*/
// EXTERNAL INCLUDES
+#include <dali/public-api/animation/animation.h>
#include <dali/public-api/common/intrusive-ptr.h>
#include <dali/public-api/images/image-operations.h>
#include <dali/public-api/object/base-object.h>
// INTERNAL INCLUDES
#include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
-#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
#include <dali-toolkit/devel-api/visual-factory/visual-base.h>
+#include <dali-toolkit/internal/visuals/transition-data-impl.h>
+#include <dali-toolkit/internal/visuals/visual-factory-cache.h>
namespace Dali
{
*/
Renderer GetRenderer();
+ /**
+ * Sets the mix color of the visual.
+ * @param[in] mixColor The new mix color
+ */
+ void SetMixColor( const Vector4& color );
+
+ /**
+ * Gets the mix color of the visual.
+ * @return The mix color
+ */
+ const Vector4& GetMixColor() const;
+
+ /**
+ * Animate the property if it exists in the visual or renderer.
+ *
+ * If it's a visual property such as mix color or a transform property,
+ * saves the target value to the local data.
+ *
+ * If the visual isn't staged (i.e. it doesn't have a renderer),
+ * then this will not add an animation.
+ *
+ * @param[in] transition The animation to create or attach to
+ * @param[in] animator The animation parameters of the property.
+ */
+ void AnimateProperty( Dali::Animation& transition,
+ Internal::TransitionData::Animator& animator );
+
protected:
/**
private:
+ /**
+ * Register the mix color uniform on the Renderer and store the property index.
+ * Note, this is not used by Color or Primitive Visuals, which will use their
+ * own property index.
+ */
+ void RegisterMixColor();
+
+ /**
+ * Find the matching property on the renderer or shader. If it's a shader
+ * property, register it on the renderer in order to animate it for this
+ * visual independently.
+ * @param[in] key The key to match.
+ * @return the matching index, or INVALID_INDEX if it's not found
+ */
+ Property::Index GetPropertyIndex( Property::Key key );
+
+ /**
+ * Set up the transition. If no animation is required, then
+ * transition will be untouched.
+ *
+ * @param[in] transition The transition to use or set up.
+ * @param[in] animator The animation data to use
+ * @param[in] index The property index on the renderer to animate
+ */
+ void SetupTransition( Dali::Animation& transition,
+ Internal::TransitionData::Animator& animator,
+ Property::Index index );
+
+ /**
+ * When a mix color animation has finished, ensure the blend mode is set back
+ * to the right value for the target opacity.
+ */
+ void OnMixColorFinished( Animation& animation );
+
// Undefined
Base( const Visual::Base& visual );