X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=plugins%2Fdali-script-v8%2Fsrc%2Factors%2Factor-wrapper.cpp;h=a462723a157428a5e9b3f314aa9cfea43710938c;hp=6f2d6f0d5631b1e665385f3a1b5fd9e37a7cfccf;hb=8c31a5ca493d17693e53f9909a4453b1fa058ab3;hpb=d011049f576aaf534d52180829398b917e08de04 diff --git a/plugins/dali-script-v8/src/actors/actor-wrapper.cpp b/plugins/dali-script-v8/src/actors/actor-wrapper.cpp index 6f2d6f0..a462723 100644 --- a/plugins/dali-script-v8/src/actors/actor-wrapper.cpp +++ b/plugins/dali-script-v8/src/actors/actor-wrapper.cpp @@ -20,15 +20,13 @@ // EXTERNAL INCLUDES #include +#include // INTERNAL INCLUDES #include #include #include -#include -#include #include -#include #include #include @@ -40,11 +38,8 @@ namespace V8Plugin v8::Persistent ActorWrapper::mActorTemplate; v8::Persistent ActorWrapper::mImageActorTemplate; -v8::Persistent ActorWrapper::mTextActorTemplate; -v8::Persistent ActorWrapper::mMeshActorTemplate; v8::Persistent ActorWrapper::mCameraActorTemplate; v8::Persistent ActorWrapper::mLayerActorTemplate; -v8::Persistent ActorWrapper::mTextViewTemplate; namespace { @@ -65,11 +60,8 @@ const ActorTemplate ActorTemplateLookup[]= { { &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::mCameraActorTemplate} // CAMERA_ACTOR }; /** @@ -78,12 +70,9 @@ const ActorTemplate ActorTemplateLookup[]= enum ActorApiBitMask { 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, + IMAGE_ACTOR_API = 1 << 1, + LAYER_API = 1 << 2, + CAMERA_ACTOR_API = 1 << 3, }; /** @@ -99,17 +88,14 @@ struct ActorApiStruct /** * Lookup table to match a actor type with a constructor and supported API's. + * HandleWrapper::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 | 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 }, + {"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 }, - {"TextView", ActorWrapper::TEXT_VIEW, TextViewApi::New, ACTOR_API }, - }; const unsigned int ActorApiLookupCount = sizeof(ActorApiLookup)/sizeof(ActorApiLookup[0]); @@ -130,25 +116,13 @@ Actor CreateActor( const v8::FunctionCallbackInfo< v8::Value >& args, // if we don't currently support the actor type, then use type registry to create it if( actorType == ActorWrapper::UNKNOWN_ACTOR ) { - Dali::TypeInfo typeInfo = Dali::TypeRegistry::Get().GetTypeInfo( typeName ); - if( typeInfo ) // handle, check if it has a value - { - Dali::BaseHandle handle = typeInfo.CreateInstance(); - if( handle ) - { - actor = Actor::DownCast( handle ); - } - } - else - { - DALI_SCRIPT_EXCEPTION(args.GetIsolate(),"Unknown actor type"); + DALI_SCRIPT_EXCEPTION( args.GetIsolate(), "Unknown actor type" ); return Actor(); - } } 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; @@ -177,7 +151,7 @@ struct ActorFunctions /** * Contains a list of all functions that can be called an - * actor / image-actor / mesh-actor/ layer / camera-actor + * actor / image-actor / layer / camera-actor */ const ActorFunctions ActorFunctionTable[]= { @@ -209,6 +183,9 @@ const ActorFunctions ActorFunctionTable[]= // ignore. GetCurrentAnchorPoint() use Actor.anchorPoint // ignore. SetSize() use Actor.size // ignore. GetCurrentSize() use Actor.size + { "GetNaturalSize", ActorApi::GetNaturalSize, ACTOR_API }, + { "GetWidthForHeight",ActorApi::GetWidthForHeight, ACTOR_API }, + { "GetHeightForWidth",ActorApi::GetHeightForWidth, ACTOR_API }, // ignore. SetPosition(....) use Actor.position // ignore. SetX, SetY, SetZ, use Actor.position.x, Actor.position.y, Actor.position.z { "TranslateBy", ActorApi::TranslateBy, ACTOR_API }, @@ -250,27 +227,10 @@ const ActorFunctions ActorFunctionTable[]= { "SetKeyboardFocusable", ActorApi::SetKeyboardFocusable, ACTOR_API }, //-- should this be a property??? { "IsKeyboardFocusable" , ActorApi::IsKeyboardFocusable, ACTOR_API }, //-- should this be a property??? - /************************************** - * Renderable Actor API (in order of renderable-actor.h) - **************************************/ - { "SetSortModifier", RenderableActorApi::SetSortModifier, RENDERABLE_ACTOR_API }, - { "GetSortModifier", RenderableActorApi::GetSortModifier, RENDERABLE_ACTOR_API }, - { "SetCullFace", RenderableActorApi::SetCullFace, RENDERABLE_ACTOR_API }, - { "GetCullFace", RenderableActorApi::GetCullFace, RENDERABLE_ACTOR_API }, - { "SetBlendMode", RenderableActorApi::SetBlendMode, RENDERABLE_ACTOR_API }, - { "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 }, - - - + { "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) @@ -297,55 +257,27 @@ const ActorFunctions ActorFunctionTable[]= { "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 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 }, - - /************************************** - * 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) **************************************/ @@ -393,7 +325,10 @@ ActorWrapper::ActorWrapper( Actor actor, v8::Handle ActorWrapper::WrapActor(v8::Isolate* isolate, Actor actor ) { v8::EscapableHandleScope handleScope( isolate ); - v8::Local object = WrapActor( isolate, actor, GetActorType( actor.GetTypeName() ) ); + + // Check whether the actor is a Control + ActorWrapper::ActorType type = Toolkit::Control::DownCast(actor) ? ACTOR : GetActorType( actor.GetTypeName() ); + v8::Local object = WrapActor( isolate, actor, type ); return handleScope.Escape( object ); } @@ -487,7 +422,7 @@ void ActorWrapper::NewActor( const v8::FunctionCallbackInfo< v8::Value >& args) return; } - // find out the callee function name...e.g. TextActor, ImageActor, MeshActor + // find out the callee function name...e.g. ImageActor, MeshActor v8::Local callee = args.Callee(); v8::Local v8String = callee->GetName(); std::string typeName = V8Utils::v8StringToStdString( v8String ); @@ -500,6 +435,42 @@ void ActorWrapper::NewActor( const v8::FunctionCallbackInfo< v8::Value >& args) 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 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 */