*
* The following properties are optional
*
- * | %Property Name | Type |
- * |---------------------------|------------------|
- * | custom-shader | MAP |
+ * | %Property Name | Type |
+ * |-------------------------|------------------|
+ * | customShader | MAP |
*
* where custom-shader is a map with the following properties:
- * | %Property Name | Type |
- * |---------------------------|------------------|
- * | vertex-shader | STRING |
- * | fragment-shader | STRING |
- * | subdivide-grid-x | INT |
- * | subdivide-grid-y | INT |
- * | shader-hints | INT |
+ * | %Property Name | Type |
+ * |-------------------------|------------------|
+ * | vertexShader | STRING |
+ * | fragmentShader | STRING |
+ * | subdivideGridX | INT |
+ * | subdivideGridY | INT |
+ * | shaderHints | INT |
*/
class ControlRenderer : public BaseObject
{
*/
void CreatePropertyMap( Property::Map& map ) const;
+ /**
+ * @brief Set whether the Pre-multiplied Alpha Blending is required
+ *
+ * @param[in] preMultipled whether alpha is pre-multiplied.
+ */
+ void EnablePreMultipliedAlpha( bool preMultipled );
+
+ /**
+ * @brief Query whether alpha is pre-multiplied.
+ *
+ * @return True is alpha is pre-multiplied, false otherwise.
+ */
+ bool IsPreMultipliedAlphaEnabled() const;
+
+ /**
+ * @brief Sets properties of custom shader
+ * @param[in] propertyMap Property map containing the custom shader data
+ */
+ void SetCustomShader( const Property::Map& propertyMap );
+
protected:
/**
* @param[in] actor The Actor the renderer is applied to if, empty if the renderer has not been applied to any Actor
* @param[in] propertyMap The properties for the requested ControlRenderer object.
*/
- virtual void DoInitialize( Actor& actor, const Property::Map& propertyMap ) = 0;
+ virtual void DoInitialize( Actor& actor, const Property::Map& propertyMap ) {};
protected: