#include <dali/devel-api/scripting/scripting.h>
// 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
+
+PrimitiveVisualPtr PrimitiveVisual::New( VisualFactoryCache& factoryCache )
+{
+ return new PrimitiveVisual( factoryCache );
+}
PrimitiveVisual::PrimitiveVisual( VisualFactoryCache& factoryCache )
: Visual::Base( factoryCache ),
{
}
-void PrimitiveVisual::DoInitialize( Actor& actor, const Property::Map& propertyMap )
+void PrimitiveVisual::DoSetProperties( const Property::Map& propertyMap )
{
//Find out which shape to renderer.
Property::Value* primitiveTypeValue = propertyMap.Find( Toolkit::PrimitiveVisual::Property::SHAPE, PRIMITIVE_SHAPE );
void PrimitiveVisual::DoCreatePropertyMap( Property::Map& map ) const
{
map.Clear();
- map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::PRIMITIVE );
+ map.Insert( Toolkit::VisualProperty::TYPE, Toolkit::Visual::PRIMITIVE );
map.Insert( Toolkit::PrimitiveVisual::Property::SHAPE, mPrimitiveType );
map.Insert( Toolkit::PrimitiveVisual::Property::MIX_COLOR, mColor );
map.Insert( Toolkit::PrimitiveVisual::Property::SLICES, mSlices );
map.Insert( Toolkit::PrimitiveVisual::Property::LIGHT_POSITION, mLightPosition );
}
+void PrimitiveVisual::DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue )
+{
+ // TODO
+}
+
+Dali::Property::Value PrimitiveVisual::DoGetProperty( Dali::Property::Index index )
+{
+ // TODO
+ return Dali::Property::Value();
+}
+
void PrimitiveVisual::InitializeRenderer()
{
if( !mGeometry )