+ mImpl->mMixColor = color;
+
+ if( mImpl->mRenderer )
+ {
+ mImpl->mRenderer.SetProperty( mImpl->mMixColorIndex, Vector3(color) );
+ mImpl->mRenderer.SetProperty( mImpl->mOpacityIndex, color.a );
+ if( color.a < 1.f )
+ {
+ mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
+ }
+ }
+}
+
+void Visual::Base::SetMixColor( const Vector3& color )
+{
+ mImpl->mMixColor.r = color.r;
+ mImpl->mMixColor.g = color.g;
+ mImpl->mMixColor.b = color.b;
+
+ if( mImpl->mRenderer )
+ {
+ mImpl->mRenderer.SetProperty( mImpl->mMixColorIndex, color );
+ }
+}
+
+const Vector4& Visual::Base::GetMixColor() const
+{
+ return mImpl->mMixColor;
+}
+
+Renderer Visual::Base::GetRenderer()
+{
+ return mImpl->mRenderer;
+}
+
+Property::Index Visual::Base::GetPropertyIndex( Property::Key key )
+{
+ Property::Index index = DevelHandle::GetPropertyIndex( mImpl->mRenderer, key );
+
+ if( index == Property::INVALID_INDEX )
+ {
+ // Is it a shader property?
+ Shader shader = mImpl->mRenderer.GetShader();
+ index = DevelHandle::GetPropertyIndex( shader, key );
+ if( index != Property::INVALID_INDEX )
+ {
+ // Yes - we should register it in the Renderer so it can be set / animated
+ // independently, as shaders are shared across multiple renderers.
+ std::string keyName;
+ Property::Index keyIndex( Property::INVALID_KEY );
+ if( key.type == Property::Key::INDEX )
+ {
+ keyName = shader.GetPropertyName( index );
+ keyIndex = key.indexKey;
+ }
+ else
+ {
+ keyName = key.stringKey;
+ // Leave keyIndex as INVALID_KEY - it can still be registered against the string key.
+ }
+ Property::Value value = shader.GetProperty( index );
+ index = DevelHandle::RegisterProperty( mImpl->mRenderer, keyIndex, keyName, value );
+ }
+ }
+ return index;
+}
+
+void Visual::Base::SetupTransition(
+ Dali::Animation& transition,
+ Internal::TransitionData::Animator& animator,
+ Property::Index index,
+ Property::Value& initialValue,
+ Property::Value& targetValue )
+{
+ if( index != Property::INVALID_INDEX )
+ {
+ if( mImpl->mRenderer )
+ {
+ if( animator.animate == false )
+ {
+ mImpl->mRenderer.SetProperty( index, targetValue );
+ }
+ else
+ {
+ if( animator.initialValue.GetType() != Property::NONE )
+ {
+ mImpl->mRenderer.SetProperty( index, initialValue );
+ }
+
+ if( ! transition )
+ {
+ transition = Dali::Animation::New( 0.1f );
+ }
+
+ transition.AnimateTo( Property( mImpl->mRenderer, index ),
+ targetValue,
+ animator.alphaFunction,
+ TimePeriod( animator.timePeriodDelay,
+ animator.timePeriodDuration ) );
+ }
+ }
+ }
+}
+
+void Visual::Base::AnimateProperty(
+ Dali::Animation& transition,
+ Internal::TransitionData::Animator& animator )
+{
+#if defined(DEBUG_ENABLED)
+ {
+ std::ostringstream oss;
+ oss << "Visual::Base::AnimateProperty(Visual:" << mImpl->mName << " Property:" << animator.propertyKey << " Target: " << animator.targetValue << std::endl;
+ DALI_LOG_INFO( gVisualBaseLogFilter, Debug::General, oss.str().c_str() );
+ }
+#endif
+
+ Property::Map map;