DALI_ASSERT_ALWAYS( IsPropertyAnimatable( index ) && "Property is not animatable" );
const SceneGraph::PropertyBase* property = NULL;
- if( OnStage() )
- {
- property = SHADER_IMPL.GetRegisteredSceneGraphProperty( this,
- &Shader::FindAnimatableProperty,
- &Shader::FindCustomProperty,
- index );
+ property = SHADER_IMPL.GetRegisteredSceneGraphProperty( this,
+ &Shader::FindAnimatableProperty,
+ &Shader::FindCustomProperty,
+ index );
- if( property == NULL && index < DEFAULT_PROPERTY_MAX_COUNT )
- {
- DALI_ASSERT_ALWAYS( 0 && "Property is not animatable" );
- }
+ if( property == NULL && index < DEFAULT_PROPERTY_MAX_COUNT )
+ {
+ DALI_ASSERT_ALWAYS( 0 && "Property is not animatable" );
}
return property;
{
const PropertyInputImpl* property = NULL;
- if( OnStage() )
+ const SceneGraph::PropertyBase* baseProperty =
+ SHADER_IMPL.GetRegisteredSceneGraphProperty( this,
+ &Shader::FindAnimatableProperty,
+ &Shader::FindCustomProperty,
+ index );
+ property = static_cast<const PropertyInputImpl*>( baseProperty );
+
+ if( property == NULL && index < DEFAULT_PROPERTY_MAX_COUNT )
{
- const SceneGraph::PropertyBase* baseProperty =
- SHADER_IMPL.GetRegisteredSceneGraphProperty( this,
- &Shader::FindAnimatableProperty,
- &Shader::FindCustomProperty,
- index );
- property = static_cast<const PropertyInputImpl*>( baseProperty );
-
- if( property == NULL && index < DEFAULT_PROPERTY_MAX_COUNT )
+ if( index == Dali::Shader::Property::SHADER_HINTS )
+ {
+ // @todo MESH_REWORK - return the property
+ }
+ else
{
- if( index == Dali::Shader::Property::SHADER_HINTS )
- {
- // @todo MESH_REWORK - return the property
- }
- else
- {
- DALI_ASSERT_ALWAYS( 0 && "Property is not a valid constraint input" );
- }
+ DALI_ASSERT_ALWAYS( 0 && "Property is not a valid constraint input" );
}
}
return Property::INVALID_COMPONENT_INDEX;
}
-bool Shader::OnStage() const
-{
- return mOnStage;
-}
-
-void Shader::Connect()
-{
- mOnStage = true;
-}
-
-void Shader::Disconnect()
-{
- mOnStage = false;
-}
-
Shader::Shader()
-: mSceneObject( NULL ),
- mOnStage( false )
+: mSceneObject( NULL )
{
}