/* * Copyright (c) 2016 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * */ %define ACTOR_EVENTHANDLER_TYPEMAP_EVENTARG(NameSpace, ClassName) %typemap(csimports) NameSpace::ClassName %{ using System; using System.Runtime.InteropServices; %} %enddef %define ACTOR_EVENTHANDLER_TYPEMAP_HELPER(NameSpace, ClassName) %typemap(cscode) NameSpace::ClassName %{ public static ClassName Get ## ClassName ## FromPtr(global::System.IntPtr cPtr) { ClassName ret = new ClassName(cPtr, false); if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve(); return ret; } public IntPtr GetPtrfrom ## ClassName () { return (IntPtr)swigCPtr; } public Actor Parent { get { Actor parent = GetParent(); return parent; } } public bool Visibility { get { bool visibility = IsVisible(); return visibility; } } public float Opacity { set { SetOpacity(value); } get { float ret = GetCurrentOpacity(); return ret; } } public bool StateFocusEnable { set { SetKeyboardFocusable(value); } get { bool focusable = IsKeyboardFocusable(); return focusable; } } public void Show() { SetVisible(true); } public void Hide() { SetVisible(false); } /* Properties earlier added by Ruby Script */ public Dali.CSharp.Position ParentOrigin { get { Vector3 temp = new Vector3(0.0f,0.0f,0.0f); GetProperty( Actor.Property.PARENT_ORIGIN).Get( temp ); Dali.CSharp.Position ret = new Dali.CSharp.Position(temp.x, temp.y, temp.z); return ret; } set { SetProperty( Actor.Property.PARENT_ORIGIN, new Dali.Property.Value( value ) ); } } public float ParentOriginX { get { float temp = 0.0f; GetProperty( Actor.Property.PARENT_ORIGIN_X).Get( ref temp ); return temp; } set { SetProperty( Actor.Property.PARENT_ORIGIN_X, new Dali.Property.Value( value ) ); } } public float ParentOriginY { get { float temp = 0.0f; GetProperty( Actor.Property.PARENT_ORIGIN_Y).Get( ref temp ); return temp; } set { SetProperty( Actor.Property.PARENT_ORIGIN_Y, new Dali.Property.Value( value ) ); } } public float ParentOriginZ { get { float temp = 0.0f; GetProperty( Actor.Property.PARENT_ORIGIN_Z).Get( ref temp ); return temp; } set { SetProperty( Actor.Property.PARENT_ORIGIN_Z, new Dali.Property.Value( value ) ); } } public Dali.CSharp.Position AnchorPoint { get { Vector3 temp = new Vector3(0.0f,0.0f,0.0f); GetProperty( Actor.Property.ANCHOR_POINT).Get( temp ); Dali.CSharp.Position ret = new Dali.CSharp.Position(temp.x, temp.y, temp.z); return ret; } set { SetProperty( Actor.Property.ANCHOR_POINT, new Dali.Property.Value( value ) ); } } public float AnchorPointX { get { float temp = 0.0f; GetProperty( Actor.Property.ANCHOR_POINT_X).Get( ref temp ); return temp; } set { SetProperty( Actor.Property.ANCHOR_POINT_X, new Dali.Property.Value( value ) ); } } public float AnchorPointY { get { float temp = 0.0f; GetProperty( Actor.Property.ANCHOR_POINT_Y).Get( ref temp ); return temp; } set { SetProperty( Actor.Property.ANCHOR_POINT_Y, new Dali.Property.Value( value ) ); } } public float AnchorPointZ { get { float temp = 0.0f; GetProperty( Actor.Property.ANCHOR_POINT_Z).Get( ref temp ); return temp; } set { SetProperty( Actor.Property.ANCHOR_POINT_Z, new Dali.Property.Value( value ) ); } } public Dali.CSharp.Position Size { get { Vector3 temp = new Vector3(0.0f,0.0f,0.0f); GetProperty( Actor.Property.SIZE).Get( temp ); Dali.CSharp.Position ret = new Dali.CSharp.Position(temp.x, temp.y, temp.z); return ret; } set { SetProperty( Actor.Property.SIZE, new Dali.Property.Value( value ) ); } } public float SizeWidth { get { float temp = 0.0f; GetProperty( Actor.Property.SIZE_WIDTH).Get( ref temp ); return temp; } set { SetProperty( Actor.Property.SIZE_WIDTH, new Dali.Property.Value( value ) ); } } public float SizeHeight { get { float temp = 0.0f; GetProperty( Actor.Property.SIZE_HEIGHT).Get( ref temp ); return temp; } set { SetProperty( Actor.Property.SIZE_HEIGHT, new Dali.Property.Value( value ) ); } } public float SizeDepth { get { float temp = 0.0f; GetProperty( Actor.Property.SIZE_DEPTH).Get( ref temp ); return temp; } set { SetProperty( Actor.Property.SIZE_DEPTH, new Dali.Property.Value( value ) ); } } public Dali.CSharp.Position Position { get { Vector3 temp = new Vector3(0.0f,0.0f,0.0f); GetProperty( Actor.Property.POSITION).Get( temp ); Dali.CSharp.Position ret = new Dali.CSharp.Position(temp.x, temp.y, temp.z); return ret; } set { SetProperty( Actor.Property.POSITION, new Dali.Property.Value( value ) ); } } public float PositionX { get { float temp = 0.0f; GetProperty( Actor.Property.POSITION_X).Get( ref temp ); return temp; } set { SetProperty( Actor.Property.POSITION_X, new Dali.Property.Value( value ) ); } } public float PositionY { get { float temp = 0.0f; GetProperty( Actor.Property.POSITION_Y).Get( ref temp ); return temp; } set { SetProperty( Actor.Property.POSITION_Y, new Dali.Property.Value( value ) ); } } public float PositionZ { get { float temp = 0.0f; GetProperty( Actor.Property.POSITION_Z).Get( ref temp ); return temp; } set { SetProperty( Actor.Property.POSITION_Z, new Dali.Property.Value( value ) ); } } public Dali.CSharp.Position WorldPosition { get { Vector3 temp = new Vector3(0.0f,0.0f,0.0f); GetProperty( Actor.Property.WORLD_POSITION).Get( temp ); Dali.CSharp.Position ret = new Dali.CSharp.Position(temp.x, temp.y, temp.z); return ret; } } public float WorldPositionX { get { float temp = 0.0f; GetProperty( Actor.Property.WORLD_POSITION_X).Get( ref temp ); return temp; } } public float WorldPositionY { get { float temp = 0.0f; GetProperty( Actor.Property.WORLD_POSITION_Y).Get( ref temp ); return temp; } } public float WorldPositionZ { get { float temp = 0.0f; GetProperty( Actor.Property.WORLD_POSITION_Z).Get( ref temp ); return temp; } } public Quaternion Orientation { get { Quaternion temp = new Quaternion(); GetProperty( Actor.Property.ORIENTATION).Get( temp ); return temp; } set { SetProperty( Actor.Property.ORIENTATION, new Dali.Property.Value( value ) ); } } public Quaternion WorldOrientation { get { Quaternion temp = new Quaternion(); GetProperty( Actor.Property.WORLD_ORIENTATION).Get( temp ); return temp; } } public Dali.CSharp.Position Scale { get { Vector3 temp = new Vector3(0.0f,0.0f,0.0f); GetProperty( Actor.Property.SCALE).Get( temp ); Dali.CSharp.Position ret = new Dali.CSharp.Position(temp.x, temp.y, temp.z); return ret; } set { SetProperty( Actor.Property.SCALE, new Dali.Property.Value( value ) ); } } public float ScaleX { get { float temp = 0.0f; GetProperty( Actor.Property.SCALE_X).Get( ref temp ); return temp; } set { SetProperty( Actor.Property.SCALE_X, new Dali.Property.Value( value ) ); } } public float ScaleY { get { float temp = 0.0f; GetProperty( Actor.Property.SCALE_Y).Get( ref temp ); return temp; } set { SetProperty( Actor.Property.SCALE_Y, new Dali.Property.Value( value ) ); } } public float ScaleZ { get { float temp = 0.0f; GetProperty( Actor.Property.SCALE_Z).Get( ref temp ); return temp; } set { SetProperty( Actor.Property.SCALE_Z, new Dali.Property.Value( value ) ); } } public Dali.CSharp.Position WorldScale { get { Vector3 temp = new Vector3(0.0f,0.0f,0.0f); GetProperty( Actor.Property.WORLD_SCALE).Get( temp ); Dali.CSharp.Position ret = new Dali.CSharp.Position(temp.x, temp.y, temp.z); return ret; } } public bool Visible { get { bool temp = false; GetProperty( Actor.Property.VISIBLE).Get( ref temp ); return temp; } set { SetProperty( Actor.Property.VISIBLE, new Dali.Property.Value( value ) ); } } public Dali.CSharp.Color Color { get { Vector4 temp = new Vector4(0.0f,0.0f,0.0f,0.0f); GetProperty( Actor.Property.COLOR).Get( temp ); Dali.CSharp.Color ret = new Dali.CSharp.Color(temp.x, temp.y, temp.z, temp.w); return ret; } set { SetProperty( Actor.Property.COLOR, new Dali.Property.Value( value ) ); } } public float ColorRed { get { float temp = 0.0f; GetProperty( Actor.Property.COLOR_RED).Get( ref temp ); return temp; } set { SetProperty( Actor.Property.COLOR_RED, new Dali.Property.Value( value ) ); } } public float ColorGreen { get { float temp = 0.0f; GetProperty( Actor.Property.COLOR_GREEN).Get( ref temp ); return temp; } set { SetProperty( Actor.Property.COLOR_GREEN, new Dali.Property.Value( value ) ); } } public float ColorBlue { get { float temp = 0.0f; GetProperty( Actor.Property.COLOR_BLUE).Get( ref temp ); return temp; } set { SetProperty( Actor.Property.COLOR_BLUE, new Dali.Property.Value( value ) ); } } public float ColorAlpha { get { float temp = 0.0f; GetProperty( Actor.Property.COLOR_ALPHA).Get( ref temp ); return temp; } set { SetProperty( Actor.Property.COLOR_ALPHA, new Dali.Property.Value( value ) ); } } public Dali.CSharp.Color WorldColor { get { Vector4 temp = new Vector4(0.0f,0.0f,0.0f,0.0f); GetProperty( Actor.Property.WORLD_COLOR).Get( temp ); Dali.CSharp.Color ret = new Dali.CSharp.Color(temp.r, temp.g, temp.b, temp.a); return ret; } } public Matrix WorldMatrix { get { Matrix temp = new Matrix(); GetProperty( Actor.Property.WORLD_MATRIX).Get( temp ); return temp; } } public string Name { get { string temp; GetProperty( Actor.Property.NAME).Get( out temp ); return temp; } set { SetProperty( Actor.Property.NAME, new Dali.Property.Value( value ) ); } } public bool Sensitive { get { bool temp = false; GetProperty( Actor.Property.SENSITIVE).Get( ref temp ); return temp; } set { SetProperty( Actor.Property.SENSITIVE, new Dali.Property.Value( value ) ); } } public bool LeaveRequired { get { bool temp = false; GetProperty( Actor.Property.LEAVE_REQUIRED).Get( ref temp ); return temp; } set { SetProperty( Actor.Property.LEAVE_REQUIRED, new Dali.Property.Value( value ) ); } } public bool InheritOrientation { get { bool temp = false; GetProperty( Actor.Property.INHERIT_ORIENTATION).Get( ref temp ); return temp; } set { SetProperty( Actor.Property.INHERIT_ORIENTATION, new Dali.Property.Value( value ) ); } } public bool InheritScale { get { bool temp = false; GetProperty( Actor.Property.INHERIT_SCALE).Get( ref temp ); return temp; } set { SetProperty( Actor.Property.INHERIT_SCALE, new Dali.Property.Value( value ) ); } } public string ColorMode { get { string temp; GetProperty( Actor.Property.COLOR_MODE).Get( out temp ); return temp; } set { SetProperty( Actor.Property.COLOR_MODE, new Dali.Property.Value( value ) ); } } public string PositionInheritance { get { string temp; GetProperty( Actor.Property.POSITION_INHERITANCE).Get( out temp ); return temp; } set { SetProperty( Actor.Property.POSITION_INHERITANCE, new Dali.Property.Value( value ) ); } } public string DrawMode { get { string temp; GetProperty( Actor.Property.DRAW_MODE).Get( out temp ); return temp; } set { SetProperty( Actor.Property.DRAW_MODE, new Dali.Property.Value( value ) ); } } public Dali.CSharp.Position SizeModeFactor { get { Vector3 temp = new Vector3(0.0f,0.0f,0.0f); GetProperty( Actor.Property.SIZE_MODE_FACTOR).Get( temp ); Dali.CSharp.Position ret = new Dali.CSharp.Position(temp.x, temp.y, temp.z); return ret; } set { SetProperty( Actor.Property.SIZE_MODE_FACTOR, new Dali.Property.Value( value ) ); } } public string WidthResizePolicy { get { string temp; GetProperty( Actor.Property.WIDTH_RESIZE_POLICY).Get( out temp ); return temp; } set { SetProperty( Actor.Property.WIDTH_RESIZE_POLICY, new Dali.Property.Value( value ) ); } } public string HeightResizePolicy { get { string temp; GetProperty( Actor.Property.HEIGHT_RESIZE_POLICY).Get( out temp ); return temp; } set { SetProperty( Actor.Property.HEIGHT_RESIZE_POLICY, new Dali.Property.Value( value ) ); } } public string SizeScalePolicy { get { string temp; GetProperty( Actor.Property.SIZE_SCALE_POLICY).Get( out temp ); return temp; } set { SetProperty( Actor.Property.SIZE_SCALE_POLICY, new Dali.Property.Value( value ) ); } } public bool WidthForHeight { get { bool temp = false; GetProperty( Actor.Property.WIDTH_FOR_HEIGHT).Get( ref temp ); return temp; } set { SetProperty( Actor.Property.WIDTH_FOR_HEIGHT, new Dali.Property.Value( value ) ); } } public bool HeightForWidth { get { bool temp = false; GetProperty( Actor.Property.HEIGHT_FOR_WIDTH).Get( ref temp ); return temp; } set { SetProperty( Actor.Property.HEIGHT_FOR_WIDTH, new Dali.Property.Value( value ) ); } } public Vector4 Padding { get { Vector4 temp = new Vector4(0.0f,0.0f,0.0f,0.0f); GetProperty( Actor.Property.PADDING).Get( temp ); return temp; } set { SetProperty( Actor.Property.PADDING, new Dali.Property.Value( value ) ); } } public Dali.CSharp.Size MinimumSize { get { Vector2 temp = new Vector2(0.0f,0.0f); GetProperty( Actor.Property.MINIMUM_SIZE).Get( temp ); Dali.CSharp.Size ret = new Dali.CSharp.Size(temp.x, temp.y); return ret; } set { SetProperty( Actor.Property.MINIMUM_SIZE, new Dali.Property.Value( value ) ); } } public Dali.CSharp.Size MaximumSize { get { Vector2 temp = new Vector2(0.0f,0.0f); GetProperty( Actor.Property.MAXIMUM_SIZE).Get( temp ); Dali.CSharp.Size ret = new Dali.CSharp.Size(temp.x, temp.y); return ret; } set { SetProperty( Actor.Property.MAXIMUM_SIZE, new Dali.Property.Value( value ) ); } } public bool InheritPosition { get { bool temp = false; GetProperty( Actor.Property.INHERIT_POSITION).Get( ref temp ); return temp; } set { SetProperty( Actor.Property.INHERIT_POSITION, new Dali.Property.Value( value ) ); } } public string ClippingMode { get { string temp; GetProperty( Actor.Property.CLIPPING_MODE).Get( out temp ); return temp; } set { SetProperty( Actor.Property.CLIPPING_MODE, new Dali.Property.Value( value ) ); } } public bool BatchParent { get { bool temp = false; GetProperty( Actor.Property.BATCH_PARENT).Get( ref temp ); return temp; } set { SetProperty( Actor.Property.BATCH_PARENT, new Dali.Property.Value( value ) ); } } /* Properties ends */ %} %enddef %define DALI_ACTOR_EVENTHANDLER_PARAM( NameSpace, ClassName) ACTOR_EVENTHANDLER_TYPEMAP_EVENTARG( NameSpace, ClassName); ACTOR_EVENTHANDLER_TYPEMAP_HELPER( NameSpace, ClassName); %enddef %define DALI_CONST_VECTOR4_REF_TO_COLOR_CONVERSION %typemap(cstype) (const Vector4& color) "Dali.CSharp.Color" %typemap(csin, pre=" Vector4 temp$csinput = new Vector4($csinput.R, $csinput.G, $csinput.B, $csinput.A);", cshin="ref $csinput" ) (const Vector4& color) "$csclassname.getCPtr(temp$csinput)" %enddef %define DALI_VECTOR2_TO_SIZE_CONVERSION %typemap(cstype) (const Vector2& position) "Dali.CSharp.Size" %typemap(csin, pre=" Vector2 temp$csinput = new Vector2($csinput.W, $csinput.H);", cshin="ref $csinput" ) (const Vector2& position) "$csclassname.getCPtr(temp$csinput)" %enddef namespace Dali { DALI_ACTOR_EVENTHANDLER_PARAM( Dali, Actor); DALI_CONST_VECTOR4_REF_TO_COLOR_CONVERSION; DALI_VECTOR2_TO_SIZE_CONVERSION; }