1 #ifndef __DALI_INTEGRATION_CORE_H__
2 #define __DALI_INTEGRATION_CORE_H__
5 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
22 #include <dali/public-api/common/dali-common.h>
23 #include <dali/public-api/common/view-mode.h>
24 #include <dali/integration-api/context-notifier.h>
25 #include <dali/integration-api/resource-policies.h>
41 class GlSyncAbstraction;
42 class PlatformAbstraction;
43 class RenderController;
50 * The reasons why further updates are required.
52 namespace KeepUpdating
56 NOT_REQUESTED = 0, ///< Zero means that no further updates are required
57 STAGE_KEEP_RENDERING = 1<<1, ///< - Stage::KeepRendering() is being used
58 ANIMATIONS_RUNNING = 1<<2, ///< - Animations are ongoing
59 LOADING_RESOURCES = 1<<3, ///< - Resources are being loaded
60 MONITORING_PERFORMANCE = 1<<4, ///< - The --enable-performance-monitor option is being used
61 RENDER_TASK_SYNC = 1<<5 ///< - A render task is waiting for render sync
66 * The status of the Core::Update operation.
76 : keepUpdating(false),
77 needsNotification(false),
78 secondsFromLastFrame( 0.0f )
85 * Query whether the Core has further frames to update & render e.g. when animations are ongoing.
86 * @return A bitmask of KeepUpdating values
88 unsigned int KeepUpdating() { return keepUpdating; }
91 * Query whether the Core requires an Notification event.
92 * This should be sent through the same mechanism (e.g. event loop) as input events.
93 * @return True if an Notification event should be sent.
95 bool NeedsNotification() { return needsNotification; }
98 * This method is provided so that FPS can be easily calculated with a release version
100 * @return the seconds from last frame as float
102 float SecondsFromLastFrame() { return secondsFromLastFrame; }
106 unsigned int keepUpdating; ///< A bitmask of KeepUpdating values
107 bool needsNotification;
108 float secondsFromLastFrame;
112 * The status of the Core::Render operation.
127 * Set whether update needs to run following a render.
128 * This might be because render has sent messages to update, or it has
129 * some textures to upload over several frames.
131 void SetNeedsUpdate(bool updateRequired) { needsUpdate = updateRequired; }
134 * Query the update status following rendering of a frame.
135 * @return true if update should run.
137 bool NeedsUpdate() { return needsUpdate; }
145 * Integration::Core is used for integration with the native windowing system.
146 * The following integration tasks must be completed:
148 * 1) Handle GL context creation, and notify the Core when this occurs.
150 * 2) Provide suspend/resume behaviour (see below for more details).
152 * 3) Run an event loop, for passing events to the Core e.g. multi-touch input events.
153 * Notification events should be sent after a frame is updated (see UpdateStatus).
155 * 4) Run a rendering loop, instructing the Core to render each frame.
156 * A separate rendering thread is recommended; see multi-threading options below.
158 * 5) Provide an implementation of the PlatformAbstraction interface, used to access platform specific services.
160 * 6) Provide an implementation of the GlAbstraction interface, used to access OpenGL services.
162 * 7) Provide an implementation of the GestureManager interface, used to register gestures provided by the platform.
164 * Suspend/Resume behaviour:
166 * The Core has no knowledge of the application lifecycle, but can be suspended.
167 * In the suspended state, input events will not be processed, and animations will not progress any further.
168 * The Core can still render in the suspended state; the same frame will be produced each time.
170 * Multi-threading notes:
172 * The Dali API methods are not reentrant. If you access the API from multiple threads simultaneously, then the results
173 * are undefined. This means that your application might segfault, or behave unpredictably.
175 * Rendering strategies:
177 * 1) Single-threaded. Call every Core method from the same thread. Event handling and rendering will occur in the same thread.
178 * This is not recommended, since processing input (slowly) can affect the smooth flow of animations.
180 * 2) Multi-threaded. The Core update & render operations can be processed in separate threads.
181 * See the method descriptions in Core to see which thread they should be called from.
182 * This is the recommended option, so that input processing will not affect the smoothness of animations.
183 * Note that the rendering thread must be halted, before destroying the GL context.
185 class DALI_IMPORT_API Core
191 * This object is used for integration with the native windowing system.
192 * @param[in] renderController The interface to an object which controls rendering.
193 * @param[in] platformAbstraction The interface providing platform specific services.
194 * @param[in] glAbstraction The interface providing OpenGL services.
195 * @param[in] glSyncAbstraction The interface providing OpenGL sync objects.
196 * @param[in] gestureManager The interface providing gesture manager services.
197 * @param[in] policy The data retention policy. This depends on application setting
198 * and platform support. Dali should honour this policy when deciding to discard
199 * intermediate resource data.
200 * @return A newly allocated Core.
202 static Core* New(RenderController& renderController,
203 PlatformAbstraction& platformAbstraction,
204 GlAbstraction& glAbstraction,
205 GlSyncAbstraction& glSyncAbstraction,
206 GestureManager& gestureManager,
207 ResourcePolicy::DataRetention policy);
210 * Non-virtual destructor. Core is not intended as a base class.
214 // GL Context Lifecycle
217 * Get the object that will notify the application/toolkit when context is lost/regained
219 ContextNotifierInterface* GetContextNotifier();
222 * Notify the Core that the GL context has been created.
223 * The context must be created before the Core can render.
224 * Multi-threading note: this method should be called from the rendering thread only
225 * @post The Core is aware of the GL context.
227 void ContextCreated();
230 * Notify the Core that that GL context is about to be destroyed.
231 * The Core will free any previously allocated GL resources.
232 * Multi-threading note: this method should be called from the rendering thread only
233 * @post The Core is unaware of any GL context.
235 void ContextDestroyed();
238 * Notify the Core that the GL context has been re-created, e.g. after ReplaceSurface
241 * In the case of ReplaceSurface, both ContextToBeDestroyed() and ContextCreated() will have
242 * been called on the render thread before this is called on the event thread.
244 * Multi-threading note: this method should be called from the main thread
246 void RecoverFromContextLoss();
249 * Notify the Core that the GL surface has been resized.
250 * This should be done at least once i.e. after the first call to ContextCreated().
251 * The Core will use the surface size for camera calculations, and to set the GL viewport.
252 * Multi-threading note: this method should be called from the main thread
253 * @param[in] width The new surface width.
254 * @param[in] height The new surface height.
256 void SurfaceResized(unsigned int width, unsigned int height);
259 * Notify the Core about the top margin size.
260 * Available stage size is reduced by this size.
261 * The stage is located below the size at the top of the display
262 * It is mainly useful for indicator in mobile device
263 * @param[in] margin margin size
265 void SetTopMargin( unsigned int margin );
270 * Notify the Core about the display's DPI values.
271 * This should be done after the display is initialized and a Core instance is created.
272 * The Core will use the DPI values for font rendering.
273 * Multi-threading note: this method should be called from the main thread
274 * @param[in] dpiHorizontal Horizontal DPI value.
275 * @param[in] dpiVertical Vertical DPI value.
277 void SetDpi(unsigned int dpiHorizontal, unsigned int dpiVertical);
282 * Put Core into the suspended state.
283 * Any ongoing event processing will be cancelled, for example multi-touch sequences.
284 * The core expects the system has suspended us. Animation time will continue during the suspended
286 * Multi-threading note: this method should be called from the main thread
287 * @post The Core is in the suspended state.
292 * Resume the Core from the suspended state.
293 * At the first update, the elapsed time passed to the animations will be equal to the time spent
295 * Multi-threading note: this method should be called from the main thread
296 * @post The Core is not in the suspended state.
301 * Notify Core that the scene has been created.
306 * Queue an event with Core.
307 * Pre-processing of events may be beneficial e.g. a series of motion events could be throttled, so that only the last event is queued.
308 * Multi-threading note: this method should be called from the main thread.
309 * @param[in] event The new event.
311 void QueueEvent(const Event& event);
314 * Process the events queued with QueueEvent().
315 * Multi-threading note: this method should be called from the main thread.
316 * @pre ProcessEvents should not be called during ProcessEvents.
318 void ProcessEvents();
321 * The Core::Update() method prepares a frame for rendering. This method determines how many frames
322 * may be prepared, ahead of the rendering.
323 * For example if the maximum update count is 2, then Core::Update() for frame N+1 may be processed
324 * whilst frame N is being rendered. However the Core::Update() for frame N+2 may not be called, until
325 * the Core::Render() method for frame N has returned.
326 * @return The maximum update count (>= 1).
328 unsigned int GetMaximumUpdateCount() const;
331 * Update the scene for the next frame. This method must be called before each frame is rendered.
332 * Multi-threading notes: this method should be called from a dedicated update-thread.
333 * The update for frame N+1 may be processed whilst frame N is being rendered.
334 * However the update-thread must wait until frame N has been rendered, before processing frame N+2.
335 * After this method returns, messages may be queued internally for the main thread.
336 * In order to process these messages, a notification is sent via the main thread's event loop.
337 * @param[in] elapsedSeconds Number of seconds since the last call
338 * @param[in] lastVSyncTimeMilliseconds The last vsync time in milliseconds
339 * @param[in] nextVSyncTimeMilliseconds The time of the next predicted VSync in milliseconds
340 * @param[out] status showing whether further updates are required. This also shows
341 * whether a Notification event should be sent, regardless of whether the multi-threading is used.
343 void Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, UpdateStatus& status );
346 * Render the next frame. This method should be preceded by a call up Update.
347 * Multi-threading note: this method should be called from a dedicated rendering thread.
348 * @pre The GL context must have been created, and made current.
349 * @param[out] status showing whether update is required to run.
351 void Render( RenderStatus& status );
353 // System-level overlay
356 * Use the SystemOverlay to draw content for system-level indicators, dialogs etc.
357 * @return The SystemOverlay.
359 SystemOverlay& GetSystemOverlay();
362 * Set the stereoscopic 3D view mode
363 * @param[in] viewMode The new view mode
365 void SetViewMode( ViewMode viewMode );
368 * Get the current view mode
369 * @return The current view mode
372 ViewMode GetViewMode() const;
375 * Set the stereo base (eye seperation) for stereoscopic 3D
376 * @param[in] stereoBase The stereo base (eye seperation) for stereoscopic 3D (mm)
378 void SetStereoBase( float stereoBase );
381 * Get the stereo base (eye seperation) for stereoscopic 3D
382 * @return The stereo base (eye seperation) for stereoscopic 3D (mm)
384 float GetStereoBase() const;
389 * Private constructor; see also Core::New()
394 * Undefined copy-constructor.
395 * This avoids accidental calls to a default copy-constructor.
396 * @param[in] core A reference to the object to copy.
398 Core(const Core& core);
401 * Undefined assignment operator.
402 * This avoids accidental calls to a default assignment operator.
403 * @param[in] rhs A reference to the object to copy.
405 Core& operator=(const Core& rhs);
409 Internal::Core* mImpl;
413 } // namespace Integration
417 #endif // __DALI_INTEGRATION_CORE_H__