#include <actors/layer-api.h>
#include <actors/actor-api.h>
#include <actors/image-actor-api.h>
-#include <actors/text-actor-api.h>
#include <actors/mesh-actor-api.h>
#include <actors/camera-actor-api.h>
#include <actors/renderable-actor-api.h>
v8::Persistent<v8::ObjectTemplate> ActorWrapper::mActorTemplate;
v8::Persistent<v8::ObjectTemplate> ActorWrapper::mImageActorTemplate;
-v8::Persistent<v8::ObjectTemplate> ActorWrapper::mTextActorTemplate;
v8::Persistent<v8::ObjectTemplate> ActorWrapper::mMeshActorTemplate;
v8::Persistent<v8::ObjectTemplate> ActorWrapper::mCameraActorTemplate;
v8::Persistent<v8::ObjectTemplate> ActorWrapper::mLayerActorTemplate;
-v8::Persistent<v8::ObjectTemplate> ActorWrapper::mTextViewTemplate;
+v8::Persistent<v8::ObjectTemplate> ActorWrapper::mTextLabelTemplate;
namespace
{
{
{ &ActorWrapper::mActorTemplate }, // ACTOR
{ &ActorWrapper::mImageActorTemplate }, // IMAGE_ACTOR
- { &ActorWrapper::mTextActorTemplate }, // TEXT_ACTOR
{ &ActorWrapper::mMeshActorTemplate }, // MESH_ACTOR
{ &ActorWrapper::mLayerActorTemplate }, // LAYER_ACTOR
{ &ActorWrapper::mCameraActorTemplate}, // CAMERA_ACTOR
- { &ActorWrapper::mTextViewTemplate }
+ { &ActorWrapper::mTextLabelTemplate }
};
/**
ACTOR_API = 1 << 0,
RENDERABLE_ACTOR_API = 1 << 1,
IMAGE_ACTOR_API = 1 << 2,
- TEXT_ACTOR_API = 1 << 3,
- MESH_ACTOR_API = 1 << 4,
- LAYER_API = 1 << 5,
- CAMERA_ACTOR_API = 1 << 6,
+ MESH_ACTOR_API = 1 << 3,
+ LAYER_API = 1 << 4,
+ CAMERA_ACTOR_API = 1 << 5,
};
/**
{
{"Actor", ActorWrapper::ACTOR, ActorApi::New, ACTOR_API },
{"ImageActor", ActorWrapper::IMAGE_ACTOR, ImageActorApi::New, ACTOR_API | RENDERABLE_ACTOR_API | IMAGE_ACTOR_API },
- {"TextActor", ActorWrapper::TEXT_ACTOR, TextActorApi::New, ACTOR_API | RENDERABLE_ACTOR_API | TEXT_ACTOR_API },
{"MeshActor", ActorWrapper::MESH_ACTOR, MeshActorApi::New, ACTOR_API | RENDERABLE_ACTOR_API | MESH_ACTOR_API },
{"Layer", ActorWrapper::LAYER_ACTOR, LayerApi::New, ACTOR_API | LAYER_API },
{"CameraActor",ActorWrapper::CAMERA_ACTOR, CameraActorApi::New, ACTOR_API | CAMERA_ACTOR_API },
- {"TextView", ActorWrapper::TEXT_VIEW, TextViewApi::New, ACTOR_API },
+ {"TextLabel", ActorWrapper::TEXT_LABEL, TextLabelApi::New, ACTOR_API },
};
else
{
// run the constructor for this type of actor so it can pull out
- // custom parameters, e.g. new TextActor("hello world"); or ImageActor( MyImage );
+ // custom parameters, e.g. new ImageActor( MyImage );
actor = (ActorApiLookup[actorType].constructor)( args );
}
return actor;
{ "FindChildById", ActorApi::FindChildById, ACTOR_API },
{ "GetParent" , ActorApi::GetParent, ACTOR_API },
{ "GetActorType" , ActorApi::GetActorType, ACTOR_API }, // custom for javascript
+ { "ApplyPathConstraint", ActorApi::ApplyPathConstraint, ACTOR_API }, // custom for javascript
+ { "RemovePathConstraint", ActorApi::RemovePathConstraint, ACTOR_API }, // custom for javascript
// ignore. SetParentOrigin() use Actor.parentOrigin
// ignore. GetCurrentParentOrigin() use Actor.parentOrigin
// ignore. GetCurrentSize() use Actor.size
// ignore. SetPosition(....) use Actor.position
// ignore. SetX, SetY, SetZ, use Actor.position.x, Actor.position.y, Actor.position.z
- { "MoveBy", ActorApi::MoveBy, ACTOR_API },
+ { "TranslateBy", ActorApi::TranslateBy, ACTOR_API },
// ignore GetCurrentPosition(). use Actor.position
// ignore GetCurrentWorldPosition() use Actor.worldPosition
// ignore SetPositionInheritanceMode() use Actor.positionInheritance
// ignore GetPositionInheritanceMode() use Actor.positionInheritance
- // ignore SetRotation() use Actor.rotation
+ // ignore SetOrientation() use Actor.orientation
{ "RotateBy", ActorApi::RotateBy, ACTOR_API },
- // ignore GetCurrentRotation() use Actor.rotation
- // ignore SetInheritRotation() use Actor.inheritRotation
- // ignore IsRotationInherited() use Actor.inheritRotation
- // ignore GetCurrentWorldRotation() use Actor.worldRotation
+ // ignore GetCurrentOrientation() use Actor.orientation
+ // ignore SetInheritOrientation() use Actor.inheritOrientation
+ // ignore IsOrientationInherited() use Actor.inheritOrientation
+ // ignore GetCurrentWorldOrientation() use Actor.worldOrientation
// ignore SetScale() use Actor.scale
{ "ScaleBy", ActorApi::ScaleBy, ACTOR_API },
// ignore GetCurrentScale() use Actor.scale
// ignore SetVisible() use Actor.visible
// ignore IsVisible() use Actor.visible
// ignore SetOpacity() use Actor.opacity
- { "OpactiyBy", ActorApi::OpacityBy, ACTOR_API },
// ignore GetCurrentOpacity() use Actor.opacity
// ignore SetColor() use Actor.color
- { "ColorBy", ActorApi::ColorBy, ACTOR_API },
// ignore GetCurrentColor() use Actor.color
// ignore SetColorMode() use Actor.colorMode
// ignore GetColorMode() use Actor.colorMode
{ "GetBlendMode", RenderableActorApi::GetBlendMode, RENDERABLE_ACTOR_API },
{ "SetBlendFunc", RenderableActorApi::SetBlendFunc, RENDERABLE_ACTOR_API },
{ "GetBlendFunc", RenderableActorApi::GetBlendFunc, RENDERABLE_ACTOR_API },
- { "SetBlendEquation", RenderableActorApi::SetBlendEquation, RENDERABLE_ACTOR_API },
- { "GetBlendEquation", RenderableActorApi::GetBlendEquation, RENDERABLE_ACTOR_API },
- { "SetBlendColor", RenderableActorApi::SetBlendColor, RENDERABLE_ACTOR_API },
- { "GetBlendColor", RenderableActorApi::GetBlendColor, RENDERABLE_ACTOR_API },
{ "SetShaderEffect", RenderableActorApi::SetShaderEffect, RENDERABLE_ACTOR_API },
{ "GetShaderEffect", RenderableActorApi::GetShaderEffect, RENDERABLE_ACTOR_API },
{ "RemoveShaderEffect", RenderableActorApi::RemoveShaderEffect,RENDERABLE_ACTOR_API },
{ "SetImage", ImageActorApi::SetImage, IMAGE_ACTOR_API },
{ "GetImage", ImageActorApi::GetImage, IMAGE_ACTOR_API },
- { "SetToNaturalSize", ImageActorApi::SetToNaturalSize, IMAGE_ACTOR_API },
// ignore SetPixelArea, use imageActor.pixelArea
// ignore GetPixelArea, use imageActor.pixelArea
- { "IsPixelAreaSet", ImageActorApi::IsPixelAreaSet, IMAGE_ACTOR_API },
- { "ClearPixelArea", ImageActorApi::ClearPixelArea, IMAGE_ACTOR_API },
// ignore SetStyle, use imageActor.style
// ignore GetStyle, use imageActor.style
// ignore SetNinePatchBorder use imageActor.border
// ignore GetFadeInDuration use imageActor.fadeInDuration
//{ "GetCurrentImageSize", ImageActorApi::GetCurrentImageSize, IMAGE_ACTOR_API },
-
- /**************************************
- * Text Actor API (in order of text-actor.h)
- **************************************/
- //ignore SetText use textActor.text
- { "SetToNaturalSize", TextActorApi::SetToNaturalSize, TEXT_ACTOR_API },
- // ignore GetFont use textActor.font
- // ignore SetFont use textActor.font
- // ignore SetGradient use textActor.gradientColor
- // ignore GetGradient textActor.gradientColor
- // ignore SetGradientStartPoint use textActor.gradientStartPoint
- // ignore GetGradientStartPoint textActor.gradientStartPoint
- // ignore SetGradientEndPoint use textActor.gradientEndPoint
- // ignore GetGradientEndPoint textActor.gradientEndPoint
- // @todo? SetTextStyle ( can use individual properties as a work around )
- // @todo? GetTextStyle ( can use individual properties as a work around )
- // ignore SetTextColor use textActor.textColor
- // ignore GetTextColor use textActor.textColor
- // ignore SetSmoothEdge use textActor.smoothEdge
- // ignore SetOutline use textActor.outLineEnable, outlineColor, thicknessWidth
- // ignore SetGlow use textActor.glowEnable, glowColor, glowIntensity
- // ignore SetShadow use textActor.shadowEnable, shadowColor, shadowOffset, shadowSize
- // ignore SetItalics use textActor.italicsAngle ?
- // ignore GetItalics @todo add italics flag? or just stick with angle
- // ignore GetItalicsAngle use textActor.italicsAngle
- // ignore SetUnderline use textActor.underline
- // ignore GetUnderline use textActor.underline
- // ignore SetWeight use textActor.weight
- // ignore GetWeight use textActor.weight
- // ignore SetFontDetectionAutomatic use textActor.fontDetectionAutomatic
- // ignore IsFontDetectionAutomatic use textActor.fontDetectionAutomatic
- // ignore GetLoadingState text is loaded synchronously
- // ignore TextAvailableSignal text is loaded synchronously
-
/**************************************
* Mesh Actor API (in order of mesh-actor.h)
**************************************/
return;
}
- // find out the callee function name...e.g. TextActor, ImageActor, MeshActor
+ // find out the callee function name...e.g. ImageActor, MeshActor
v8::Local<v8::Function> callee = args.Callee();
v8::Local<v8::Value> v8String = callee->GetName();
std::string typeName = V8Utils::v8StringToStdString( v8String );