DALI_ASSERT_ALWAYS( actorName && "Animation must specify actor name" );
DALI_ASSERT_ALWAYS( property && "Animation must specify a property name" );
- Actor targetActor = searchActor.FindChildByName( *actorName );
- DALI_ASSERT_ALWAYS( targetActor && "Actor must exist for property" );
+ Handle targetHandle = searchActor.FindChildByName( *actorName );
+ DALI_ASSERT_ALWAYS( targetHandle && "Actor must exist for property" );
- Property::Index idx( targetActor.GetPropertyIndex( *property ) );
+ Property::Index idx( targetHandle.GetPropertyIndex( *property ) );
- // A limitation here is that its possible that between binding to the signal and
- // the signal call that the ShaderEffect of the targetActor has been changed.
- // However this is a unlikely use case especially when using scripts.
+ // if the property is not found from the (actor) handle, try to downcast it to renderable actor
+ // to allow animating shader uniforms
if( idx == Property::INVALID_INDEX )
{
- if( ShaderEffect effect = targetActor.GetShaderEffect() )
+ RenderableActor renderable = RenderableActor::DownCast( targetHandle );
+ if( renderable )
{
- idx = effect.GetPropertyIndex( *property );
- if(idx != Property::INVALID_INDEX)
+ // A limitation here is that its possible that between creation of animation
+ // and running it the ShaderEffect of the actor has been changed.
+ // However this is a unlikely use case especially when using scripts.
+ if( ShaderEffect effect = renderable.GetShaderEffect() )
{
- targetActor = effect;
- }
- else
- {
- DALI_SCRIPT_WARNING( "Cannot find property on object or ShaderEffect\n" );
- continue;
+ idx = effect.GetPropertyIndex( *property );
+ if(idx != Property::INVALID_INDEX)
+ {
+ targetHandle = effect;
+ }
+ else
+ {
+ DALI_SCRIPT_WARNING( "Cannot find property on object or ShaderEffect\n" );
+ continue;
+ }
}
}
else
continue;
}
- Property prop( Property( targetActor, idx ) );
+ Property prop( Property( targetHandle, idx ) );
Property::Value propValue;
// these are the defaults
if( SetPropertyFromNode( *image, Property::MAP, propertyMap, constant ) )
{
propertyMap.SetValue(KEYNAME_TYPE, Property::Value(std::string("FrameBufferImage")));
- ret = Dali::Scripting::NewImage( propertyMap );
+ ret = FrameBufferImage::DownCast( Dali::Scripting::NewImage( propertyMap ) );
mFrameBufferImageLut[ name ] = ret;
}
}