1 #ifndef DALI_SCENE3D_LOADER_DLI_INPUT_PARAMETER_H
2 #define DALI_SCENE3D_LOADER_DLI_INPUT_PARAMETER_H
4 * Copyright (c) 2023 Samsung Electronics Co., Ltd.
6 * Licensed under the Apache License, Version 2.0 (the "License");
7 * you may not use this file except in compliance with the License.
8 * You may obtain a copy of the License at
10 * http://www.apache.org/licenses/LICENSE-2.0
12 * Unless required by applicable law or agreed to in writing, software
13 * distributed under the License is distributed on an "AS IS" BASIS,
14 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
15 * See the License for the specific language governing permissions and
16 * limitations under the License.
24 #include <dali-scene3d/public-api/api.h>
25 #include <dali-scene3d/public-api/loader/model-loader.h>
27 namespace Dali::Scene3D::Loader
29 class DliInputParameter : public ModelLoader::InputParameter
32 using ConvertFontCode = void (*)(const std::string& code, std::string& fontFamily, std::string& slant, std::string& weight, float& size);
33 using ConvertColorCode = Vector4 (*)(const std::string& code);
34 using CategoryProcessor = std::function<void(Property::Array&& categoryData, StringCallback onError)>;
35 using CategoryProcessorVector = std::vector<std::pair<std::string /*name*/, CategoryProcessor>>;
36 using NodeProcessor = std::function<void(const Dali::Scene3D::Loader::NodeDefinition& nodeDef,
37 Property::Map&& nodeData,
38 StringCallback onError)>;
39 using AnimationProcessor = std::function<void(const AnimationDefinition& animDef,
40 Property::Map&& animData,
41 StringCallback onError)>;
45 * @brief The absolute path of animation binaries referenced in the .dli.
47 std::string mAnimationsPath;
50 * @brief Provides a facility to determine a color from a code instead of RGB(A) values.
52 ConvertColorCode mConvertColorCode{nullptr};
55 * @brief A collection of handlers, mapped to the names of the top level (i.e. below
56 * root) element, whom they will attempt to process. This will take place before
57 * the parsing of scene Nodes and Animations, but after skeletons, environment, mesh,
58 * shader and material resources.
60 CategoryProcessorVector mPreNodeCategoryProcessors;
63 * @brief A collection of handlers, mapped to the names of the top level (i.e. below
64 * root) element, whom they will attempt to process. This will take place after
65 * the parsing of the scene Nodes and Animations.
67 CategoryProcessorVector mPostNodeCategoryProcessors;
70 * @brief Provides an extension point to nodes. If provided, this function will be
71 * called with each JSON element and definition, of a scene node.
72 * @note Constraints rely on ID resolution (from .dli to scene definition), which
73 * takes place after the parsing of the nodes; therefore AT THIS POINT the node
74 * IDs seen in constraints will still be the .dli IDs - NOT to be relied on for
75 * indexing into mScene.
77 NodeProcessor mNodePropertyProcessor{nullptr};
80 * @brief Provides an extension point to animations. If provided, this function will be
81 * called with each JSON element and fully processed definition, of an animation.
83 AnimationProcessor mAnimationPropertyProcessor;
86 } // namespace Dali::Scene3D::Loader
88 #endif // DALI_SCENE3D_LOADER_DLI_INPUT_PARAMETER_H