Property::Map propertyMap;
propertyMap.Insert( Visual::Property::TYPE, Visual::PRIMITIVE );
propertyMap.Insert( PrimitiveVisual::Property::SHAPE, PrimitiveVisual::Shape::CUBE );
Property::Map propertyMap;
propertyMap.Insert( Visual::Property::TYPE, Visual::PRIMITIVE );
propertyMap.Insert( PrimitiveVisual::Property::SHAPE, PrimitiveVisual::Shape::CUBE );
propertyMap.Insert( PrimitiveVisual::Property::SLICES, 10 );
propertyMap.Insert( PrimitiveVisual::Property::STACKS, 20 );
propertyMap.Insert( PrimitiveVisual::Property::SCALE_TOP_RADIUS, 30.0f );
propertyMap.Insert( PrimitiveVisual::Property::SLICES, 10 );
propertyMap.Insert( PrimitiveVisual::Property::STACKS, 20 );
propertyMap.Insert( PrimitiveVisual::Property::SCALE_TOP_RADIUS, 30.0f );
DALI_TEST_CHECK( value );
DALI_TEST_EQUALS( value->Get<int>(), (int)PrimitiveVisual::Shape::CUBE, TEST_LOCATION );
DALI_TEST_CHECK( value );
DALI_TEST_EQUALS( value->Get<int>(), (int)PrimitiveVisual::Shape::CUBE, TEST_LOCATION );
DALI_TEST_CHECK( value );
DALI_TEST_CHECK( value->Get<Vector4>() == color );
DALI_TEST_EQUALS( value->Get<Vector4>(), color, Math::MACHINE_EPSILON_100, TEST_LOCATION );
DALI_TEST_CHECK( value );
DALI_TEST_CHECK( value->Get<Vector4>() == color );
DALI_TEST_EQUALS( value->Get<Vector4>(), color, Math::MACHINE_EPSILON_100, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION);
Renderer renderer = actor.GetRendererAt(0);
DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION);
Renderer renderer = actor.GetRendererAt(0);
// The property isn't registered on the renderer, it's instead registered on the shader.
DALI_TEST_EQUALS( index, Property::INVALID_INDEX, TEST_LOCATION );
// The property isn't registered on the renderer, it's instead registered on the shader.
DALI_TEST_EQUALS( index, Property::INVALID_INDEX, TEST_LOCATION );