struct Base::Impl
{
+ /**
+ * Constructor
+ */
+ Impl();
+
+ /**
+ * Destructor
+ */
+ ~Impl();
+
enum Flags
{
IS_ON_STAGE = 1,
struct CustomShader
{
+ CustomShader( const Property::Map& map );
+ void SetPropertyMap( const Property::Map& map );
+ void CreatePropertyMap( Property::Map& map ) const;
+
std::string mVertexShader;
std::string mFragmentShader;
Dali::ImageDimensions mGridSize;
Dali::Shader::Hint::Value mHints; //(bitfield) values from enum Shader::Hint
-
- CustomShader( const Property::Map& map );
- void SetPropertyMap( const Property::Map& map );
- void CreatePropertyMap( Property::Map& map ) const;
};
struct Transform
{
- Vector2 mOffset;
- Vector2 mSize;
- Vector4 mOffsetSizeMode;
- Toolkit::Align::Type mOrigin;
- Toolkit::Align::Type mAnchorPoint;
-
+ /**
+ * 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 );
- };
- Renderer mRenderer;
- CustomShader* mCustomShader;
- std::string mName;
- Transform mTransform;
- Size mControlSize;
- float mDepthIndex;
- int mFlags;
+ Vector2 mOffset;
+ Vector2 mSize;
+ Vector4 mOffsetSizeMode;
+ Toolkit::Align::Type mOrigin;
+ Toolkit::Align::Type mAnchorPoint;
+ };
- Impl();
- ~Impl();
+ 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;
+ int mFlags;
};
} // namespace Visual