*
*/
+// EXTERNAL INCLUDEs
+#include <cstring>
+
// INTERNAL INCLUDES
#include <dali/public-api/object/property.h> // Dali::Property
#include <dali/public-api/object/property-index-ranges.h> // DEFAULT_DERIVED_HANDLE_PROPERTY_START_INDEX
#include <dali/internal/event/common/property-helper.h> // Dali::Internal::PropertyDetails
+#include <dali/internal/event/common/stage-impl.h>
+#include <dali/internal/update/common/animatable-property.h>
+#include <dali/internal/update/common/property-owner-messages.h>
+#include <dali/internal/update/manager/update-manager.h>
namespace Dali
{
namespace Internal
{
class PropertyMetadata;
+class AnimatablePropertyMetadata;
+class CustomPropertyMetadata;
class PropertyInputImpl;
namespace SceneGraph
} // namespace SceneGraph
+// Typedefs to allow object methods to be passed via parameter
+typedef AnimatablePropertyMetadata* (Object::*FindAnimatablePropertyMethod)( Property::Index index ) const;
+typedef CustomPropertyMetadata* (Object::*FindCustomPropertyMethod)( Property::Index index ) const;
+
+
/**
* Helper template class to be used by class that implement Object
*
* MyObjectImpl::GetDefaultPropertyCount();
* </pre>
*/
-
template<int DEFAULT_PROPERTY_COUNT>
struct ObjectImplHelper
{
void GetDefaultPropertyIndices( Property::IndexContainer& indices ) const
{
- indices.reserve( DEFAULT_PROPERTY_COUNT );
+ indices.Reserve( DEFAULT_PROPERTY_COUNT );
- for( unsigned int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i )
+ for( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i )
{
- indices.push_back( DEFAULT_OBJECT_PROPERTY_START_INDEX + i );
+ indices.PushBack( DEFAULT_OBJECT_PROPERTY_START_INDEX + i );
}
}
Property::Index index = Property::INVALID_INDEX;
// Look for name in default properties
- for( unsigned int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i )
+ for( int i = 0; i < DEFAULT_PROPERTY_COUNT; ++i )
{
const Internal::PropertyDetails* property = &DEFAULT_PROPERTY_DETAILS[ i ];
if( 0 == strcmp( name.c_str(), property->name ) ) // dont want to convert rhs to string
return type;
}
- void SetDefaultProperty( Property::Index index,
- const Property::Value& property ) const
+ // Get the (animatable) scene graph property. (All registered scene graph properties are animatable)
+ const SceneGraph::PropertyBase* GetRegisteredSceneGraphProperty(
+ const Object* object,
+ FindAnimatablePropertyMethod findAnimatablePropertyMethod,
+ FindCustomPropertyMethod findCustomPropertyMethod,
+ Property::Index index ) const
{
- // TODO: MESH_REWORK
- DALI_ASSERT_ALWAYS( false && "TODO: MESH_REWORK" );
+ const SceneGraph::PropertyBase* property = NULL;
+ if ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX && index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX )
+ {
+ AnimatablePropertyMetadata* animatable = (object->*findAnimatablePropertyMethod)( index );
+ DALI_ASSERT_ALWAYS( animatable && "Property index is invalid" );
+ property = animatable->GetSceneGraphProperty();
+ }
+ else if ( ( index > CHILD_PROPERTY_REGISTRATION_START_INDEX ) && // Child properties are also stored as custom properties
+ ( index <= PROPERTY_CUSTOM_MAX_INDEX ) )
+ {
+ CustomPropertyMetadata* custom = (object->*findCustomPropertyMethod)( index );
+ DALI_ASSERT_ALWAYS( custom && "Property index is invalid" );
+ property = custom->GetSceneGraphProperty();
+ }
+ return property;
}
- void SetSceneGraphProperty( Property::Index index,
+ void SetSceneGraphProperty( EventThreadServices& eventThreadServices,
+ const Object* object,
+ Property::Index index,
const PropertyMetadata& entry,
const Property::Value& value ) const
{
- // TODO: MESH_REWORK
- DALI_ASSERT_ALWAYS( false && "TODO: MESH_REWORK" );
- }
+ const SceneGraph::PropertyOwner* sceneObject = object->GetSceneObject();
- Property::Value GetDefaultProperty( Property::Index index ) const
- {
- Property::Value value;
+ switch ( entry.GetType() )
+ {
+ case Property::BOOLEAN:
+ {
+ const SceneGraph::AnimatableProperty<bool>* property = dynamic_cast< const SceneGraph::AnimatableProperty<bool>* >( entry.GetSceneGraphProperty() );
+ DALI_ASSERT_DEBUG( NULL != property );
- // TODO: MESH_REWORK
- DALI_ASSERT_ALWAYS( false && "TODO: MESH_REWORK" );
+ // property is being used in a separate thread; queue a message to set the property
+ SceneGraph::AnimatablePropertyMessage<bool>::Send( eventThreadServices, sceneObject, property, &SceneGraph::AnimatableProperty<bool>::Bake, value.Get<bool>() );
- return value;
- }
+ break;
+ }
- const SceneGraph::PropertyOwner* GetPropertyOwner() const
- {
- // TODO: MESH_REWORK
- DALI_ASSERT_ALWAYS( false && "TODO: MESH_REWORK" );
- return 0;
- }
+ case Property::FLOAT:
+ {
+ const SceneGraph::AnimatableProperty<float>* property = dynamic_cast< const SceneGraph::AnimatableProperty<float>* >( entry.GetSceneGraphProperty() );
+ DALI_ASSERT_DEBUG( NULL != property );
- const SceneGraph::PropertyBase* GetSceneObjectAnimatableProperty( Property::Index index ) const
- {
- // TODO: MESH_REWORK
- DALI_ASSERT_ALWAYS( false && "TODO: MESH_REWORK" );
- return 0;
- }
+ // property is being used in a separate thread; queue a message to set the property
+ SceneGraph::AnimatablePropertyMessage<float>::Send( eventThreadServices, sceneObject, property, &SceneGraph::AnimatableProperty<float>::Bake, value.Get<float>() );
- const PropertyInputImpl* GetSceneObjectInputProperty( Property::Index index ) const
- {
- // TODO: MESH_REWORK
- DALI_ASSERT_ALWAYS( false && "TODO: MESH_REWORK" );
- return 0;
- }
+ break;
+ }
- int GetPropertyComponentIndex( Property::Index index ) const
- {
- // TODO: MESH_REWORK
- DALI_ASSERT_ALWAYS( false && "TODO: MESH_REWORK" );
- return 0;
- }
+ case Property::INTEGER:
+ {
+ const SceneGraph::AnimatableProperty<int>* property = dynamic_cast< const SceneGraph::AnimatableProperty<int>* >( entry.GetSceneGraphProperty() );
+ DALI_ASSERT_DEBUG( NULL != property );
+ // property is being used in a separate thread; queue a message to set the property
+ SceneGraph::AnimatablePropertyMessage<int>::Send( eventThreadServices, sceneObject, property, &SceneGraph::AnimatableProperty<int>::Bake, value.Get<int>() );
+
+ break;
+ }
+
+ case Property::VECTOR2:
+ {
+ const SceneGraph::AnimatableProperty<Vector2>* property = dynamic_cast< const SceneGraph::AnimatableProperty<Vector2>* >( entry.GetSceneGraphProperty() );
+ DALI_ASSERT_DEBUG( NULL != property );
+
+ // property is being used in a separate thread; queue a message to set the property
+ SceneGraph::AnimatablePropertyMessage<Vector2>::Send( eventThreadServices, sceneObject, property, &SceneGraph::AnimatableProperty<Vector2>::Bake, value.Get<Vector2>() );
+
+ break;
+ }
+
+ case Property::VECTOR3:
+ {
+ const SceneGraph::AnimatableProperty<Vector3>* property = dynamic_cast< const SceneGraph::AnimatableProperty<Vector3>* >( entry.GetSceneGraphProperty() );
+ DALI_ASSERT_DEBUG( NULL != property );
+
+ // property is being used in a separate thread; queue a message to set the property
+ SceneGraph::AnimatablePropertyMessage<Vector3>::Send( eventThreadServices, sceneObject, property, &SceneGraph::AnimatableProperty<Vector3>::Bake, value.Get<Vector3>() );
+
+ break;
+ }
+
+ case Property::VECTOR4:
+ {
+ const SceneGraph::AnimatableProperty<Vector4>* property = dynamic_cast< const SceneGraph::AnimatableProperty<Vector4>* >( entry.GetSceneGraphProperty() );
+ DALI_ASSERT_DEBUG( NULL != property );
+
+ // property is being used in a separate thread; queue a message to set the property
+ SceneGraph::AnimatablePropertyMessage<Vector4>::Send( eventThreadServices, sceneObject, property, &SceneGraph::AnimatableProperty<Vector4>::Bake, value.Get<Vector4>() );
+
+ break;
+ }
+
+ case Property::ROTATION:
+ {
+ const SceneGraph::AnimatableProperty<Quaternion>* property = dynamic_cast< const SceneGraph::AnimatableProperty<Quaternion>* >( entry.GetSceneGraphProperty() );
+ DALI_ASSERT_DEBUG( NULL != property );
+
+ // property is being used in a separate thread; queue a message to set the property
+ SceneGraph::AnimatablePropertyMessage<Quaternion>::Send( eventThreadServices, sceneObject, property,&SceneGraph::AnimatableProperty<Quaternion>::Bake, value.Get<Quaternion>() );
+
+ break;
+ }
+
+ case Property::MATRIX:
+ {
+ const SceneGraph::AnimatableProperty<Matrix>* property = dynamic_cast< const SceneGraph::AnimatableProperty<Matrix>* >( entry.GetSceneGraphProperty() );
+ DALI_ASSERT_DEBUG( NULL != property );
+
+ // property is being used in a separate thread; queue a message to set the property
+ SceneGraph::AnimatablePropertyMessage<Matrix>::Send( eventThreadServices, sceneObject, property,&SceneGraph::AnimatableProperty<Matrix>::Bake, value.Get<Matrix>() );
+
+ break;
+ }
+
+ case Property::MATRIX3:
+ {
+ const SceneGraph::AnimatableProperty<Matrix3>* property = dynamic_cast< const SceneGraph::AnimatableProperty<Matrix3>* >( entry.GetSceneGraphProperty() );
+ DALI_ASSERT_DEBUG( NULL != property );
+
+ // property is being used in a separate thread; queue a message to set the property
+ SceneGraph::AnimatablePropertyMessage<Matrix3>::Send( eventThreadServices, sceneObject, property, &SceneGraph::AnimatableProperty<Matrix3>::Bake, value.Get<Matrix3>() );
+
+ break;
+ }
+
+ default:
+ {
+ // ignore non-scene-graph types
+ }
+ }
+ }
};