// INTERNAL INCLUDES
#include <actors/layer-api.h>
#include <actors/actor-api.h>
-#include <actors/image-actor-api.h>
#include <actors/camera-actor-api.h>
#include <v8-utils.h>
#include <dali-wrapper.h>
{
v8::Persistent<v8::ObjectTemplate> ActorWrapper::mActorTemplate;
-v8::Persistent<v8::ObjectTemplate> ActorWrapper::mImageActorTemplate;
v8::Persistent<v8::ObjectTemplate> ActorWrapper::mCameraActorTemplate;
v8::Persistent<v8::ObjectTemplate> ActorWrapper::mLayerActorTemplate;
const ActorTemplate ActorTemplateLookup[]=
{
{ &ActorWrapper::mActorTemplate }, // ACTOR
- { &ActorWrapper::mImageActorTemplate }, // IMAGE_ACTOR
{ &ActorWrapper::mLayerActorTemplate }, // LAYER_ACTOR
{ &ActorWrapper::mCameraActorTemplate} // CAMERA_ACTOR
};
enum ActorApiBitMask
{
ACTOR_API = 1 << 0,
- IMAGE_ACTOR_API = 1 << 1,
- LAYER_API = 1 << 2,
- CAMERA_ACTOR_API = 1 << 3,
+ LAYER_API = 1 << 1,
+ CAMERA_ACTOR_API = 1 << 2,
};
/**
/**
* Lookup table to match a actor type with a constructor and supported API's.
- * HandleWrapper::ActorType is used to index this table
+ * ActorWrapper::ActorType is used to index this table
*/
const ActorApiStruct ActorApiLookup[]=
{
{"Actor", ActorWrapper::ACTOR, ActorApi::New, ACTOR_API },
- {"ImageActor", ActorWrapper::IMAGE_ACTOR, ImageActorApi::New, ACTOR_API | IMAGE_ACTOR_API },
{"Layer", ActorWrapper::LAYER_ACTOR, LayerApi::New, ACTOR_API | LAYER_API },
{"CameraActor",ActorWrapper::CAMERA_ACTOR, CameraActorApi::New, ACTOR_API | CAMERA_ACTOR_API },
};
else
{
// run the constructor for this type of actor so it can pull out
- // custom parameters, e.g. new ImageActor( MyImage );
+ // custom parameters;
actor = (ActorApiLookup[actorType].constructor)( args );
}
return actor;
// ignore. SetSize() use Actor.size
// ignore. GetCurrentSize() use Actor.size
{ "GetNaturalSize", ActorApi::GetNaturalSize, ACTOR_API },
+ { "GetRelayoutSize", ActorApi::GetRelayoutSize, ACTOR_API },
{ "GetWidthForHeight",ActorApi::GetWidthForHeight, ACTOR_API },
{ "GetHeightForWidth",ActorApi::GetHeightForWidth, ACTOR_API },
// ignore. SetPosition(....) use Actor.position
// ignore SetColorMode() use Actor.colorMode
// ignore GetColorMode() use Actor.colorMode
// ignore GetCurrentWorldColor() use Actor.worldColor
- // ignore SetInheritShaderEffect() use Actor.inheritShaderEffect
- // ignore GetInheritShaderEffect() use Actor.inheritShaderEffect
// ignore SetDrawMode() use Actor.drawMode
// ignore GetDrawMode() use Actor.drawMode
// ignore SetSensitive() use Actor.sensitve
{ "SetKeyboardFocusable", ActorApi::SetKeyboardFocusable, ACTOR_API }, //-- should this be a property???
{ "IsKeyboardFocusable" , ActorApi::IsKeyboardFocusable, ACTOR_API }, //-- should this be a property???
+ { "AddRenderer", ActorApi::AddRenderer, ACTOR_API },
+ { "GetRendererCount", ActorApi::GetRendererCount, ACTOR_API },
+ { "GetRendererAt" , ActorApi::GetRendererAt, ACTOR_API },
+ { "RemoveRenderer" , ActorApi::RemoveRenderer, ACTOR_API },
+
/**************************************
* Layer API (in order of layer.h)
**************************************/
{ "Raise", LayerApi::Raise, LAYER_API },
{ "Lower", LayerApi::Lower, LAYER_API },
{ "RaiseAbove", LayerApi::RaiseAbove, LAYER_API },
- { "RaiseBelow", LayerApi::LowerBelow, LAYER_API },
+ { "LowerBelow", LayerApi::LowerBelow, LAYER_API },
{ "RaiseToTop", LayerApi::RaiseToTop, LAYER_API },
- { "LowerToBottom", LayerApi::ToBottom, LAYER_API },
+ { "LowerToBottom", LayerApi::LowerToBottom, LAYER_API },
{ "MoveAbove", LayerApi::MoveAbove, LAYER_API },
{ "MoveBelow", LayerApi::MoveBelow, LAYER_API },
// ignore SetClipping, use layer.clippingEnable
// @todo SetSortFunction
/**************************************
- * Image Actor API (in order of image-actor.h)
- **************************************/
-
- { "SetImage", ImageActorApi::SetImage, IMAGE_ACTOR_API },
- { "GetImage", ImageActorApi::GetImage, IMAGE_ACTOR_API },
- // ignore SetPixelArea, use imageActor.pixelArea
- // ignore GetPixelArea, use imageActor.pixelArea
- // ignore SetStyle, use imageActor.style
- // ignore GetStyle, use imageActor.style
- // ignore SetNinePatchBorder use imageActor.border
- // ignore GetNinePatchBorder use imageActor.border
- { "SetSortModifier", ImageActorApi::SetSortModifier, IMAGE_ACTOR_API },
- { "GetSortModifier", ImageActorApi::GetSortModifier, IMAGE_ACTOR_API },
- { "SetBlendMode", ImageActorApi::SetBlendMode, IMAGE_ACTOR_API },
- { "GetBlendMode", ImageActorApi::GetBlendMode, IMAGE_ACTOR_API },
- { "SetBlendFunc", ImageActorApi::SetBlendFunc, IMAGE_ACTOR_API },
- { "GetBlendFunc", ImageActorApi::GetBlendFunc, IMAGE_ACTOR_API },
- { "SetShaderEffect", ImageActorApi::SetShaderEffect, IMAGE_ACTOR_API },
- { "GetShaderEffect", ImageActorApi::GetShaderEffect, IMAGE_ACTOR_API },
- { "RemoveShaderEffect", ImageActorApi::RemoveShaderEffect,IMAGE_ACTOR_API },
- // ignore SetFadeIn use imageActor.fadeIn
- // ignore GetFadeIn use imageActor.fadeIn
- // ignore SetFadeInDuration use imageActor.fadeInDuration
- // ignore GetFadeInDuration use imageActor.fadeInDuration
- //{ "GetCurrentImageSize", ImageActorApi::GetCurrentImageSize, IMAGE_ACTOR_API },
-
- /**************************************
- * Mesh Actor API (in order of mesh-actor.h)
- **************************************/
- // @todo a version of MeshActor::New( mesh )
- // @todo a version of MeshActor::New( AnimatableMesh )
- // @todo SetMaterial
- // @todo GetMaterial
- // @todo BindBonesToMesh
-
- /**************************************
* Camera Actor API (in order of camera.h)
**************************************/
// ignore SetType use camera.type
// create an instance of the template
v8::Local<v8::Object> localObject = objectTemplate->NewInstance();
- // create teh actor object
+ // create the actor object
ActorWrapper* pointer = new ActorWrapper( actor, Dali::V8Plugin::DaliWrapper::Get().GetDaliGarbageCollector() );
// assign the JavaScript object to the wrapper.
const ActorFunctions property = ActorFunctionTable[i];
// check to see if the actor supports a certain type of API
- // e.g. ImageActor will support ACTOR_API, RENDERABLE_API and IMAGE_ACTOR_API
+ // e.g. Layer will support ACTOR_API and LAYER_API
if( supportApis & property.api )
{
std::string funcName = V8Utils::GetJavaScriptFunctionName( property.name);
return;
}
- // find out the callee function name...e.g. ImageActor, MeshActor
+ // find out the callee function name...e.g. CameraActor
v8::Local<v8::Function> callee = args.Callee();
v8::Local<v8::Value> v8String = callee->GetName();
std::string typeName = V8Utils::v8StringToStdString( v8String );
args.GetReturnValue().Set( localObject );
}
-void ActorWrapper::NewControl( const v8::FunctionCallbackInfo< v8::Value >& args)
-{
- v8::Isolate* isolate = args.GetIsolate();
- v8::HandleScope handleScope( isolate );
-
- if( !args.IsConstructCall() )
- {
- DALI_SCRIPT_EXCEPTION( isolate, "constructor called without 'new" );
- return;
- }
-
- bool found( false );
- std::string controlName = V8Utils::GetStringParameter( PARAMETER_0, found, isolate, args );
-
- if( !found )
- {
- DALI_SCRIPT_EXCEPTION( isolate, "missing control name" );
- return;
- }
- Actor control;
- Dali::TypeInfo typeInfo = Dali::TypeRegistry::Get().GetTypeInfo( controlName );
- if( typeInfo ) // handle, check if it has a value
- {
- Dali::BaseHandle handle = typeInfo.CreateInstance();
- if( handle )
- {
- control = Actor::DownCast( handle );
- }
- }
-
- v8::Local<v8::Object> localObject = WrapActor( isolate, control, ACTOR );
-
- args.GetReturnValue().Set( localObject );
-}
-
-
/**
- * given an actor type name, e.g. ImageActor returns the type, e.g. ActorWrapper::IMAGE_ACTOR
+ * given an actor type name, e.g. CameraActor returns the type, e.g. ActorWrapper::CAMERA_ACTOR
*/
ActorWrapper::ActorType ActorWrapper::GetActorType( const std::string& name )
{
return ActorWrapper::UNKNOWN_ACTOR;
}
-
-
} // namespace V8Plugin
} // namespace Dali