#include <fstream>
//INTERNAL INCLUDES
+#include <dali-toolkit/devel-api/visual-factory/devel-visual-properties.h>
#include <dali-toolkit/internal/visuals/visual-base-data-impl.h>
namespace Dali
}\n
);
-} // namespace
+} // unnamed namespace
+
+MeshVisualPtr MeshVisual::New( VisualFactoryCache& factoryCache )
+{
+ return new MeshVisual( factoryCache );
+}
MeshVisual::MeshVisual( VisualFactoryCache& factoryCache )
: Visual::Base( factoryCache ),
{
}
-void MeshVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
+void MeshVisual::DoSetProperties( const Property::Map& propertyMap )
{
Property::Value* objectUrl = propertyMap.Find( Toolkit::MeshVisual::Property::OBJECT_URL, OBJECT_URL_NAME );
if( !objectUrl || !objectUrl->Get( mObjectUrl ) )
void MeshVisual::DoCreatePropertyMap( Property::Map& map ) const
{
map.Clear();
- map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::MESH );
+ map.Insert( Toolkit::VisualProperty::TYPE, Toolkit::Visual::MESH );
map.Insert( Toolkit::MeshVisual::Property::OBJECT_URL, mObjectUrl );
map.Insert( Toolkit::MeshVisual::Property::MATERIAL_URL, mMaterialUrl );
map.Insert( Toolkit::MeshVisual::Property::TEXTURES_PATH, mTexturesPath );
map.Insert( Toolkit::MeshVisual::Property::LIGHT_POSITION, mLightPosition );
}
+void MeshVisual::DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue )
+{
+ // TODO
+}
+
+Dali::Property::Value MeshVisual::DoGetProperty( Dali::Property::Index index )
+{
+ // TODO
+ return Dali::Property::Value();
+}
+
void MeshVisual::InitializeRenderer()
{
//Try to load the geometry from the file.