}
else
{
- mImpl->mCustomShader = new Impl::CustomShader( shaderMap );
+ mImpl->mCustomShader = new Impl::CustomShader( shaderMap );
}
}
-void Visual::Base::Initialize( Actor& actor, const Property::Map& propertyMap )
+void Visual::Base::SetProperties( const Property::Map& propertyMap )
{
Property::Value* customShaderValue = propertyMap.Find( Toolkit::Visual::Property::SHADER, CUSTOM_SHADER );
if( customShaderValue )
}
}
- DoInitialize( actor, propertyMap );
+ DoSetProperties( propertyMap );
+}
+
+void Visual::Base::SetName( const std::string& name )
+{
+ mImpl->mName = name;
+}
+
+const std::string& Visual::Base::GetName()
+{
+ return mImpl->mName;
}
void Visual::Base::SetSize( const Vector2& size )
void Visual::Base::SetOffStage( Actor& actor )
{
- if( GetIsOnStage() )
+ if( IsOnStage() )
{
DoSetOffStage( actor );
mImpl->mRenderer.Reset();
}
-bool Visual::Base::GetIsOnStage() const
+bool Visual::Base::IsOnStage() const
{
return mImpl->mFlags & Impl::IS_ON_STAGE;
}
-bool Visual::Base::GetIsFromCache() const
+bool Visual::Base::IsFromCache() const
{
return mImpl->mFlags & Impl::IS_FROM_CACHE;
}