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 <cstdint> // uint32_t
25 #include <dali/public-api/common/dali-common.h>
26 #include <dali/integration-api/context-notifier.h>
27 #include <dali/integration-api/core-enumerations.h>
28 #include <dali/integration-api/resource-policies.h>
44 class GlSyncAbstraction;
45 class PlatformAbstraction;
46 class RenderController;
53 * The reasons why further updates are required.
55 namespace KeepUpdating
59 NOT_REQUESTED = 0, ///< Zero means that no further updates are required
60 STAGE_KEEP_RENDERING = 1<<1, ///< - Stage::KeepRendering() is being used
61 ANIMATIONS_RUNNING = 1<<2, ///< - Animations are ongoing
62 MONITORING_PERFORMANCE = 1<<3, ///< - The --enable-performance-monitor option is being used
63 RENDER_TASK_SYNC = 1<<4 ///< - A render task is waiting for render sync
68 * The status of the Core::Update operation.
78 : keepUpdating(false),
79 needsNotification(false),
80 surfaceRectChanged(false),
81 secondsFromLastFrame( 0.0f )
88 * Query whether the Core has further frames to update & render e.g. when animations are ongoing.
89 * @return A bitmask of KeepUpdating values
91 uint32_t KeepUpdating() { return keepUpdating; }
94 * Query whether the Core requires an Notification event.
95 * This should be sent through the same mechanism (e.g. event loop) as input events.
96 * @return True if an Notification event should be sent.
98 bool NeedsNotification() { return needsNotification; }
101 * Query wheter the default surface rect is changed or not.
102 * @return true if the default surface rect is changed.
104 bool SurfaceRectChanged() { return surfaceRectChanged; }
107 * This method is provided so that FPS can be easily calculated with a release version
109 * @return the seconds from last frame as float
111 float SecondsFromLastFrame() { return secondsFromLastFrame; }
115 uint32_t keepUpdating; ///< A bitmask of KeepUpdating values
116 bool needsNotification;
117 bool surfaceRectChanged;
118 float secondsFromLastFrame;
122 * The status of the Core::Render operation.
132 : needsUpdate( false ),
133 needsPostRender( false )
138 * Set whether update needs to run following a render.
139 * @param[in] updateRequired Set to true if an update is required to be run
141 void SetNeedsUpdate( bool updateRequired )
143 needsUpdate = updateRequired;
147 * Query the update status following rendering of a frame.
148 * @return True if update is required to be run
150 bool NeedsUpdate() const
156 * Sets if a post-render should be run.
157 * If nothing is rendered this frame, we can skip post-render.
158 * @param[in] postRenderRequired Set to True if post-render is required to be run
160 void SetNeedsPostRender( bool postRenderRequired )
162 needsPostRender = postRenderRequired;
166 * Queries if a post-render should be run.
167 * @return True if post-render is required to be run
169 bool NeedsPostRender() const
171 return needsPostRender;
176 bool needsUpdate :1; ///< True if update is required to be run
177 bool needsPostRender :1; ///< True if post-render is required to be run.
181 * Interface to enable classes to be processed after the event loop. Classes are processed
182 * in the order they are registered.
184 class DALI_CORE_API Processor
188 * @brief Run the processor
190 virtual void Process() = 0;
193 virtual ~Processor() { }
198 * Integration::Core is used for integration with the native windowing system.
199 * The following integration tasks must be completed:
201 * 1) Handle GL context creation, and notify the Core when this occurs.
203 * 2) Provide suspend/resume behaviour (see below for more details).
205 * 3) Run an event loop, for passing events to the Core e.g. multi-touch input events.
206 * Notification events should be sent after a frame is updated (see UpdateStatus).
208 * 4) Run a rendering loop, instructing the Core to render each frame.
209 * A separate rendering thread is recommended; see multi-threading options below.
211 * 5) Provide an implementation of the PlatformAbstraction interface, used to access platform specific services.
213 * 6) Provide an implementation of the GlAbstraction interface, used to access OpenGL services.
215 * 7) Provide an implementation of the GestureManager interface, used to register gestures provided by the platform.
217 * Multi-threading notes:
219 * The Dali API methods are not reentrant. If you access the API from multiple threads simultaneously, then the results
220 * are undefined. This means that your application might segfault, or behave unpredictably.
222 * Rendering strategies:
224 * 1) Single-threaded. Call every Core method from the same thread. Event handling and rendering will occur in the same thread.
225 * This is not recommended, since processing input (slowly) can affect the smooth flow of animations.
227 * 2) Multi-threaded. The Core update & render operations can be processed in separate threads.
228 * See the method descriptions in Core to see which thread they should be called from.
229 * This is the recommended option, so that input processing will not affect the smoothness of animations.
230 * Note that the rendering thread must be halted, before destroying the GL context.
232 class DALI_CORE_API Core
238 * This object is used for integration with the native windowing system.
239 * @param[in] renderController The interface to an object which controls rendering.
240 * @param[in] platformAbstraction The interface providing platform specific services.
241 * @param[in] glAbstraction The interface providing OpenGL services.
242 * @param[in] glSyncAbstraction The interface providing OpenGL sync objects.
243 * @param[in] gestureManager The interface providing gesture manager services.
244 * @param[in] policy The data retention policy. This depends on application setting
245 * and platform support. Dali should honour this policy when deciding to discard
246 * intermediate resource data.
247 * @param[in] renderToFboEnabled Whether rendering into the Frame Buffer Object is enabled.
248 * @param[in] depthBufferAvailable Whether the depth buffer is available
249 * @param[in] stencilBufferAvailable Whether the stencil buffer is available
250 * @return A newly allocated Core.
252 static Core* New( RenderController& renderController,
253 PlatformAbstraction& platformAbstraction,
254 GlAbstraction& glAbstraction,
255 GlSyncAbstraction& glSyncAbstraction,
256 GestureManager& gestureManager,
257 ResourcePolicy::DataRetention policy,
258 RenderToFrameBuffer renderToFboEnabled,
259 DepthBufferAvailable depthBufferAvailable,
260 StencilBufferAvailable stencilBufferAvailable );
263 * Non-virtual destructor. Core is not intended as a base class.
267 // GL Context Lifecycle
270 * Get the object that will notify the application/toolkit when context is lost/regained
272 ContextNotifierInterface* GetContextNotifier();
275 * Notify the Core that the GL context has been created.
276 * The context must be created before the Core can render.
277 * Multi-threading note: this method should be called from the rendering thread only
278 * @post The Core is aware of the GL context.
280 void ContextCreated();
283 * Notify the Core that that GL context is about to be destroyed.
284 * The Core will free any previously allocated GL resources.
285 * Multi-threading note: this method should be called from the rendering thread only
286 * @post The Core is unaware of any GL context.
288 void ContextDestroyed();
291 * Notify the Core that the GL context has been re-created, e.g. after ReplaceSurface
294 * In the case of ReplaceSurface, both ContextToBeDestroyed() and ContextCreated() will have
295 * been called on the render thread before this is called on the event thread.
297 * Multi-threading note: this method should be called from the main thread
299 void RecoverFromContextLoss();
302 * Notify the Core that the GL surface has been resized.
303 * This should be done at least once i.e. after the first call to ContextCreated().
304 * The Core will use the surface size for camera calculations, and to set the GL viewport.
305 * Multi-threading note: this method should be called from the main thread
306 * @param[in] width The new surface width.
307 * @param[in] height The new surface height.
309 void SurfaceResized( uint32_t width, uint32_t height );
312 * Notify the Core about the top margin size.
313 * Available stage size is reduced by this size.
314 * The stage is located below the size at the top of the display
315 * It is mainly useful for indicator in mobile device
316 * @param[in] margin margin size
318 void SetTopMargin( uint32_t margin );
323 * Notify the Core about the display's DPI values.
324 * This should be done after the display is initialized and a Core instance is created.
325 * The Core will use the DPI values for font rendering.
326 * Multi-threading note: this method should be called from the main thread
327 * @param[in] dpiHorizontal Horizontal DPI value.
328 * @param[in] dpiVertical Vertical DPI value.
330 void SetDpi( uint32_t dpiHorizontal, uint32_t dpiVertical );
335 * Notify Core that the scene has been created.
340 * Queue an event with Core.
341 * 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.
342 * Multi-threading note: this method should be called from the main thread.
343 * @param[in] event The new event.
345 void QueueEvent(const Event& event);
348 * Process the events queued with QueueEvent().
349 * Multi-threading note: this method should be called from the main thread.
350 * @pre ProcessEvents should not be called during ProcessEvents.
352 void ProcessEvents();
355 * The Core::Update() method prepares a frame for rendering. This method determines how many frames
356 * may be prepared, ahead of the rendering.
357 * For example if the maximum update count is 2, then Core::Update() for frame N+1 may be processed
358 * whilst frame N is being rendered. However the Core::Update() for frame N+2 may not be called, until
359 * the Core::Render() method for frame N has returned.
360 * @return The maximum update count (>= 1).
362 uint32_t GetMaximumUpdateCount() const;
365 * Update the scene for the next frame. This method must be called before each frame is rendered.
366 * Multi-threading notes: this method should be called from a dedicated update-thread.
367 * The update for frame N+1 may be processed whilst frame N is being rendered.
368 * However the update-thread must wait until frame N has been rendered, before processing frame N+2.
369 * After this method returns, messages may be queued internally for the main thread.
370 * In order to process these messages, a notification is sent via the main thread's event loop.
371 * @param[in] elapsedSeconds Number of seconds since the last call
372 * @param[in] lastVSyncTimeMilliseconds The last vsync time in milliseconds
373 * @param[in] nextVSyncTimeMilliseconds The time of the next predicted VSync in milliseconds
374 * @param[out] status showing whether further updates are required. This also shows
375 * whether a Notification event should be sent, regardless of whether the multi-threading is used.
376 * @param[in] renderToFboEnabled Whether rendering into the Frame Buffer Object is enabled.
377 * @param[in] isRenderingToFbo Whether this frame is being rendered into the Frame Buffer Object.
379 void Update( float elapsedSeconds,
380 uint32_t lastVSyncTimeMilliseconds,
381 uint32_t nextVSyncTimeMilliseconds,
382 UpdateStatus& status,
383 bool renderToFboEnabled,
384 bool isRenderingToFbo );
387 * Render the next frame. This method should be preceded by a call up Update.
388 * Multi-threading note: this method should be called from a dedicated rendering thread.
389 * @pre The GL context must have been created, and made current.
390 * @param[out] status showing whether update is required to run.
391 * @param[in] forceClear force the Clear on the framebuffer even if nothing is rendered.
393 void Render( RenderStatus& status, bool forceClear );
395 // System-level overlay
398 * Use the SystemOverlay to draw content for system-level indicators, dialogs etc.
399 * @return The SystemOverlay.
401 SystemOverlay& GetSystemOverlay();
404 * @brief Register a processor
406 * Note, Core does not take ownership of this processor.
407 * @param[in] processor The process to register
409 void RegisterProcessor( Processor& processor );
412 * @brief Unregister a processor
413 * @param[in] processor The process to unregister
415 void UnregisterProcessor( Processor& processor );
420 * Private constructor; see also Core::New()
425 * Undefined copy-constructor.
426 * This avoids accidental calls to a default copy-constructor.
427 * @param[in] core A reference to the object to copy.
429 Core(const Core& core);
432 * Undefined assignment operator.
433 * This avoids accidental calls to a default assignment operator.
434 * @param[in] rhs A reference to the object to copy.
436 Core& operator=(const Core& rhs);
440 Internal::Core* mImpl;
444 } // namespace Integration
448 #endif // DALI_INTEGRATION_CORE_H