2 * Copyright (c) 2015 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include "actor-wrapper.h"
22 #include <dali/public-api/object/type-registry.h>
23 #include <dali-toolkit/public-api/controls/control.h>
26 #include <actors/layer-api.h>
27 #include <actors/actor-api.h>
28 #include <actors/image-actor-api.h>
29 #include <actors/camera-actor-api.h>
31 #include <dali-wrapper.h>
39 v8::Persistent<v8::ObjectTemplate> ActorWrapper::mActorTemplate;
40 v8::Persistent<v8::ObjectTemplate> ActorWrapper::mImageActorTemplate;
41 v8::Persistent<v8::ObjectTemplate> ActorWrapper::mCameraActorTemplate;
42 v8::Persistent<v8::ObjectTemplate> ActorWrapper::mLayerActorTemplate;
49 * pointer to a persistent template handle
53 v8::Persistent<v8::ObjectTemplate>* actorTemplate;
57 * array of templates for each type of actor
59 const ActorTemplate ActorTemplateLookup[]=
61 { &ActorWrapper::mActorTemplate }, // ACTOR
62 { &ActorWrapper::mImageActorTemplate }, // IMAGE_ACTOR
63 { &ActorWrapper::mLayerActorTemplate }, // LAYER_ACTOR
64 { &ActorWrapper::mCameraActorTemplate} // CAMERA_ACTOR
68 * Bitmask of API's that an actor can support
73 IMAGE_ACTOR_API = 1 << 1,
75 CAMERA_ACTOR_API = 1 << 3,
79 * structure used for the ActorApiLookup.
83 const char* actorName;
84 ActorWrapper::ActorType actorType;
85 Actor (*constructor)( const v8::FunctionCallbackInfo< v8::Value >& args);
90 * Lookup table to match a actor type with a constructor and supported API's.
91 * HandleWrapper::ActorType is used to index this table
93 const ActorApiStruct ActorApiLookup[]=
95 {"Actor", ActorWrapper::ACTOR, ActorApi::New, ACTOR_API },
96 {"ImageActor", ActorWrapper::IMAGE_ACTOR, ImageActorApi::New, ACTOR_API | IMAGE_ACTOR_API },
97 {"Layer", ActorWrapper::LAYER_ACTOR, LayerApi::New, ACTOR_API | LAYER_API },
98 {"CameraActor",ActorWrapper::CAMERA_ACTOR, CameraActorApi::New, ACTOR_API | CAMERA_ACTOR_API },
101 const unsigned int ActorApiLookupCount = sizeof(ActorApiLookup)/sizeof(ActorApiLookup[0]);
106 * Creates an actor given a type name
107 * Uses the type registry to create an actor of the correct type
109 Actor CreateActor( const v8::FunctionCallbackInfo< v8::Value >& args,
110 const std::string& typeName )
114 ActorWrapper::ActorType actorType = ActorWrapper::GetActorType( typeName );
116 // if we don't currently support the actor type, then use type registry to create it
117 if( actorType == ActorWrapper::UNKNOWN_ACTOR )
119 DALI_SCRIPT_EXCEPTION( args.GetIsolate(), "Unknown actor type" );
124 // run the constructor for this type of actor so it can pull out
125 // custom parameters, e.g. new ImageActor( MyImage );
126 actor = (ActorApiLookup[actorType].constructor)( args );
134 * given an actor type return what api's it supports
136 int GetActorSupportedApis( ActorWrapper::ActorType type )
138 return ActorApiLookup[ type].supportApis;
142 * Used for the ActorFunctionTable to map function names to functions
143 * with for a specific API
145 struct ActorFunctions
147 const char* name; ///< function name
148 void (*function)( const v8::FunctionCallbackInfo< v8::Value >& args);
153 * Contains a list of all functions that can be called an
154 * actor / image-actor / layer / camera-actor
156 const ActorFunctions ActorFunctionTable[]=
158 /**************************************
159 * Actor API (in order of actor.h)
160 * Any properties that have accessor functions are ignored to avoid duplication
161 **************************************/
162 // ignore. GetName() use Actor.name
163 // ignore. SetName() use Actor.name
164 { "GetId", ActorApi::GetId, ACTOR_API },
165 { "IsRoot", ActorApi::IsRoot, ACTOR_API },
166 { "OnStage", ActorApi::OnStage, ACTOR_API },
167 { "IsLayer", ActorApi::IsLayer, ACTOR_API },
168 { "GetLayer", ActorApi::GetLayer, ACTOR_API },
169 { "Add", ActorApi::AddActor, ACTOR_API },
170 { "Remove", ActorApi::RemoveActor, ACTOR_API },
171 { "IsEqualTo" , ActorApi::IsEqualTo, ACTOR_API },
172 { "Unparent", ActorApi::Unparent, ACTOR_API },
173 { "GetChildCount", ActorApi::GetChildCount, ACTOR_API },
174 { "GetChildAt" , ActorApi::GetChildAt, ACTOR_API },
175 { "FindChildByName", ActorApi::FindChildByName, ACTOR_API },
176 { "FindChildById", ActorApi::FindChildById, ACTOR_API },
177 { "GetParent" , ActorApi::GetParent, ACTOR_API },
178 { "GetActorType" , ActorApi::GetActorType, ACTOR_API }, // custom for javascript
180 // ignore. SetParentOrigin() use Actor.parentOrigin
181 // ignore. GetCurrentParentOrigin() use Actor.parentOrigin
182 // ignore. SetAnchorPoint() use Actor.anchorPoint
183 // ignore. GetCurrentAnchorPoint() use Actor.anchorPoint
184 // ignore. SetSize() use Actor.size
185 // ignore. GetCurrentSize() use Actor.size
186 // ignore. SetPosition(....) use Actor.position
187 // ignore. SetX, SetY, SetZ, use Actor.position.x, Actor.position.y, Actor.position.z
188 { "TranslateBy", ActorApi::TranslateBy, ACTOR_API },
189 // ignore GetCurrentPosition(). use Actor.position
190 // ignore GetCurrentWorldPosition() use Actor.worldPosition
191 // ignore SetPositionInheritanceMode() use Actor.positionInheritance
192 // ignore GetPositionInheritanceMode() use Actor.positionInheritance
193 // ignore SetOrientation() use Actor.orientation
194 { "RotateBy", ActorApi::RotateBy, ACTOR_API },
195 // ignore GetCurrentOrientation() use Actor.orientation
196 // ignore SetInheritOrientation() use Actor.inheritOrientation
197 // ignore IsOrientationInherited() use Actor.inheritOrientation
198 // ignore GetCurrentWorldOrientation() use Actor.worldOrientation
199 // ignore SetScale() use Actor.scale
200 { "ScaleBy", ActorApi::ScaleBy, ACTOR_API },
201 // ignore GetCurrentScale() use Actor.scale
202 // ignore GetCurrentWorldScale() use Actor.worldScale
203 // ignore SetInheritScale() use Actor.inheritScale
204 // ignore IsScaleInherited() use Actor.inheritScale
205 // ignore GetCurrentWorldMatrix() use Actor.worldMatrix
206 // ignore SetVisible() use Actor.visible
207 // ignore IsVisible() use Actor.visible
208 // ignore SetOpacity() use Actor.opacity
209 // ignore GetCurrentOpacity() use Actor.opacity
210 // ignore SetColor() use Actor.color
211 // ignore GetCurrentColor() use Actor.color
212 // ignore SetColorMode() use Actor.colorMode
213 // ignore GetColorMode() use Actor.colorMode
214 // ignore GetCurrentWorldColor() use Actor.worldColor
215 // ignore SetInheritShaderEffect() use Actor.inheritShaderEffect
216 // ignore GetInheritShaderEffect() use Actor.inheritShaderEffect
217 // ignore SetDrawMode() use Actor.drawMode
218 // ignore GetDrawMode() use Actor.drawMode
219 // ignore SetSensitive() use Actor.sensitve
220 // ignore IsSensitive() use Actor.sensitive
221 { "ScreenToLocal" , ActorApi::ScreenToLocal, ACTOR_API},
222 // ignore SetLeaveRequired() use Actor.leaveRequired
223 // ignore GetLeaveRequired() use Actor.leaveRequired
224 { "SetKeyboardFocusable", ActorApi::SetKeyboardFocusable, ACTOR_API }, //-- should this be a property???
225 { "IsKeyboardFocusable" , ActorApi::IsKeyboardFocusable, ACTOR_API }, //-- should this be a property???
227 /**************************************
228 * Layer API (in order of layer.h)
229 **************************************/
230 { "GetDepth", LayerApi::GetDepth, LAYER_API },
231 { "Raise", LayerApi::Raise, LAYER_API },
232 { "Lower", LayerApi::Lower, LAYER_API },
233 { "RaiseAbove", LayerApi::RaiseAbove, LAYER_API },
234 { "RaiseBelow", LayerApi::LowerBelow, LAYER_API },
235 { "RaiseToTop", LayerApi::RaiseToTop, LAYER_API },
236 { "LowerToBottom", LayerApi::ToBottom, LAYER_API },
237 { "MoveAbove", LayerApi::MoveAbove, LAYER_API },
238 { "MoveBelow", LayerApi::MoveBelow, LAYER_API },
239 // ignore SetClipping, use layer.clippingEnable
240 // ignore IsClipping, use layer.clippingEnable
241 // ignore SetClippingBox, use layer.clippingBox
242 { "SetDepthTestDisabled", LayerApi::SetDepthTestDisabled, LAYER_API },
243 { "IsDepthTestDisabled", LayerApi::IsDepthTestDisabled, LAYER_API },
244 // @todo SetSortFunction
246 /**************************************
247 * Image Actor API (in order of image-actor.h)
248 **************************************/
250 { "SetImage", ImageActorApi::SetImage, IMAGE_ACTOR_API },
251 { "GetImage", ImageActorApi::GetImage, IMAGE_ACTOR_API },
252 // ignore SetPixelArea, use imageActor.pixelArea
253 // ignore GetPixelArea, use imageActor.pixelArea
254 // ignore SetStyle, use imageActor.style
255 // ignore GetStyle, use imageActor.style
256 // ignore SetNinePatchBorder use imageActor.border
257 // ignore GetNinePatchBorder use imageActor.border
258 { "SetSortModifier", ImageActorApi::SetSortModifier, IMAGE_ACTOR_API },
259 { "GetSortModifier", ImageActorApi::GetSortModifier, IMAGE_ACTOR_API },
260 { "SetCullFace", ImageActorApi::SetCullFace, IMAGE_ACTOR_API },
261 { "GetCullFace", ImageActorApi::GetCullFace, IMAGE_ACTOR_API },
262 { "SetBlendMode", ImageActorApi::SetBlendMode, IMAGE_ACTOR_API },
263 { "GetBlendMode", ImageActorApi::GetBlendMode, IMAGE_ACTOR_API },
264 { "SetBlendFunc", ImageActorApi::SetBlendFunc, IMAGE_ACTOR_API },
265 { "GetBlendFunc", ImageActorApi::GetBlendFunc, IMAGE_ACTOR_API },
266 { "SetShaderEffect", ImageActorApi::SetShaderEffect, IMAGE_ACTOR_API },
267 { "GetShaderEffect", ImageActorApi::GetShaderEffect, IMAGE_ACTOR_API },
268 { "RemoveShaderEffect", ImageActorApi::RemoveShaderEffect,IMAGE_ACTOR_API },
269 // ignore SetFadeIn use imageActor.fadeIn
270 // ignore GetFadeIn use imageActor.fadeIn
271 // ignore SetFadeInDuration use imageActor.fadeInDuration
272 // ignore GetFadeInDuration use imageActor.fadeInDuration
273 //{ "GetCurrentImageSize", ImageActorApi::GetCurrentImageSize, IMAGE_ACTOR_API },
275 /**************************************
276 * Mesh Actor API (in order of mesh-actor.h)
277 **************************************/
278 // @todo a version of MeshActor::New( mesh )
279 // @todo a version of MeshActor::New( AnimatableMesh )
282 // @todo BindBonesToMesh
284 /**************************************
285 * Camera Actor API (in order of camera.h)
286 **************************************/
287 // ignore SetType use camera.type
288 // ignore GetType use camera.type
289 // ignore SetProjectionMode use camera.projectionMode
290 // ignore GetProjectionMode use camera.projectionMode
291 // ignore SetFieldOfView use camera.fieldOfView
292 // ignore GetFieldOfView use camera.fieldOfView
293 // ignore SetAspectRatio use camera.aspectRatio
294 // ignore GetAspectRatio use camera.aspectRatio
295 // ignore SetNearClippingPlane use camera.nearPlaneDistance
296 // ignore GetNearClippingPlane use camera.nearPlaneDistance
297 // ignore SetFarClippingPlane use camera.farPlaneDistance
298 // ignore GetFarClippingPlane use camera.farPlaneDistance
299 // ignore GetTargetPosition use camera.targetPosition
300 // ignore SetInvertYAxis use camera.invertYAxis
301 // ignore GetInvertYAxis use camera.invertYAxis
302 { "SetPerspectiveProjection", CameraActorApi::SetPerspectiveProjection, CAMERA_ACTOR_API },
303 { "SetOrthographicProjection", CameraActorApi::SetOrthographicProjection, CAMERA_ACTOR_API },
307 const unsigned int ActorFunctionTableCount = sizeof(ActorFunctionTable)/sizeof(ActorFunctionTable[0]);
311 ActorWrapper::ActorWrapper( Actor actor,
312 GarbageCollectorInterface& gc )
313 : HandleWrapper( BaseWrappedObject::ACTOR , actor, gc ),
319 v8::Handle<v8::Object> ActorWrapper::WrapActor(v8::Isolate* isolate, Actor actor )
321 v8::EscapableHandleScope handleScope( isolate );
323 // Check whether the actor is a Control
324 ActorWrapper::ActorType type = Toolkit::Control::DownCast(actor) ? ACTOR : GetActorType( actor.GetTypeName() );
325 v8::Local<v8::Object> object = WrapActor( isolate, actor, type );
327 return handleScope.Escape( object );
330 Actor ActorWrapper::GetActor()
335 v8::Handle<v8::Object> ActorWrapper::WrapActor( v8::Isolate* isolate, Actor actor, ActorType actorType )
337 v8::EscapableHandleScope handleScope( isolate );
338 v8::Local<v8::ObjectTemplate> objectTemplate;
340 objectTemplate = GetActorTemplate( isolate, actorType );
342 // create an instance of the template
343 v8::Local<v8::Object> localObject = objectTemplate->NewInstance();
345 // create teh actor object
346 ActorWrapper* pointer = new ActorWrapper( actor, Dali::V8Plugin::DaliWrapper::Get().GetDaliGarbageCollector() );
348 // assign the JavaScript object to the wrapper.
349 // This also stores Dali object, in an internal field inside the JavaScript object.
350 pointer->SetJavascriptObject( isolate, localObject );
352 return handleScope.Escape( localObject );
355 v8::Local<v8::ObjectTemplate> ActorWrapper::GetActorTemplate( v8::Isolate* isolate, ActorWrapper::ActorType type )
357 v8::EscapableHandleScope handleScope( isolate );
358 v8::Local<v8::ObjectTemplate> objectTemplate;
360 if( ActorTemplateLookup[type].actorTemplate->IsEmpty() )
362 objectTemplate = MakeDaliActorTemplate( isolate, type );
363 ActorTemplateLookup[type].actorTemplate->Reset( isolate, objectTemplate );
367 // get the object template
368 objectTemplate = v8::Local<v8::ObjectTemplate>::New( isolate, *ActorTemplateLookup[type].actorTemplate );
371 return handleScope.Escape( objectTemplate );
374 v8::Handle<v8::ObjectTemplate> ActorWrapper::MakeDaliActorTemplate( v8::Isolate* isolate, ActorType actorType )
376 v8::EscapableHandleScope handleScope( isolate );
378 v8::Local<v8::ObjectTemplate> objTemplate = v8::ObjectTemplate::New();
380 objTemplate->SetInternalFieldCount( BaseWrappedObject::FIELD_COUNT );
382 // find out what API's this actor supports
383 int supportApis = GetActorSupportedApis( actorType );
385 // add our function properties
386 for( unsigned int i = 0; i < ActorFunctionTableCount; ++i )
388 const ActorFunctions property = ActorFunctionTable[i];
390 // check to see if the actor supports a certain type of API
391 // e.g. ImageActor will support ACTOR_API, RENDERABLE_API and IMAGE_ACTOR_API
392 if( supportApis & property.api )
394 std::string funcName = V8Utils::GetJavaScriptFunctionName( property.name);
396 objTemplate->Set( v8::String::NewFromUtf8( isolate, funcName.c_str() ),
397 v8::FunctionTemplate::New( isolate, property.function ) );
401 // property handle intercepts property getters and setters and signals
402 HandleWrapper::AddInterceptsToTemplate( isolate, objTemplate );
405 return handleScope.Escape( objTemplate );
408 void ActorWrapper::NewActor( const v8::FunctionCallbackInfo< v8::Value >& args)
410 v8::Isolate* isolate = args.GetIsolate();
411 v8::HandleScope handleScope( isolate );
413 if( !args.IsConstructCall() )
415 DALI_SCRIPT_EXCEPTION( isolate, "constructor called without 'new" );
419 // find out the callee function name...e.g. ImageActor, MeshActor
420 v8::Local<v8::Function> callee = args.Callee();
421 v8::Local<v8::Value> v8String = callee->GetName();
422 std::string typeName = V8Utils::v8StringToStdString( v8String );
424 // create a new actor based on type, using the type registry.
425 Actor actor = CreateActor( args, typeName );
427 v8::Local<v8::Object> localObject = WrapActor( isolate, actor );
429 args.GetReturnValue().Set( localObject );
432 void ActorWrapper::NewControl( const v8::FunctionCallbackInfo< v8::Value >& args)
434 v8::Isolate* isolate = args.GetIsolate();
435 v8::HandleScope handleScope( isolate );
437 if( !args.IsConstructCall() )
439 DALI_SCRIPT_EXCEPTION( isolate, "constructor called without 'new" );
444 std::string controlName = V8Utils::GetStringParameter( PARAMETER_0, found, isolate, args );
448 DALI_SCRIPT_EXCEPTION( isolate, "missing control name" );
452 Dali::TypeInfo typeInfo = Dali::TypeRegistry::Get().GetTypeInfo( controlName );
453 if( typeInfo ) // handle, check if it has a value
455 Dali::BaseHandle handle = typeInfo.CreateInstance();
458 control = Actor::DownCast( handle );
462 v8::Local<v8::Object> localObject = WrapActor( isolate, control, ACTOR );
464 args.GetReturnValue().Set( localObject );
469 * given an actor type name, e.g. ImageActor returns the type, e.g. ActorWrapper::IMAGE_ACTOR
471 ActorWrapper::ActorType ActorWrapper::GetActorType( const std::string& name )
473 for( unsigned int i = 0 ; i < ActorApiLookupCount ; i++ )
475 if( ActorApiLookup[i].actorName == name )
477 return ActorApiLookup[i].actorType;
480 return ActorWrapper::UNKNOWN_ACTOR;
485 } // namespace V8Plugin