{
}
-void BorderVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
+void BorderVisual::DoSetProperties( const Property::Map& propertyMap )
{
Property::Value* color = propertyMap.Find( Toolkit::BorderVisual::Property::COLOR, COLOR_NAME );
if( !( color && color->Get(mBorderColor) ) )
virtual ~BorderVisual();
/**
- * @copydoc Visual::Base::DoInitialize
+ * @copydoc Visual::Base::DoSetProperties
*/
- virtual void DoInitialize( Actor& actor, const Property::Map& propertyMap );
+ virtual void DoSetProperties( const Property::Map& propertyMap );
/**
* @copydoc Visual::Base::DoSetOnStage
{
}
-void ColorVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
+void ColorVisual::DoSetProperties( const Property::Map& propertyMap )
{
Property::Value* color = propertyMap.Find( Toolkit::ColorVisual::Property::MIX_COLOR, COLOR_NAME );
if( !( color && color->Get(mMixColor) ) )
virtual ~ColorVisual();
/**
- * @copydoc Visual::Base::DoInitialize
+ * @copydoc Visual::Base::DoSetProperties
*/
- virtual void DoInitialize( Actor& actor, const Property::Map& propertyMap );
+ virtual void DoSetProperties( const Property::Map& propertyMap );
/**
* @copydoc Visual::Base::DoSetOnStage
{
}
-void GradientVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
+void GradientVisual::DoSetProperties( const Property::Map& propertyMap )
{
Toolkit::GradientVisual::Units::Type gradientUnits = Toolkit::GradientVisual::Units::OBJECT_BOUNDING_BOX;
virtual ~GradientVisual();
/**
- * @copydoc Visual::Base::DoInitialize
+ * @copydoc Visual::Base::DoSetProperties
*/
- virtual void DoInitialize( Actor& actor, const Property::Map& propertyMap );
+ virtual void DoSetProperties( const Property::Map& propertyMap );
/**
* @copydoc Visual::Base::DoSetOnStage
{
}
-void BatchImageVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
+void BatchImageVisual::DoSetProperties( const Property::Map& propertyMap )
{
std::string oldImageUrl = mImageUrl;
Property::Value* imageURLValue = propertyMap.Find( Dali::Toolkit::ImageVisual::Property::URL, Dali::Toolkit::Internal::IMAGE_URL_NAME );
mDesiredSize = ImageDimensions( desiredWidth, desiredHeight );
}
-
- // Remove old renderer if exit.
- if( mImpl->mRenderer )
- {
- if( actor ) // Remove old renderer from actor.
- {
- actor.RemoveRenderer( mImpl->mRenderer );
- }
- if( !oldImageUrl.empty() ) // Clean old renderer from cache.
- {
- CleanCache( oldImageUrl );
- }
- }
-
- // If actor is on stage, create new renderer and apply to actor.
- if( actor && actor.OnStage() )
- {
- SetOnStage( actor );
- }
}
void BatchImageVisual::SetSize( const Vector2& size )
~BatchImageVisual();
/**
- * @copydoc Visua::Base::DoInitialize
+ * @copydoc Visua::Base::DoSetProperties
*/
- virtual void DoInitialize( Actor& actor, const Property::Map& propertyMap );
+ virtual void DoSetProperties( const Property::Map& propertyMap );
/**
* @copydoc Visual::Base::DoSetOnStage
{
}
-void ImageVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
+void ImageVisual::DoSetProperties( const Property::Map& propertyMap )
{
Property::Value* imageURLValue = propertyMap.Find( Toolkit::ImageVisual::Property::URL, IMAGE_URL_NAME );
if( imageURLValue )
virtual ~ImageVisual();
/**
- * @copydoc Visual::Base::DoInitialize
+ * @copydoc Visual::Base::DoSetProperties
*/
- virtual void DoInitialize( Actor& actor, const Property::Map& propertyMap );
+ virtual void DoSetProperties( const Property::Map& propertyMap );
/**
* @copydoc Visual::Base::DoSetOnStage
{
}
-void MeshVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
+void MeshVisual::DoSetProperties( const Property::Map& propertyMap )
{
Property::Value* objectUrl = propertyMap.Find( Toolkit::MeshVisual::Property::OBJECT_URL, OBJECT_URL_NAME );
if( !objectUrl || !objectUrl->Get( mObjectUrl ) )
virtual ~MeshVisual();
/**
- * @copydoc Visual::Base::DoInitialize
+ * @copydoc Visual::Base::DoSetProperties
*/
- virtual void DoInitialize( Actor& actor, const Property::Map& propertyMap );
+ virtual void DoSetProperties( const Property::Map& propertyMap );
/**
* @copydoc Visual::Base::DoSetOnStage
{
}
-void NPatchVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
+void NPatchVisual::DoSetProperties( const Property::Map& propertyMap )
{
Property::Value* imageURLValue = propertyMap.Find( Toolkit::ImageVisual::Property::URL, IMAGE_URL_NAME );
if( imageURLValue )
virtual ~NPatchVisual();
/**
- * @copydoc Visual::Base::DoInitialize
+ * @copydoc Visual::Base::DoSetProperties
*/
- virtual void DoInitialize( Actor& actor, const Property::Map& propertyMap );
+ virtual void DoSetProperties( const Property::Map& propertyMap );
/**
* @copydoc Visual::Base::DoSetOnStage
{
}
-void PrimitiveVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
+void PrimitiveVisual::DoSetProperties( const Property::Map& propertyMap )
{
//Find out which shape to renderer.
Property::Value* primitiveTypeValue = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SHAPE, PRIMITIVE_SHAPE );
virtual ~PrimitiveVisual();
/**
- * @copydoc Visual::Base::DoInitialize
+ * @copydoc Visual::Base::DoSetProperties
*/
- virtual void DoInitialize( Actor& actor, const Property::Map& propertyMap );
+ virtual void DoSetProperties( const Property::Map& propertyMap );
/**
* @copydoc Visual::Base::DoSetOnStage
}
}
-void SvgVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
+void SvgVisual::DoSetProperties( const Property::Map& propertyMap )
{
Property::Value* imageURLValue = propertyMap.Find( Toolkit::ImageVisual::Property::URL, IMAGE_URL_NAME );
if( imageURLValue )
virtual ~SvgVisual();
/**
- * @copydoc Visual::Base::DoInitialize
+ * @copydoc Visual::Base::DoSetProperties
*/
- virtual void DoInitialize( Actor& actor, const Property::Map& propertyMap );
+ virtual void DoSetProperties( const Property::Map& propertyMap );
/**
* @copydoc Visual::Base::DoSetOnStage
{
}
-void TextVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
+void TextVisual::DoSetProperties( const Property::Map& propertyMap )
{
- mSelf = actor;
-
for( Property::Map::SizeType index = 0u, count = propertyMap.Count(); index < count; ++index )
{
const KeyValuePair& keyValue = propertyMap.GetKeyValue( index );
// from Visual::Base
/**
- * @copydoc Visual::Base::DoInitialize()
+ * @copydoc Visual::Base::DoSetProperties()
*/
- virtual void DoInitialize( Actor& actor, const Property::Map& propertyMap );
+ virtual void DoSetProperties( const Property::Map& propertyMap );
/**
* @copydoc Visual::Base::DoSetOnStage()
}
}
-void Visual::Base::Initialize( Actor& actor, const Property::Map& propertyMap )
+void Visual::Base::SetProperties( const Property::Map& propertyMap )
{
Property::Value* customShaderValue = propertyMap.Find( Toolkit::Visual::Property::SHADER, CUSTOM_SHADER );
if( customShaderValue )
}
}
- DoInitialize( actor, propertyMap );
+ DoSetProperties( propertyMap );
}
void Visual::Base::SetName( const std::string& name )
public:
/**
- * Initialisation of the visual, this API should only called by the VisualFactory:
- * request the geometry and shader from the cache, if not available, create and save to the cache for sharing;
- * record the property values.
- *
- * @param[in] actor The Actor the visual is applied to if, empty if the visual has not been applied to any Actor
+ * Setting the properties of the visual, this API should only called by the VisualFactory
* @param[in] propertyMap The properties for the requested Visual object.
*/
- void Initialize( Actor& actor, const Property::Map& propertyMap );
+ void SetProperties( const Property::Map& propertyMap );
/**
* @copydoc Toolkit::Visual::Base::SetName
virtual void DoCreatePropertyMap( Property::Map& map ) const = 0;
/**
- * @brief Called by Initialize() allowing sub classes to respond to the Initialize event
+ * @brief Called by SetProperties() allowing sub classes to set their properties
*
- * @param[in] actor The Actor the visual is applied to if, empty if the visual has not been applied to any Actor
* @param[in] propertyMap The properties for the requested Visual object.
*/
- virtual void DoInitialize( Actor& actor, const Property::Map& propertyMap ) {}
+ virtual void DoSetProperties( const Property::Map& propertyMap ) = 0;
protected:
if( visualPtr )
{
- Actor actor;
- visualPtr->Initialize( actor, propertyMap );
+ visualPtr->SetProperties( propertyMap );
}
else
{
{
}
+void WireframeVisual::DoSetProperties( const Property::Map& propertyMap )
+{
+ // no properties supported at the moment
+}
+
void WireframeVisual::DoSetOnStage( Actor& actor )
{
InitializeRenderer();
virtual ~WireframeVisual();
/**
+ * @copydoc Visual::Base::DoSetProperties()
+ */
+ virtual void DoSetProperties( const Property::Map& propertyMap );
+
+ /**
* @copydoc Visual::Base::DoSetOnStage
*/
virtual void DoSetOnStage( Actor& actor );