#include <dali-toolkit/dali-toolkit.h>
#include <dali-toolkit/devel-api/visual-factory/transition-data.h>
#include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
-#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
#include "dummy-control.h"
using namespace Dali;
Renderer renderer = actor.GetRendererAt(0);
Property::Index mixColorIndex = DevelHandle::GetPropertyIndex( renderer, ColorVisual::Property::MIX_COLOR );
- Property::Index opacityIndex = DevelHandle::GetPropertyIndex( renderer, DevelVisual::Property::OPACITY );
+ Property::Index opacityIndex = DevelHandle::GetPropertyIndex( renderer, Visual::Property::OPACITY );
application.SendNotification();
application.Render(0);
Renderer renderer = actor.GetRendererAt(0);
Property::Index mixColorIndex = DevelHandle::GetPropertyIndex( renderer, ColorVisual::Property::MIX_COLOR );
- Property::Index opacityIndex = DevelHandle::GetPropertyIndex( renderer, DevelVisual::Property::OPACITY );
+ Property::Index opacityIndex = DevelHandle::GetPropertyIndex( renderer, Visual::Property::OPACITY );
application.SendNotification();
application.Render(0);
Renderer renderer = actor.GetRendererAt(0);
Property::Index mixColorIndex = DevelHandle::GetPropertyIndex( renderer, PrimitiveVisual::Property::MIX_COLOR );
- Property::Index opacityIndex = DevelHandle::GetPropertyIndex( renderer, DevelVisual::Property::OPACITY );
+ Property::Index opacityIndex = DevelHandle::GetPropertyIndex( renderer, Visual::Property::OPACITY );
application.SendNotification();
application.Render(0);
Renderer renderer = actor.GetRendererAt(0);
Property::Index mixColorIndex = DevelHandle::GetPropertyIndex( renderer, ColorVisual::Property::MIX_COLOR );
- Property::Index opacityIndex = DevelHandle::GetPropertyIndex( renderer, DevelVisual::Property::OPACITY );
+ Property::Index opacityIndex = DevelHandle::GetPropertyIndex( renderer, Visual::Property::OPACITY );
application.SendNotification();
application.Render(0);
Renderer renderer = actor.GetRendererAt(0);
Property::Index mixColorIndex = DevelHandle::GetPropertyIndex( renderer, ColorVisual::Property::MIX_COLOR );
- Property::Index opacityIndex = DevelHandle::GetPropertyIndex( renderer, DevelVisual::Property::OPACITY );
+ Property::Index opacityIndex = DevelHandle::GetPropertyIndex( renderer, Visual::Property::OPACITY );
application.SendNotification();
application.Render(0);
Renderer renderer = actor.GetRendererAt(0);
Property::Index mixColorIdx = DevelHandle::GetPropertyIndex( renderer, ColorVisual::Property::MIX_COLOR );
- Property::Index opacityIdx = DevelHandle::GetPropertyIndex( renderer, DevelVisual::Property::OPACITY );
+ Property::Index opacityIdx = DevelHandle::GetPropertyIndex( renderer, Visual::Property::OPACITY );
tet_printf( "Test that the property has been set to target value\n");
DALI_TEST_EQUALS(renderer.GetProperty<Vector3>(mixColorIdx), Vector3(Color::RED), 0.001, TEST_LOCATION);
Renderer renderer = actor.GetRendererAt(0);
Property::Index mixColorIdx = DevelHandle::GetPropertyIndex( renderer, ColorVisual::Property::MIX_COLOR );
- Property::Index opacityIdx = DevelHandle::GetPropertyIndex( renderer, DevelVisual::Property::OPACITY );
+ Property::Index opacityIdx = DevelHandle::GetPropertyIndex( renderer, Visual::Property::OPACITY );
tet_printf( "Test that the property has been set to target value\n");
DALI_TEST_EQUALS(renderer.GetProperty<Vector3>(mixColorIdx), Vector3(Color::RED), 0.001, TEST_LOCATION);