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>
25 #include <actors/layer-api.h>
26 #include <actors/actor-api.h>
27 #include <actors/image-actor-api.h>
28 #include <actors/mesh-actor-api.h>
29 #include <actors/camera-actor-api.h>
30 #include <actors/renderable-actor-api.h>
32 #include <dali-wrapper.h>
40 v8::Persistent<v8::ObjectTemplate> ActorWrapper::mActorTemplate;
41 v8::Persistent<v8::ObjectTemplate> ActorWrapper::mImageActorTemplate;
42 v8::Persistent<v8::ObjectTemplate> ActorWrapper::mMeshActorTemplate;
43 v8::Persistent<v8::ObjectTemplate> ActorWrapper::mCameraActorTemplate;
44 v8::Persistent<v8::ObjectTemplate> ActorWrapper::mLayerActorTemplate;
45 v8::Persistent<v8::ObjectTemplate> ActorWrapper::mTextLabelTemplate;
52 * pointer to a persistent template handle
56 v8::Persistent<v8::ObjectTemplate>* actorTemplate;
60 * array of templates for each type of actor
62 const ActorTemplate ActorTemplateLookup[]=
64 { &ActorWrapper::mActorTemplate }, // ACTOR
65 { &ActorWrapper::mImageActorTemplate }, // IMAGE_ACTOR
66 { &ActorWrapper::mMeshActorTemplate }, // MESH_ACTOR
67 { &ActorWrapper::mLayerActorTemplate }, // LAYER_ACTOR
68 { &ActorWrapper::mCameraActorTemplate}, // CAMERA_ACTOR
69 { &ActorWrapper::mTextLabelTemplate }
73 * Bitmask of API's that an actor can support
78 RENDERABLE_ACTOR_API = 1 << 1,
79 IMAGE_ACTOR_API = 1 << 2,
80 MESH_ACTOR_API = 1 << 3,
82 CAMERA_ACTOR_API = 1 << 5,
86 * structure used for the ActorApiLookup.
90 const char* actorName;
91 ActorWrapper::ActorType actorType;
92 Actor (*constructor)( const v8::FunctionCallbackInfo< v8::Value >& args);
97 * Lookup table to match a actor type with a constructor and supported API's.
99 const ActorApiStruct ActorApiLookup[]=
101 {"Actor", ActorWrapper::ACTOR, ActorApi::New, ACTOR_API },
102 {"ImageActor", ActorWrapper::IMAGE_ACTOR, ImageActorApi::New, ACTOR_API | RENDERABLE_ACTOR_API | IMAGE_ACTOR_API },
103 {"MeshActor", ActorWrapper::MESH_ACTOR, MeshActorApi::New, ACTOR_API | RENDERABLE_ACTOR_API | MESH_ACTOR_API },
104 {"Layer", ActorWrapper::LAYER_ACTOR, LayerApi::New, ACTOR_API | LAYER_API },
105 {"CameraActor",ActorWrapper::CAMERA_ACTOR, CameraActorApi::New, ACTOR_API | CAMERA_ACTOR_API },
106 {"TextLabel", ActorWrapper::TEXT_LABEL, TextLabelApi::New, ACTOR_API },
110 const unsigned int ActorApiLookupCount = sizeof(ActorApiLookup)/sizeof(ActorApiLookup[0]);
115 * Creates an actor given a type name
116 * Uses the type registry to create an actor of the correct type
118 Actor CreateActor( const v8::FunctionCallbackInfo< v8::Value >& args,
119 const std::string& typeName )
123 ActorWrapper::ActorType actorType = ActorWrapper::GetActorType( typeName );
125 // if we don't currently support the actor type, then use type registry to create it
126 if( actorType == ActorWrapper::UNKNOWN_ACTOR )
128 Dali::TypeInfo typeInfo = Dali::TypeRegistry::Get().GetTypeInfo( typeName );
129 if( typeInfo ) // handle, check if it has a value
131 Dali::BaseHandle handle = typeInfo.CreateInstance();
134 actor = Actor::DownCast( handle );
139 DALI_SCRIPT_EXCEPTION(args.GetIsolate(),"Unknown actor type");
145 // run the constructor for this type of actor so it can pull out
146 // custom parameters, e.g. new ImageActor( MyImage );
147 actor = (ActorApiLookup[actorType].constructor)( args );
155 * given an actor type return what api's it supports
157 int GetActorSupportedApis( ActorWrapper::ActorType type )
159 return ActorApiLookup[ type].supportApis;
163 * Used for the ActorFunctionTable to map function names to functions
164 * with for a specific API
166 struct ActorFunctions
168 const char* name; ///< function name
169 void (*function)( const v8::FunctionCallbackInfo< v8::Value >& args);
174 * Contains a list of all functions that can be called an
175 * actor / image-actor / mesh-actor/ layer / camera-actor
177 const ActorFunctions ActorFunctionTable[]=
179 /**************************************
180 * Actor API (in order of actor.h)
181 * Any properties that have accessor functions are ignored to avoid duplication
182 **************************************/
183 // ignore. GetName() use Actor.name
184 // ignore. SetName() use Actor.name
185 { "GetId", ActorApi::GetId, ACTOR_API },
186 { "IsRoot", ActorApi::IsRoot, ACTOR_API },
187 { "OnStage", ActorApi::OnStage, ACTOR_API },
188 { "IsLayer", ActorApi::IsLayer, ACTOR_API },
189 { "GetLayer", ActorApi::GetLayer, ACTOR_API },
190 { "Add", ActorApi::AddActor, ACTOR_API },
191 { "Remove", ActorApi::RemoveActor, ACTOR_API },
192 { "IsEqualTo" , ActorApi::IsEqualTo, ACTOR_API },
193 { "Unparent", ActorApi::Unparent, ACTOR_API },
194 { "GetChildCount", ActorApi::GetChildCount, ACTOR_API },
195 { "GetChildAt" , ActorApi::GetChildAt, ACTOR_API },
196 { "FindChildByName", ActorApi::FindChildByName, ACTOR_API },
197 { "FindChildById", ActorApi::FindChildById, ACTOR_API },
198 { "GetParent" , ActorApi::GetParent, ACTOR_API },
199 { "GetActorType" , ActorApi::GetActorType, ACTOR_API }, // custom for javascript
200 { "ApplyPathConstraint", ActorApi::ApplyPathConstraint, ACTOR_API }, // custom for javascript
201 { "RemovePathConstraint", ActorApi::RemovePathConstraint, ACTOR_API }, // custom for javascript
203 // ignore. SetParentOrigin() use Actor.parentOrigin
204 // ignore. GetCurrentParentOrigin() use Actor.parentOrigin
205 // ignore. SetAnchorPoint() use Actor.anchorPoint
206 // ignore. GetCurrentAnchorPoint() use Actor.anchorPoint
207 // ignore. SetSize() use Actor.size
208 // ignore. GetCurrentSize() use Actor.size
209 // ignore. SetPosition(....) use Actor.position
210 // ignore. SetX, SetY, SetZ, use Actor.position.x, Actor.position.y, Actor.position.z
211 { "TranslateBy", ActorApi::TranslateBy, ACTOR_API },
212 // ignore GetCurrentPosition(). use Actor.position
213 // ignore GetCurrentWorldPosition() use Actor.worldPosition
214 // ignore SetPositionInheritanceMode() use Actor.positionInheritance
215 // ignore GetPositionInheritanceMode() use Actor.positionInheritance
216 // ignore SetOrientation() use Actor.orientation
217 { "RotateBy", ActorApi::RotateBy, ACTOR_API },
218 // ignore GetCurrentOrientation() use Actor.orientation
219 // ignore SetInheritOrientation() use Actor.inheritOrientation
220 // ignore IsOrientationInherited() use Actor.inheritOrientation
221 // ignore GetCurrentWorldOrientation() use Actor.worldOrientation
222 // ignore SetScale() use Actor.scale
223 { "ScaleBy", ActorApi::ScaleBy, ACTOR_API },
224 // ignore GetCurrentScale() use Actor.scale
225 // ignore GetCurrentWorldScale() use Actor.worldScale
226 // ignore SetInheritScale() use Actor.inheritScale
227 // ignore IsScaleInherited() use Actor.inheritScale
228 // ignore GetCurrentWorldMatrix() use Actor.worldMatrix
229 // ignore SetVisible() use Actor.visible
230 // ignore IsVisible() use Actor.visible
231 // ignore SetOpacity() use Actor.opacity
232 // ignore GetCurrentOpacity() use Actor.opacity
233 // ignore SetColor() use Actor.color
234 // ignore GetCurrentColor() use Actor.color
235 // ignore SetColorMode() use Actor.colorMode
236 // ignore GetColorMode() use Actor.colorMode
237 // ignore GetCurrentWorldColor() use Actor.worldColor
238 // ignore SetInheritShaderEffect() use Actor.inheritShaderEffect
239 // ignore GetInheritShaderEffect() use Actor.inheritShaderEffect
240 // ignore SetDrawMode() use Actor.drawMode
241 // ignore GetDrawMode() use Actor.drawMode
242 // ignore SetSensitive() use Actor.sensitve
243 // ignore IsSensitive() use Actor.sensitive
244 { "ScreenToLocal" , ActorApi::ScreenToLocal, ACTOR_API},
245 // ignore SetLeaveRequired() use Actor.leaveRequired
246 // ignore GetLeaveRequired() use Actor.leaveRequired
247 { "SetKeyboardFocusable", ActorApi::SetKeyboardFocusable, ACTOR_API }, //-- should this be a property???
248 { "IsKeyboardFocusable" , ActorApi::IsKeyboardFocusable, ACTOR_API }, //-- should this be a property???
250 /**************************************
251 * Renderable Actor API (in order of renderable-actor.h)
252 **************************************/
253 { "SetSortModifier", RenderableActorApi::SetSortModifier, RENDERABLE_ACTOR_API },
254 { "GetSortModifier", RenderableActorApi::GetSortModifier, RENDERABLE_ACTOR_API },
255 { "SetCullFace", RenderableActorApi::SetCullFace, RENDERABLE_ACTOR_API },
256 { "GetCullFace", RenderableActorApi::GetCullFace, RENDERABLE_ACTOR_API },
257 { "SetBlendMode", RenderableActorApi::SetBlendMode, RENDERABLE_ACTOR_API },
258 { "GetBlendMode", RenderableActorApi::GetBlendMode, RENDERABLE_ACTOR_API },
259 { "SetBlendFunc", RenderableActorApi::SetBlendFunc, RENDERABLE_ACTOR_API },
260 { "GetBlendFunc", RenderableActorApi::GetBlendFunc, RENDERABLE_ACTOR_API },
261 { "SetBlendEquation", RenderableActorApi::SetBlendEquation, RENDERABLE_ACTOR_API },
262 { "GetBlendEquation", RenderableActorApi::GetBlendEquation, RENDERABLE_ACTOR_API },
263 { "SetBlendColor", RenderableActorApi::SetBlendColor, RENDERABLE_ACTOR_API },
264 { "GetBlendColor", RenderableActorApi::GetBlendColor, RENDERABLE_ACTOR_API },
265 { "SetShaderEffect", RenderableActorApi::SetShaderEffect, RENDERABLE_ACTOR_API },
266 { "GetShaderEffect", RenderableActorApi::GetShaderEffect, RENDERABLE_ACTOR_API },
267 { "RemoveShaderEffect", RenderableActorApi::RemoveShaderEffect,RENDERABLE_ACTOR_API },
272 /**************************************
273 * Layer API (in order of layer.h)
274 **************************************/
275 { "GetDepth", LayerApi::GetDepth, LAYER_API },
276 { "Raise", LayerApi::Raise, LAYER_API },
277 { "Lower", LayerApi::Lower, LAYER_API },
278 { "RaiseAbove", LayerApi::RaiseAbove, LAYER_API },
279 { "RaiseBelow", LayerApi::LowerBelow, LAYER_API },
280 { "RaiseToTop", LayerApi::RaiseToTop, LAYER_API },
281 { "LowerToBottom", LayerApi::ToBottom, LAYER_API },
282 { "MoveAbove", LayerApi::MoveAbove, LAYER_API },
283 { "MoveBelow", LayerApi::MoveBelow, LAYER_API },
284 // ignore SetClipping, use layer.clippingEnable
285 // ignore IsClipping, use layer.clippingEnable
286 // ignore SetClippingBox, use layer.clippingBox
287 { "SetDepthTestDisabled", LayerApi::SetDepthTestDisabled, LAYER_API },
288 { "IsDepthTestDisabled", LayerApi::IsDepthTestDisabled, LAYER_API },
289 // @todo SetSortFunction
291 /**************************************
292 * Image Actor API (in order of image-actor.h)
293 **************************************/
295 { "SetImage", ImageActorApi::SetImage, IMAGE_ACTOR_API },
296 { "GetImage", ImageActorApi::GetImage, IMAGE_ACTOR_API },
297 // ignore SetPixelArea, use imageActor.pixelArea
298 // ignore GetPixelArea, use imageActor.pixelArea
299 { "IsPixelAreaSet", ImageActorApi::IsPixelAreaSet, IMAGE_ACTOR_API },
300 { "ClearPixelArea", ImageActorApi::ClearPixelArea, IMAGE_ACTOR_API },
301 // ignore SetStyle, use imageActor.style
302 // ignore GetStyle, use imageActor.style
303 // ignore SetNinePatchBorder use imageActor.border
304 // ignore GetNinePatchBorder use imageActor.border
305 // ignore SetFadeIn use imageActor.fadeIn
306 // ignore GetFadeIn use imageActor.fadeIn
307 // ignore SetFadeInDuration use imageActor.fadeInDuration
308 // ignore GetFadeInDuration use imageActor.fadeInDuration
309 //{ "GetCurrentImageSize", ImageActorApi::GetCurrentImageSize, IMAGE_ACTOR_API },
311 /**************************************
312 * Mesh Actor API (in order of mesh-actor.h)
313 **************************************/
314 // @todo a version of MeshActor::New( mesh )
315 // @todo a version of MeshActor::New( AnimatableMesh )
318 // @todo BindBonesToMesh
320 /**************************************
321 * Camera Actor API (in order of camera.h)
322 **************************************/
323 // ignore SetType use camera.type
324 // ignore GetType use camera.type
325 // ignore SetProjectionMode use camera.projectionMode
326 // ignore GetProjectionMode use camera.projectionMode
327 // ignore SetFieldOfView use camera.fieldOfView
328 // ignore GetFieldOfView use camera.fieldOfView
329 // ignore SetAspectRatio use camera.aspectRatio
330 // ignore GetAspectRatio use camera.aspectRatio
331 // ignore SetNearClippingPlane use camera.nearPlaneDistance
332 // ignore GetNearClippingPlane use camera.nearPlaneDistance
333 // ignore SetFarClippingPlane use camera.farPlaneDistance
334 // ignore GetFarClippingPlane use camera.farPlaneDistance
335 // ignore GetTargetPosition use camera.targetPosition
336 // ignore SetInvertYAxis use camera.invertYAxis
337 // ignore GetInvertYAxis use camera.invertYAxis
338 { "SetPerspectiveProjection", CameraActorApi::SetPerspectiveProjection, CAMERA_ACTOR_API },
339 { "SetOrthographicProjection", CameraActorApi::SetOrthographicProjection, CAMERA_ACTOR_API },
343 const unsigned int ActorFunctionTableCount = sizeof(ActorFunctionTable)/sizeof(ActorFunctionTable[0]);
347 ActorWrapper::ActorWrapper( Actor actor,
348 GarbageCollectorInterface& gc )
349 : HandleWrapper( BaseWrappedObject::ACTOR , actor, gc ),
355 v8::Handle<v8::Object> ActorWrapper::WrapActor(v8::Isolate* isolate, Actor actor )
357 v8::EscapableHandleScope handleScope( isolate );
358 v8::Local<v8::Object> object = WrapActor( isolate, actor, GetActorType( actor.GetTypeName() ) );
360 return handleScope.Escape( object );
363 Actor ActorWrapper::GetActor()
368 v8::Handle<v8::Object> ActorWrapper::WrapActor( v8::Isolate* isolate, Actor actor, ActorType actorType )
370 v8::EscapableHandleScope handleScope( isolate );
371 v8::Local<v8::ObjectTemplate> objectTemplate;
373 objectTemplate = GetActorTemplate( isolate, actorType );
375 // create an instance of the template
376 v8::Local<v8::Object> localObject = objectTemplate->NewInstance();
378 // create teh actor object
379 ActorWrapper* pointer = new ActorWrapper( actor, Dali::V8Plugin::DaliWrapper::Get().GetDaliGarbageCollector() );
381 // assign the JavaScript object to the wrapper.
382 // This also stores Dali object, in an internal field inside the JavaScript object.
383 pointer->SetJavascriptObject( isolate, localObject );
385 return handleScope.Escape( localObject );
388 v8::Local<v8::ObjectTemplate> ActorWrapper::GetActorTemplate( v8::Isolate* isolate, ActorWrapper::ActorType type )
390 v8::EscapableHandleScope handleScope( isolate );
391 v8::Local<v8::ObjectTemplate> objectTemplate;
393 if( ActorTemplateLookup[type].actorTemplate->IsEmpty() )
395 objectTemplate = MakeDaliActorTemplate( isolate, type );
396 ActorTemplateLookup[type].actorTemplate->Reset( isolate, objectTemplate );
400 // get the object template
401 objectTemplate = v8::Local<v8::ObjectTemplate>::New( isolate, *ActorTemplateLookup[type].actorTemplate );
404 return handleScope.Escape( objectTemplate );
407 v8::Handle<v8::ObjectTemplate> ActorWrapper::MakeDaliActorTemplate( v8::Isolate* isolate, ActorType actorType )
409 v8::EscapableHandleScope handleScope( isolate );
411 v8::Local<v8::ObjectTemplate> objTemplate = v8::ObjectTemplate::New();
413 objTemplate->SetInternalFieldCount( BaseWrappedObject::FIELD_COUNT );
415 // find out what API's this actor supports
416 int supportApis = GetActorSupportedApis( actorType );
418 // add our function properties
419 for( unsigned int i = 0; i < ActorFunctionTableCount; ++i )
421 const ActorFunctions property = ActorFunctionTable[i];
423 // check to see if the actor supports a certain type of API
424 // e.g. ImageActor will support ACTOR_API, RENDERABLE_API and IMAGE_ACTOR_API
425 if( supportApis & property.api )
427 std::string funcName = V8Utils::GetJavaScriptFunctionName( property.name);
429 objTemplate->Set( v8::String::NewFromUtf8( isolate, funcName.c_str() ),
430 v8::FunctionTemplate::New( isolate, property.function ) );
434 // property handle intercepts property getters and setters and signals
435 HandleWrapper::AddInterceptsToTemplate( isolate, objTemplate );
438 return handleScope.Escape( objTemplate );
441 void ActorWrapper::NewActor( const v8::FunctionCallbackInfo< v8::Value >& args)
443 v8::Isolate* isolate = args.GetIsolate();
444 v8::HandleScope handleScope( isolate );
446 if( !args.IsConstructCall() )
448 DALI_SCRIPT_EXCEPTION( isolate, "constructor called without 'new" );
452 // find out the callee function name...e.g. ImageActor, MeshActor
453 v8::Local<v8::Function> callee = args.Callee();
454 v8::Local<v8::Value> v8String = callee->GetName();
455 std::string typeName = V8Utils::v8StringToStdString( v8String );
457 // create a new actor based on type, using the type registry.
458 Actor actor = CreateActor( args, typeName );
460 v8::Local<v8::Object> localObject = WrapActor( isolate, actor );
462 args.GetReturnValue().Set( localObject );
466 * given an actor type name, e.g. ImageActor returns the type, e.g. ActorWrapper::IMAGE_ACTOR
468 ActorWrapper::ActorType ActorWrapper::GetActorType( const std::string& name )
470 for( unsigned int i = 0 ; i < ActorApiLookupCount ; i++ )
472 if( ActorApiLookup[i].actorName == name )
474 return ActorApiLookup[i].actorType;
477 return ActorWrapper::UNKNOWN_ACTOR;
482 } // namespace V8Plugin