{
indices.Reserve( DEFAULT_PROPERTY_COUNT );
- for( unsigned int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i )
+ for( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i )
{
indices.PushBack( DEFAULT_OBJECT_PROPERTY_START_INDEX + i );
}
{
Property::Index index = Property::INVALID_INDEX;
- //@todo MESH_REWORK - Are we assuming that the index into the array is the
- // same as the enumerated property? if enumIndex in the table was no longer
- // debug only, wouldn't need to make this assumption.
-
// Look for name in default properties
- for( unsigned int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i )
+ for( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i )
{
const Internal::PropertyDetails* property = &DEFAULT_PROPERTY_DETAILS[ i ];
if( 0 == strcmp( name.c_str(), property->name ) ) // dont want to convert rhs to string
DALI_ASSERT_ALWAYS( animatable && "Property index is invalid" );
property = animatable->GetSceneGraphProperty();
}
- else if ( index >= DEFAULT_PROPERTY_MAX_COUNT )
+ else if ( ( index > CHILD_PROPERTY_REGISTRATION_START_INDEX ) && // Child properties are also stored as custom properties
+ ( index <= PROPERTY_CUSTOM_MAX_INDEX ) )
{
CustomPropertyMetadata* custom = (object->*findCustomPropertyMethod)( index );
DALI_ASSERT_ALWAYS( custom && "Property index is invalid" );
{
const SceneGraph::PropertyOwner* sceneObject = object->GetSceneObject();
- switch ( entry.type )
+ switch ( entry.GetType() )
{
case Property::BOOLEAN:
{
default:
{
- DALI_ASSERT_ALWAYS( false && "Property type enumeration out of bounds" ); // should not come here
- break;
+ // ignore non-scene-graph types
}
}
}
-
- int GetPropertyComponentIndex( Property::Index index ) const
- {
- // TODO: MESH_REWORK
- DALI_ASSERT_ALWAYS( false && "TODO: MESH_REWORK" );
- return 0;
- }
};