#include <stdlib.h>
#include <dali-toolkit-test-suite-utils.h>
#include <dali.h>
+#include <dali/devel-api/object/handle-devel.h>
#include <dali-toolkit/dali-toolkit.h>
#include <dali-toolkit/devel-api/visual-factory/transition-data.h>
#include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
DALI_TEST_CHECK( anim );
Renderer renderer = actor.GetRendererAt(0);
- Property::Index mixColorIndex = renderer.GetPropertyIndex( ColorVisual::Property::MIX_COLOR );
+ Property::Index mixColorIndex = DevelHandle::GetPropertyIndex( renderer, ColorVisual::Property::MIX_COLOR );
application.SendNotification();
application.Render(0);
DALI_TEST_CHECK( anim );
Renderer renderer = actor.GetRendererAt(0);
- Property::Index mixColorIndex = renderer.GetPropertyIndex( ColorVisual::Property::MIX_COLOR );
+ Property::Index mixColorIndex = DevelHandle::GetPropertyIndex( renderer, ColorVisual::Property::MIX_COLOR );
application.SendNotification();
application.Render(0);
application.SendNotification();
Renderer renderer = actor.GetRendererAt(0);
- Property::Index mixColorIdx = renderer.GetPropertyIndex(ColorVisual::Property::MIX_COLOR);
+ Property::Index mixColorIdx = DevelHandle::GetPropertyIndex( renderer, ColorVisual::Property::MIX_COLOR );
tet_printf( "Test that the property has been set to target value\n");
DALI_TEST_EQUALS(renderer.GetProperty<Vector4>(mixColorIdx), Color::RED, 0.001, TEST_LOCATION);
application.SendNotification();
Renderer renderer = actor.GetRendererAt(0);
- Property::Index mixColorIdx = renderer.GetPropertyIndex(ColorVisual::Property::MIX_COLOR);
+ Property::Index mixColorIdx = DevelHandle::GetPropertyIndex( renderer, ColorVisual::Property::MIX_COLOR );
tet_printf( "Test that the property has been set to target value\n");
DALI_TEST_EQUALS(renderer.GetProperty<Vector4>(mixColorIdx), Color::RED, 0.001, TEST_LOCATION);
application.SendNotification();
Renderer renderer = actor.GetRendererAt(0);
- Property::Index mixColorIdx = renderer.GetPropertyIndex(ColorVisual::Property::MIX_COLOR);
+ Property::Index mixColorIdx = DevelHandle::GetPropertyIndex( renderer, ColorVisual::Property::MIX_COLOR );
tet_printf( "Test that the property has been set to target value\n");
DALI_TEST_EQUALS(renderer.GetProperty<Vector4>(mixColorIdx), Color::RED, 0.001, TEST_LOCATION);
#include <dali/public-api/rendering/renderer.h>
#include <dali/public-api/rendering/texture-set.h>
#include <dali/public-api/rendering/shader.h>
+#include <dali/devel-api/object/handle-devel.h>
#include <dali-toolkit/devel-api/visual-factory/visual-factory.h>
#include <dali-toolkit/devel-api/visuals/text-visual-properties.h>
#include <dali-toolkit/devel-api/visuals/visual-properties-devel.h>
DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION);
Renderer renderer = actor.GetRendererAt(0);
- Property::Index index = renderer.GetPropertyIndex( BorderVisual::Property::COLOR );
+ Property::Index index = DevelHandle::GetPropertyIndex( renderer, BorderVisual::Property::COLOR );
Animation animation = Animation::New(4.0f);
animation.AnimateTo( Property(renderer, index), Color::WHITE );
DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION);
Renderer renderer = actor.GetRendererAt(0);
- Property::Index index = renderer.GetPropertyIndex( BorderVisual::Property::SIZE );
+ Property::Index index = DevelHandle::GetPropertyIndex( renderer, BorderVisual::Property::SIZE );
Animation animation = Animation::New(4.0f);
animation.AnimateTo( Property(renderer, index), 9.0f );
DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION);
Renderer renderer = actor.GetRendererAt(0);
- Property::Index index = renderer.GetPropertyIndex( ColorVisual::Property::MIX_COLOR );
+ Property::Index index = DevelHandle::GetPropertyIndex( renderer, ColorVisual::Property::MIX_COLOR );
Animation animation = Animation::New(4.0f);
animation.AnimateTo( Property(renderer, index), Color::WHITE );
DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION);
Renderer renderer = actor.GetRendererAt(0);
- Property::Index index = renderer.GetPropertyIndex( PrimitiveVisual::Property::MIX_COLOR );
+ Property::Index index = DevelHandle::GetPropertyIndex( renderer, PrimitiveVisual::Property::MIX_COLOR );
// The property isn't registered on the renderer, it's instead registered on the shader.
DALI_TEST_EQUALS( index, Property::INVALID_INDEX, TEST_LOCATION );
// EXTERNAL INCLUDES
#include <dali/integration-api/debug.h>
+#include <dali/devel-api/object/handle-devel.h>
// INTERNAL INCLUDES
#include <dali-toolkit/public-api/visuals/border-visual-properties.h>
{
InitializeRenderer();
- mBorderColorIndex = (mImpl->mRenderer).RegisterProperty( Toolkit::BorderVisual::Property::COLOR, COLOR_NAME, mBorderColor );
+ mBorderColorIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::BorderVisual::Property::COLOR, COLOR_NAME, mBorderColor );
if( mBorderColor.a < 1.f || mAntiAliasing)
{
mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
}
- mBorderSizeIndex = (mImpl->mRenderer).RegisterProperty( Toolkit::BorderVisual::Property::SIZE, SIZE_NAME, mBorderSize );
+ mBorderSizeIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::BorderVisual::Property::SIZE, SIZE_NAME, mBorderSize );
actor.AddRenderer( mImpl->mRenderer );
}
// EXTERNAL INCLUDES
#include <dali/integration-api/debug.h>
+#include <dali/devel-api/object/handle-devel.h>
//INTERNAL INCLUDES
#include <dali-toolkit/public-api/visuals/color-visual-properties.h>
mImpl->mRenderer = Renderer::New( geometry, shader );
- mMixColorIndex = mImpl->mRenderer.RegisterProperty( Toolkit::ColorVisual::Property::MIX_COLOR, COLOR_NAME, mMixColor );
+ mMixColorIndex = DevelHandle::RegisterProperty( mImpl->mRenderer, Toolkit::ColorVisual::Property::MIX_COLOR, COLOR_NAME, mMixColor );
if( mMixColor.a < 1.f )
{
mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
#include <dali/integration-api/debug.h>
#include <dali/public-api/common/stage.h>
#include <dali/public-api/common/constants.h>
+#include <dali/devel-api/object/handle-devel.h>
#include <dali/devel-api/scripting/enum-helper.h>
#include <dali/devel-api/scripting/scripting.h>
mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f );
mShader.RegisterProperty( LIGHT_POSITION_UNIFORM_NAME, mLightPosition );
mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix );
- mShader.RegisterProperty( Toolkit::PrimitiveVisual::Property::MIX_COLOR, COLOR_UNIFORM_NAME, mColor );
+ DevelHandle::RegisterProperty( mShader, Toolkit::PrimitiveVisual::Property::MIX_COLOR, COLOR_UNIFORM_NAME, mColor );
mShader.RegisterProperty( OBJECT_DIMENSIONS_UNIFORM_NAME, mObjectDimensions );
}
#include <dali/public-api/rendering/renderer.h>
#include <dali/public-api/size-negotiation/relayout-container.h>
#include <dali/devel-api/common/owner-container.h>
+#include <dali/devel-api/object/handle-devel.h>
#include <dali/devel-api/scripting/scripting.h>
#include <dali/integration-api/debug.h>
if( iter != visuals.End() )
{
Actor self = controlImpl.Self();
- Property::Index index = self.GetPropertyIndex( propertyKey );
+ Property::Index index = DevelHandle::GetPropertyIndex( self, propertyKey );
if( index != Property::INVALID_INDEX )
{
// It's an actor property:
{
// @todo Need to use correct renderer index
Renderer renderer = self.GetRendererAt(0);
- Property::Index index = renderer.GetPropertyIndex( propertyKey );
+ Property::Index index = DevelHandle::GetPropertyIndex( renderer, propertyKey );
if( index != Property::INVALID_INDEX )
{
// It's a renderer property:
Actor child = Self().FindChildByName( animator->objectName );
if( child )
{
- Property::Index propertyIndex = child.GetPropertyIndex( animator->propertyKey );
+ Property::Index propertyIndex = DevelHandle::GetPropertyIndex( child, animator->propertyKey );
handleIndex = HandleIndex( child, propertyIndex );
}
else