namespace
{
+const char * const RENDERER_TYPE("renderer-type");
+const char * const RENDERER_TYPE_VALUE("color-renderer");
const char * const COLOR_NAME("blend-color");
const char * const COLOR_UNIFORM_NAME("uBlendColor");
//ToDo: renderer applies the offset
}
+void ColorRenderer::CreatePropertyMap( Property::Map& map ) const
+{
+ map.Clear();
+ map.Insert( RENDERER_TYPE, RENDERER_TYPE_VALUE );
+ map.Insert( COLOR_NAME, mBlendColor );
+}
+
void ColorRenderer::DoSetOnStage( Actor& actor )
{
mBlendColorIndex = (mImpl->mRenderer).RegisterProperty( COLOR_UNIFORM_NAME, mBlendColor );