void DoAction(const Dali::Property::Index actionId, const Dali::Property::Value attributes);
/**
+ * @brief Performs an action on the visual with the given action id and attributes.
+ *
+ * @param[in] actionId The id of the action to perform this API only takes an Index
+ * @param[in] attributes The list of attributes for the action. ( optional for this data structure to have content )
+ */
+ void DoActionExtension(const Dali::Property::Index actionId, const Dali::Any attributes);
+
+ /**
* @copydoc Toolkit::Visual::Base::GetHeightForWidth
*/
virtual float GetHeightForWidth(float width);
virtual void OnDoAction(const Property::Index actionId, const Property::Value& attributes);
/**
+ * @brief Called by DoActionExtension() allowing sub classes to do the given action.
+ *
+ * @param[in] actionId The action to perform
+ * @param[in] attributes The list of attributes for the action. ( optional for this data structure to have content )
+ */
+ virtual void OnDoActionExtension(const Property::Index actionId, Dali::Any attributes);
+
+ /**
* @brief Update the shader when some properties are changed.
*/
virtual void UpdateShader()
void RegisterMixColor();
/**
+ * Register the uniform on the DecoratedVisualRenderer and store the property index if necessary.
+ */
+ void RegisterDecoration();
+
+ /**
* 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.