1 #ifndef DALI_INTEGRATION_CORE_H
2 #define DALI_INTEGRATION_CORE_H
5 * Copyright (c) 2018 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/core-enumerations.h>
26 #include <dali/integration-api/resource-policies.h>
42 class GlSyncAbstraction;
43 class PlatformAbstraction;
44 class RenderController;
51 * The reasons why further updates are required.
53 namespace KeepUpdating
57 NOT_REQUESTED = 0, ///< Zero means that no further updates are required
58 STAGE_KEEP_RENDERING = 1<<1, ///< - Stage::KeepRendering() is being used
59 ANIMATIONS_RUNNING = 1<<2, ///< - Animations are ongoing
60 MONITORING_PERFORMANCE = 1<<3, ///< - The --enable-performance-monitor option is being used
61 RENDER_TASK_SYNC = 1<<4 ///< - A render task is waiting for render sync
66 * The status of the Core::Update operation.
76 : keepUpdating(false),
77 needsNotification(false),
78 surfaceRectChanged(false),
79 secondsFromLastFrame( 0.0f )
86 * Query whether the Core has further frames to update & render e.g. when animations are ongoing.
87 * @return A bitmask of KeepUpdating values
89 unsigned int KeepUpdating() { return keepUpdating; }
92 * Query whether the Core requires an Notification event.
93 * This should be sent through the same mechanism (e.g. event loop) as input events.
94 * @return True if an Notification event should be sent.
96 bool NeedsNotification() { return needsNotification; }
99 * Query wheter the default surface rect is changed or not.
100 * @return true if the default surface rect is changed.
102 bool SurfaceRectChanged() { return surfaceRectChanged; }
105 * This method is provided so that FPS can be easily calculated with a release version
107 * @return the seconds from last frame as float
109 float SecondsFromLastFrame() { return secondsFromLastFrame; }
113 unsigned int keepUpdating; ///< A bitmask of KeepUpdating values
114 bool needsNotification;
115 bool surfaceRectChanged;
116 float secondsFromLastFrame;
120 * The status of the Core::Render operation.
130 : needsUpdate( false ),
131 needsPostRender( false )
136 * Set whether update needs to run following a render.
137 * @param[in] updateRequired Set to true if an update is required to be run
139 void SetNeedsUpdate( bool updateRequired )
141 needsUpdate = updateRequired;
145 * Query the update status following rendering of a frame.
146 * @return True if update is required to be run
148 bool NeedsUpdate() const
154 * Sets if a post-render should be run.
155 * If nothing is rendered this frame, we can skip post-render.
156 * @param[in] postRenderRequired Set to True if post-render is required to be run
158 void SetNeedsPostRender( bool postRenderRequired )
160 needsPostRender = postRenderRequired;
164 * Queries if a post-render should be run.
165 * @return True if post-render is required to be run
167 bool NeedsPostRender() const
169 return needsPostRender;
174 bool needsUpdate :1; ///< True if update is required to be run
175 bool needsPostRender :1; ///< True if post-render is required to be run.
179 * Interface to enable classes to be processed after the event loop. Classes are processed
180 * in the order they are registered.
182 class DALI_CORE_API Processor
186 * @brief Run the processor
188 virtual void Process() = 0;
191 virtual ~Processor() { }
196 * Integration::Core is used for integration with the native windowing system.
197 * The following integration tasks must be completed:
199 * 1) Handle GL context creation, and notify the Core when this occurs.
201 * 2) Provide suspend/resume behaviour (see below for more details).
203 * 3) Run an event loop, for passing events to the Core e.g. multi-touch input events.
204 * Notification events should be sent after a frame is updated (see UpdateStatus).
206 * 4) Run a rendering loop, instructing the Core to render each frame.
207 * A separate rendering thread is recommended; see multi-threading options below.
209 * 5) Provide an implementation of the PlatformAbstraction interface, used to access platform specific services.
211 * 6) Provide an implementation of the GlAbstraction interface, used to access OpenGL services.
213 * 7) Provide an implementation of the GestureManager interface, used to register gestures provided by the platform.
215 * Multi-threading notes:
217 * The Dali API methods are not reentrant. If you access the API from multiple threads simultaneously, then the results
218 * are undefined. This means that your application might segfault, or behave unpredictably.
220 * Rendering strategies:
222 * 1) Single-threaded. Call every Core method from the same thread. Event handling and rendering will occur in the same thread.
223 * This is not recommended, since processing input (slowly) can affect the smooth flow of animations.
225 * 2) Multi-threaded. The Core update & render operations can be processed in separate threads.
226 * See the method descriptions in Core to see which thread they should be called from.
227 * This is the recommended option, so that input processing will not affect the smoothness of animations.
228 * Note that the rendering thread must be halted, before destroying the GL context.
230 class DALI_CORE_API Core
236 * This object is used for integration with the native windowing system.
237 * @param[in] renderController The interface to an object which controls rendering.
238 * @param[in] platformAbstraction The interface providing platform specific services.
239 * @param[in] glAbstraction The interface providing OpenGL services.
240 * @param[in] glSyncAbstraction The interface providing OpenGL sync objects.
241 * @param[in] gestureManager The interface providing gesture manager services.
242 * @param[in] policy The data retention policy. This depends on application setting
243 * and platform support. Dali should honour this policy when deciding to discard
244 * intermediate resource data.
245 * @param[in] renderToFboEnabled Whether rendering into the Frame Buffer Object is enabled.
246 * @param[in] depthBufferAvailable Whether the depth buffer is available
247 * @param[in] stencilBufferAvailable Whether the stencil buffer is available
248 * @return A newly allocated Core.
250 static Core* New( RenderController& renderController,
251 PlatformAbstraction& platformAbstraction,
252 GlAbstraction& glAbstraction,
253 GlSyncAbstraction& glSyncAbstraction,
254 GestureManager& gestureManager,
255 ResourcePolicy::DataRetention policy,
256 RenderToFrameBuffer renderToFboEnabled,
257 DepthBufferAvailable depthBufferAvailable,
258 StencilBufferAvailable stencilBufferAvailable );
261 * Non-virtual destructor. Core is not intended as a base class.
265 // GL Context Lifecycle
268 * Get the object that will notify the application/toolkit when context is lost/regained
270 ContextNotifierInterface* GetContextNotifier();
273 * Notify the Core that the GL context has been created.
274 * The context must be created before the Core can render.
275 * Multi-threading note: this method should be called from the rendering thread only
276 * @post The Core is aware of the GL context.
278 void ContextCreated();
281 * Notify the Core that that GL context is about to be destroyed.
282 * The Core will free any previously allocated GL resources.
283 * Multi-threading note: this method should be called from the rendering thread only
284 * @post The Core is unaware of any GL context.
286 void ContextDestroyed();
289 * Notify the Core that the GL context has been re-created, e.g. after ReplaceSurface
292 * In the case of ReplaceSurface, both ContextToBeDestroyed() and ContextCreated() will have
293 * been called on the render thread before this is called on the event thread.
295 * Multi-threading note: this method should be called from the main thread
297 void RecoverFromContextLoss();
300 * Notify the Core that the GL surface has been resized.
301 * This should be done at least once i.e. after the first call to ContextCreated().
302 * The Core will use the surface size for camera calculations, and to set the GL viewport.
303 * Multi-threading note: this method should be called from the main thread
304 * @param[in] width The new surface width.
305 * @param[in] height The new surface height.
307 void SurfaceResized(unsigned int width, unsigned int height);
310 * Notify the Core about the top margin size.
311 * Available stage size is reduced by this size.
312 * The stage is located below the size at the top of the display
313 * It is mainly useful for indicator in mobile device
314 * @param[in] margin margin size
316 void SetTopMargin( unsigned int margin );
321 * Notify the Core about the display's DPI values.
322 * This should be done after the display is initialized and a Core instance is created.
323 * The Core will use the DPI values for font rendering.
324 * Multi-threading note: this method should be called from the main thread
325 * @param[in] dpiHorizontal Horizontal DPI value.
326 * @param[in] dpiVertical Vertical DPI value.
328 void SetDpi(unsigned int dpiHorizontal, unsigned int dpiVertical);
333 * Notify Core that the scene has been created.
338 * Queue an event with Core.
339 * 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.
340 * Multi-threading note: this method should be called from the main thread.
341 * @param[in] event The new event.
343 void QueueEvent(const Event& event);
346 * Process the events queued with QueueEvent().
347 * Multi-threading note: this method should be called from the main thread.
348 * @pre ProcessEvents should not be called during ProcessEvents.
350 void ProcessEvents();
353 * The Core::Update() method prepares a frame for rendering. This method determines how many frames
354 * may be prepared, ahead of the rendering.
355 * For example if the maximum update count is 2, then Core::Update() for frame N+1 may be processed
356 * whilst frame N is being rendered. However the Core::Update() for frame N+2 may not be called, until
357 * the Core::Render() method for frame N has returned.
358 * @return The maximum update count (>= 1).
360 unsigned int GetMaximumUpdateCount() const;
363 * Update the scene for the next frame. This method must be called before each frame is rendered.
364 * Multi-threading notes: this method should be called from a dedicated update-thread.
365 * The update for frame N+1 may be processed whilst frame N is being rendered.
366 * However the update-thread must wait until frame N has been rendered, before processing frame N+2.
367 * After this method returns, messages may be queued internally for the main thread.
368 * In order to process these messages, a notification is sent via the main thread's event loop.
369 * @param[in] elapsedSeconds Number of seconds since the last call
370 * @param[in] lastVSyncTimeMilliseconds The last vsync time in milliseconds
371 * @param[in] nextVSyncTimeMilliseconds The time of the next predicted VSync in milliseconds
372 * @param[out] status showing whether further updates are required. This also shows
373 * whether a Notification event should be sent, regardless of whether the multi-threading is used.
374 * @param[in] renderToFboEnabled Whether rendering into the Frame Buffer Object is enabled.
375 * @param[in] isRenderingToFbo Whether this frame is being rendered into the Frame Buffer Object.
377 void Update( float elapsedSeconds,
378 unsigned int lastVSyncTimeMilliseconds,
379 unsigned int nextVSyncTimeMilliseconds,
380 UpdateStatus& status,
381 bool renderToFboEnabled,
382 bool isRenderingToFbo );
385 * Render the next frame. This method should be preceded by a call up Update.
386 * Multi-threading note: this method should be called from a dedicated rendering thread.
387 * @pre The GL context must have been created, and made current.
388 * @param[out] status showing whether update is required to run.
389 * @param[in] forceClear force the Clear on the framebuffer even if nothing is rendered.
391 void Render( RenderStatus& status, bool forceClear );
393 // System-level overlay
396 * Use the SystemOverlay to draw content for system-level indicators, dialogs etc.
397 * @return The SystemOverlay.
399 SystemOverlay& GetSystemOverlay();
402 * Set the stereoscopic 3D view mode
403 * @param[in] viewMode The new view mode
405 void SetViewMode( ViewMode viewMode );
408 * Get the current view mode
409 * @return The current view mode
412 ViewMode GetViewMode() const;
415 * Set the stereo base (eye seperation) for stereoscopic 3D
416 * @param[in] stereoBase The stereo base (eye seperation) for stereoscopic 3D (mm)
418 void SetStereoBase( float stereoBase );
421 * Get the stereo base (eye seperation) for stereoscopic 3D
422 * @return The stereo base (eye seperation) for stereoscopic 3D (mm)
424 float GetStereoBase() const;
427 * @brief Register a processor
429 * Note, Core does not take ownership of this processor.
430 * @param[in] processor The process to register
432 void RegisterProcessor( Processor& processor );
435 * @brief Unregister a processor
436 * @param[in] processor The process to unregister
438 void UnregisterProcessor( Processor& processor );
443 * Private constructor; see also Core::New()
448 * Undefined copy-constructor.
449 * This avoids accidental calls to a default copy-constructor.
450 * @param[in] core A reference to the object to copy.
452 Core(const Core& core);
455 * Undefined assignment operator.
456 * This avoids accidental calls to a default assignment operator.
457 * @param[in] rhs A reference to the object to copy.
459 Core& operator=(const Core& rhs);
463 Internal::Core* mImpl;
467 } // namespace Integration
471 #endif // DALI_INTEGRATION_CORE_H