enum Flags
{
IS_ON_STAGE = 1,
- IS_FROM_CACHE = 1 << 1,
- IS_ATLASING_APPLIED = 1<<2,
- IS_PREMULTIPLIED_ALPHA = 1 << 3,
- IS_SYNCHRONOUS_RESOURCE_LOADING = 1 << 4
+ IS_ATLASING_APPLIED = 1<<1,
+ IS_PREMULTIPLIED_ALPHA = 1 << 2,
+ IS_SYNCHRONOUS_RESOURCE_LOADING = 1 << 3
};
struct CustomShader
struct Transform
{
+ /**
+ * Default constructor ensures the visual fills the control
+ */
Transform();
+
+ /**
+ * Use the property map to set zero or more of the transform
+ * attributes, and sets the remaining attributes to their default
+ * values.
+ */
void SetPropertyMap( const Property::Map& map );
+
+ /**
+ * Add the transform attributes to the map (using integer keys)
+ */
void GetPropertyMap( Property::Map& map ) const;
+
+ /**
+ * Update zero or more attributes from the property map.
+ */
+ void UpdatePropertyMap( const Property::Map& map );
+
+ /**
+ * Register or set the uniform properties onto the renderer
+ */
void RegisterUniforms( Renderer renderer, Toolkit::Direction::Type direction );
+
+ /**
+ * Convert the control size and the transform attributes into the actual
+ * size of the visual.
+ */
Vector2 GetVisualSize( const Vector2& controlSize );
Vector2 mOffset;
Toolkit::Align::Type mAnchorPoint;
};
- Renderer mRenderer;
- CustomShader* mCustomShader;
- std::string mName;
- Transform mTransform;
- Size mControlSize;
- float mDepthIndex;
- int mFlags;
+ Renderer mRenderer;
+ CustomShader* mCustomShader;
+ SlotDelegate<Visual::Base>* mBlendSlotDelegate; ///< Used to own mix color animation connection
+ std::string mName;
+ Transform mTransform;
+ Vector4 mMixColor;
+ Size mControlSize;
+ float mDepthIndex;
+ Property::Index mMixColorIndex;
+ Property::Index mOpacityIndex;
+ int mFlags;
};
} // namespace Visual