/**************************************************************************** ** ** Copyright (C) 1993-2009 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #pragma once #include "Qt3DSIComponentManager.h" #include "EASTL/vector.h" #include "EASTL/string.h" #include "foundation/Qt3DSRefCounted.h" #include "Qt3DSApplication.h" #include #include #include #include QT_BEGIN_NAMESPACE class QQmlImageProviderBase; QT_END_NAMESPACE namespace qt3dsimp { struct Mesh; } namespace qt3ds { namespace runtime { class IApplication; } } namespace qt3ds { namespace state { namespace debugger { class IMultiProtocolSocket; } } } namespace qt3ds { namespace render { class IThreadPool; class IQt3DSRenderer; class ICustomMaterialSystem; class IDynamicObjectSystem; class IBufferManager; } } struct script_State; namespace Q3DStudio { struct SEventCommand; class IPresentation; /** * @interface IScriptBridge * @brief Callback and load interface for a script engine. */ class IScriptTableProvider { protected: virtual ~IScriptTableProvider() {} public: virtual void CreateTable(script_State *inState) = 0; }; struct SScriptEngineGotoSlideArgs { TTimePolicyModeOption m_Mode; //-2 means previous, -1 means next, 1-N means slide const char *m_PlaythroughTo; TULongOption m_StartTime; float m_Rate; bool m_Reverse; TBoolOption m_Paused; SScriptEngineGotoSlideArgs() : m_PlaythroughTo(NULL) , m_Rate(1.0f) , m_Reverse(false) { } }; class CScriptEngineCallFunctionArgRetriever { public: CScriptEngineCallFunctionArgRetriever(const char *inArguments) : m_ArgumentString(inArguments) { } virtual ~CScriptEngineCallFunctionArgRetriever() {} // Retrieve argument // Return value: -1 error; otherwise it indicates argument count virtual int RetrieveArgument(script_State *inState); virtual eastl::string GetArgDescription(); protected: const char *m_ArgumentString; }; class IScriptBridge : public qt3ds::foundation::NVRefCounted { public: virtual ~IScriptBridge() {} public: // thread // After this call all public functions are protected by a mutex virtual void EnableMultithreadedAccess() = 0; // After this call all public functions are not threadsafe. virtual void DisableMultithreadedAccess() = 0; public: // Settings virtual void SetApplicationCore(qt3ds::runtime::IApplication &inApplication) = 0; virtual void SetApplication(qt3ds::runtime::IApplication &inApplication) = 0; public: // Scripts // Both loads script, create an self table -> scriptIndex in a behaviors table // LoadScript goes further by registering scriptIndex->inPresentation, and inOwner->m_ScriptID= // scriptIndex virtual void LoadScript(IPresentation *inPresentation, TElement *inOwner, const CHAR *inName, bool initInRenderThread) = 0; virtual Q3DStudio::INT32 InitializeApplicationBehavior(const char *inProjectRelativePath) = 0; public: // Script functions and Callbacks virtual void ProcessFrameCallbacks(IPresentation *inPresentation) = 0; // Call a member function inFnName from self table whose script index is given by inApp virtual void ExecuteApplicationScriptFunction(Q3DStudio::INT32 inApp, const char *inFnName) = 0; virtual void CallFunction(const char *behavior, const char *handler, CScriptEngineCallFunctionArgRetriever &inArgRetriever) = 0; public: // Custom Actions virtual void ProcessSignal(IPresentation *inPresentation, const SEventCommand &inCommand) = 0; virtual void ProcessCustomActions(IPresentation *inPresentation, const SEventCommand &inCommand) = 0; virtual void ProcessCustomCallback(IPresentation *inPresentation, const SEventCommand &inCommand) = 0; public: // Elements // Use inProvider to create a new table and associate with inElement: currently a render plugin // element this mimics render plugin as an behavior element virtual void SetTableForElement(TElement &inElement, IScriptTableProvider &inProvider) = 0; virtual void SetAttribute(TElement *element, const QString &attName, const char *value) = 0; virtual void SetAttribute(const QString &element, const QString &attName, const char *value) = 0; virtual void FireEvent(const char *element, const char *evtName) = 0; virtual void SetDataInputValue( const QString &name, const QVariant &value, qt3ds::runtime::DataInputValueRole property = qt3ds::runtime::DataInputValueRole::Value) = 0; virtual void createElements(const QString &parentElementPath, const QString &slideName, const QVector> &properties, qt3ds::render::IQt3DSRenderer *renderer) = 0; virtual void deleteElements(const QStringList &elementPath, qt3ds::render::IQt3DSRenderer *renderer) = 0; virtual void createMaterials(const QString &subPresId, const QStringList &materialDefinitions, qt3ds::render::ICustomMaterialSystem *customMaterialSystem, qt3ds::render::IDynamicObjectSystem *dynamicObjectSystem, qt3ds::render::IQt3DSRenderer *renderer) = 0; virtual void deleteMaterials(const QStringList &materialNames, qt3ds::render::IQt3DSRenderer *renderer) = 0; virtual void createMesh(const QString &name, qt3dsimp::Mesh *mesh, qt3ds::render::IBufferManager *bufferManager) = 0; virtual void deleteMeshes(const QStringList &elementPath, qt3ds::render::IBufferManager *bufferManager) = 0; virtual uint textureId(const QString &elementPath, qt3ds::render::IQt3DSRenderer *renderer) = 0; virtual uint textureId(const QString &elementPath, qt3ds::render::IQt3DSRenderer *renderer, QSize &size, GLenum &format) = 0; public: // Components virtual void GotoSlide(const char *component, const char *slideName, const SScriptEngineGotoSlideArgs &inArgs) = 0; virtual void GotoSlideRelative(const char *component, bool inNextSlide, bool inWrap, const SScriptEngineGotoSlideArgs &inArgs) = 0; public: // Presentation virtual void SetPresentationAttribute(const char *presId, const char *attName, const char *attValue) = 0; virtual void initializePresentationDataInputsAndOutputs(CPresentation &presentation) = 0; public: // Multimedia virtual bool PlaySoundFile(const char *soundPath) = 0; public: // Miscellaneous virtual void EnableDebugging(qt3ds::state::debugger::IMultiProtocolSocket &socket) = 0; virtual void EnableProfiling() = 0; virtual void StepGC() = 0; }; } // namespace Q3DStudio