namespace Dali
{
+/**
+ * @addtogroup dali_core_object
+ * @{
+ */
class Constraint;
class PropertyNotification;
* - Property::BOOLEAN
* - Property::FLOAT
* - Property::INTEGER
- * - Property::UNSIGNED_INTEGER
* - Property::VECTOR2
* - Property::VECTOR3
* - Property::VECTOR4
* @param [in] name The name of the property.
* @param [in] propertyValue The new value of the property.
* @return The index of the property or Property::INVALID_INDEX if registration failed
+ * @note If a property with the desired name already exists, then the value given is just set.
*/
Property::Index RegisterProperty( const std::string& name, const Property::Value& propertyValue );
* - Property::BOOLEAN
* - Property::FLOAT
* - Property::INTEGER
- * - Property::UNSIGNED_INTEGER
* - Property::VECTOR2
* - Property::VECTOR3
* - Property::VECTOR4
* @param [in] propertyValue The new value of the property.
* @param [in] accessMode The property access mode (writable, animatable etc).
* @return The index of the property
+ * @note If a property with the desired name already exists, then the value given is just set.
*/
Property::Index RegisterProperty( const std::string& name, const Property::Value& propertyValue, Property::AccessMode accessMode );
*/
void RemoveConstraints( unsigned int tag );
- /**
- * @brief Add an uniform mapping
- *
- * Uniform mappings can be used to specify that a property value should be provided to the
- * shader under a uniform name.
- *
- * If multiple objects connected to a Renderer provide mappings for the same uniform name,
- * the value that is set will come from the object with highest precedence according to this list:
- * - Renderer (highest precedence)
- * - Actor
- * - Material
- * - Shader
- * - Geometry (lowest precedence)
- *
- * Mappings in any other objects are ignored.
- *
- * If more than one mapping with the same uniform name is added, then the instead of creating a new
- * mapping this function changes the propertyIndex on the existing one.
- *
- * @param[in] propertyIndex Index of a property hold by the object pointed by this handle
- * @param[in] uniformName Name of the uniform
- */
- void AddUniformMapping( Property::Index propertyIndex, const std::string& uniformName );
-
- /**
- * @brief Removes the mapping for the given uniform name, if there is any
- *
- * @param[in] uniformName Name of a uniform in a mapping
- */
- void RemoveUniformMapping( const std::string uniformName );
};
namespace WeightObject
} // namespace WeightObject
+/**
+ * @}
+ */
} // namespace Dali
#endif // __DALI_HANDLE_H__