniform on the Renderer and store the property index.
+ * Note, this is not used by Color or Primitive Visuals, which will use their
+ * own property index.
+ */
+ void RegisterMixColor();
+
+ /**
+ * Find the matching property on the renderer or shader. If it's a shader
+ * property, register it on the renderer in order to animate it for this
+ * visual independently.
+ * @param[in] key The key to match.
+ * @return the matching index, or INVALID_INDEX if it's not found
+ */
+ Property::Index GetPropertyIndex( Property::Key key );
+
+ /**
+ * Set up the transition. If no animation is required, then
+ * transition will be untouched.
+ *
+ * @param[in] transition The transition to use or set up.
+ * @param[in] animator The animation data to use
+ * @param[in] index The property index on the renderer to animate
+ * @param[in] initialValue The optional initial value
+ * @param[in] targetValue The target value to use
+ */
+ void SetupTransition( Dali::Animation& transition,
+ Internal::TransitionData::Animator& animator,
+ Property::Index index,
+ Property::Value& initialValue,
+ Property::Value& targetValue );
+
+ /**
+ * Animate the opacity property - Special handling to
+ * ensure that the blend mode is set to ON whilst animating,
+ * and set back to AUTO if it's opaque at the end of the
+ * animation.
+ *
+ * @param[in] transition The transition to use or set up.
+ * @param[in] animator The animation data to use
+ */
+ void AnimateOpacityProperty( Dali::Animation& transition,
+ Internal::TransitionData::Animator& animator );
+