#include <string.h>
#include <dali/devel-api/rendering/shader.h>
-namespace
+namespace Dali
+{
+
+namespace Toolkit
+{
+
+/**
+ * @brief Only registers the required property if it has not registered it before.
+ *
+ * @tparam T The type of the property.
+ *
+ * @param[in] actor The actor to register the property with.
+ * @param[in] name The name of the property.
+ * @param[in] value The value the property should be set to.
+ */
+template < typename T>
+DALI_INTERNAL void SafeSetCustomProperty( Dali::Actor& actor, const std::string& name, const T& value )
{
- template < typename T>
- void SafeSetCustomProperty( Dali::Actor& actor, const std::string& name, const T& value )
+ Dali::Property::Index index = actor.GetPropertyIndex( name );
+ if ( Dali::Property::INVALID_INDEX == index )
{
- Dali::Property::Index index = actor.GetPropertyIndex( name );
- if ( Dali::Property::INVALID_INDEX == index )
- {
- index = actor.RegisterProperty( name, value );
- }
- else
- {
- actor.SetProperty( index, value );
- }
+ index = actor.RegisterProperty( name, value );
}
-
- template < typename T>
- void SafeSetCustomProperty( Dali::Actor& actor, const std::string& name, const T& value, Dali::Property::AccessMode accessMode )
+ else
{
- Dali::Property::Index index = actor.GetPropertyIndex( name );
- if ( Dali::Property::INVALID_INDEX == index )
- {
- index = actor.RegisterProperty( name, value, accessMode );
- }
- else
- {
- actor.SetProperty( index, value );
- }
+ actor.SetProperty( index, value );
}
+}
-};
-
-namespace Dali
-{
-
-namespace Toolkit
+/**
+ * @brief Only registers the required property if it has not registered it before.
+ *
+ * @tparam T The type of the property.
+ *
+ * @param[in] actor The actor to register the property with.
+ * @param[in] name The name of the property.
+ * @param[in] value The value the property should be set to.
+ * @param[in] accessMode The accessMode required for the property.
+ */
+template < typename T>
+DALI_INTERNAL void SafeSetCustomProperty( Dali::Actor& actor, const std::string& name, const T& value, Dali::Property::AccessMode accessMode )
{
+ Dali::Property::Index index = actor.GetPropertyIndex( name );
+ if ( Dali::Property::INVALID_INDEX == index )
+ {
+ index = actor.RegisterProperty( name, value, accessMode );
+ }
+ else
+ {
+ actor.SetProperty( index, value );
+ }
+}
/**
* @brief Set the dissolve central line.
vertexShaderString.append( vertexShader );
fragmentShaderString.append( fragmentShader );
- customShader[ "vertex-shader" ] = vertexShaderString;
- customShader[ "fragment-shader" ] = fragmentShaderString;
+ customShader[ "vertexShader" ] = vertexShaderString;
+ customShader[ "fragmentShader" ] = fragmentShaderString;
- customShader[ "subdivide-grid-x" ] = 20;
- customShader[ "subdivide-grid-y" ] = 20;
+ customShader[ "subdivideGridX" ] = 20;
+ customShader[ "subdivideGridY" ] = 20;
- customShader[ "hints" ] = "output-is-transparent";
+ customShader[ "hints" ] = "outputIsTransparent";
map[ "shader" ] = customShader;
return map;