void OnSetTransform() override;
/**
- * @copydoc Visual::Base::OnDoAction
- */
- void OnDoAction(const Property::Index actionId, const Property::Value& attributes) override;
-
- /**
* @copydoc Visual::Base::UpdateShader
*/
void UpdateShader() override;
/**
- * @copydoc Visual::Base::OnGetPropertyObject
+ * @copydoc Visual::Base::GenerateShader
*/
- Dali::Property OnGetPropertyObject(Dali::Property::Key key) override;
+ Shader GenerateShader() const override;
-private:
/**
- * @brief Get a shader for the current properties.
- * @return The shader for the current properties.
+ * @copydoc Visual::Base::OnGetPropertyObject
*/
- Shader GetShader();
+ Dali::Property OnGetPropertyObject(Dali::Property::Key key) override;
private:
// Undefined
ColorVisual& operator=(const ColorVisual& colorRenderer);
private:
- float mBlurRadius; ///< The blur radius
- Property::Index mBlurRadiusIndex; ///< The blur radius property index
- bool mRenderIfTransparent; ///< Whether we should render even if the mix-color is transparent.
- bool mNeedBlurRadius; ///< Whether we need the blur radius in shader.
+ float mBlurRadius; ///< The blur radius
+ Property::Index mBlurRadiusIndex; ///< The blur radius property index
+ bool mAlwaysUsingBlurRadius : 1; ///< Whether we need the blur radius in shader always.
};
} // namespace Internal