* Copyright (C) 2024 Huawei Device 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.
*/
#ifndef NAMED_IMPL_H
#define NAMED_IMPL_H
#include <napi_api.h>
#include <optional>
#include <base/containers/vector.h>
#include <meta/interface/property/property.h>
#include "export.h"
template <typename SourceType, uint32_t SourceIndex, typename Fn>
bool SetPropertyValue(NapiApi::FunctionContext<std::optional<SourceType>>& ctx, Fn&& callback)
{
std::optional<SourceType> opt = ctx.template Arg<SourceIndex>();
bool defined = opt.has_value();
SourceType value = opt.value_or(SourceType{});
return callback(value, defined);
}
template <typename SourceType, uint32_t SourceIndex, typename TargetType>
bool SetPropertyValue(NapiApi::FunctionContext<std::optional<SourceType>>& ctx,
const META_NS::Property<TargetType>& property, std::optional<TargetType> defaultValue = {})
{
if (property) {
SetPropertyValue<SourceType, SourceIndex>(ctx, [&](SourceType& value, bool defined) -> bool {
if (defined) {
auto v = static_cast<TargetType>(static_cast<SourceType>(value));
return property->SetValue(v);
}
if (defaultValue.has_value()) {
return property->SetValue(defaultValue.value());
}
property->ResetValue();
return true;
});
}
return false;
}
class SCENE_ADDON_PUBLIC SceneResourceImpl {
public:
static constexpr uint32_t ID = 1;
enum SceneResourceType {
* The resource is an Unknow.
*/
UNKNOWN = 0,
* The resource is an Node.
*/
NODE = 1,
* The resource is an Environment.
*/
ENVIRONMENT = 2,
* The resource is a Material.
*/
MATERIAL = 3,
* The resource is a Mesh.
*/
MESH = 4,
* The resource is an Animation.
*/
ANIMATION = 5,
* The resource is a Shader.
*/
SHADER = 6,
* The resource is a Image.
*/
IMAGE = 7,
* The resource is a MeshResource.
*/
MESH_RESOURCE = 8,
* The resource is an Effect.
*/
EFFECT = 9,
};
SceneResourceImpl(SceneResourceType type);
virtual ~SceneResourceImpl();
static void RegisterEnums(NapiApi::Object exports);
virtual void* GetInstanceImpl(uint32_t id);
NapiApi::WeakObjectRef GetSceneWeakRef();
protected:
static void GetPropertyDescs(BASE_NS::vector<napi_property_descriptor>& props);
void SetUri(NapiApi::Object& args);
void SetUri(NapiApi::StrongRef uri);
napi_value GetObjectType(NapiApi::FunctionContext<>& ctx);
napi_value GetName(NapiApi::FunctionContext<>& ctx);
void SetName(NapiApi::FunctionContext<BASE_NS::string>& ctx);
napi_value GetUri(NapiApi::FunctionContext<>& ctx);
napi_value Dispose(NapiApi::FunctionContext<>& ctx);
NapiApi::WeakObjectRef scene_;
NapiApi::StrongRef uri_;
bool validateSceneRef() const;
bool userDisposed_{false};
private:
SceneResourceType type_;
BASE_NS::string name_;
};
#endif