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>
39 class GlSyncAbstraction;
40 class PlatformAbstraction;
41 class RenderController;
47 * The reasons why further updates are required.
49 namespace KeepUpdating DALI_IMPORT_API
51 extern const unsigned int NOT_REQUESTED; ///< Zero means that no further updates are required
54 extern const unsigned int STAGE_KEEP_RENDERING; ///< 0x01 - Stage::KeepRendering() is being used
55 extern const unsigned int INCOMING_MESSAGES; ///< 0x02 - Event-thread is sending messages to update-thread
56 extern const unsigned int ANIMATIONS_RUNNING; ///< 0x04 - Animations are ongoing
57 extern const unsigned int DYNAMICS_CHANGED; ///< 0x08 - A dynamics simulation is running
58 extern const unsigned int LOADING_RESOURCES; ///< 0x10 - Resources are being loaded
59 extern const unsigned int MONITORING_PERFORMANCE; ///< 0x20 - The --enable-performance-monitor option is being used
60 extern const unsigned int RENDER_TASK_SYNC; ///< 0x40 - A render task is waiting for render sync
64 * The status of the Core::Update operation.
74 : keepUpdating(false),
75 needsNotification(false),
76 secondsFromLastFrame( 0.0f )
83 * Query whether the Core has further frames to update & render e.g. when animations are ongoing.
84 * @return A bitmask of KeepUpdating values
86 unsigned int KeepUpdating() { return keepUpdating; }
89 * Query whether the Core requires an Notification event.
90 * This should be sent through the same mechanism (e.g. event loop) as input events.
91 * @return True if an Notification event should be sent.
93 bool NeedsNotification() { return needsNotification; }
96 * This method is provided so that FPS can be easily calculated with a release version
98 * @return the seconds from last frame as float
100 float SecondsFromLastFrame() { return secondsFromLastFrame; }
104 unsigned int keepUpdating; ///< A bitmask of KeepUpdating values
105 bool needsNotification;
106 float secondsFromLastFrame;
110 * The status of the Core::Render operation.
120 : needsUpdate(false),
126 * Set whether update needs to run following a render.
127 * This might be because render has sent messages to update, or it has
128 * some textures to upload over several frames.
130 void SetNeedsUpdate(bool updateRequired) { needsUpdate = updateRequired; }
133 * Query the update status following rendering of a frame.
134 * @return true if update should run.
136 bool NeedsUpdate() { return needsUpdate; }
139 * Set whether there were new render instructions.
141 void SetHasRendered(bool rendered) { hasRendered = rendered; }
144 * Query whether there were new render instructions.
145 * @return true if there were render instructions
147 bool HasRendered() { return hasRendered; }
156 * Integration::Core is used for integration with the native windowing system.
157 * The following integration tasks must be completed:
159 * 1) Handle GL context creation, and notify the Core when this occurs.
161 * 2) Provide suspend/resume behaviour (see below for more details).
163 * 3) Run an event loop, for passing events to the Core e.g. multi-touch input events.
164 * Notification events should be sent after a frame is updated (see UpdateStatus).
166 * 4) Run a rendering loop, instructing the Core to render each frame.
167 * A separate rendering thread is recommended; see multi-threading options below.
169 * 5) Provide an implementation of the PlatformAbstraction interface, used to access platform specific services.
171 * 6) Provide an implementation of the GlAbstraction interface, used to access OpenGL services.
173 * 7) Provide an implementation of the GestureManager interface, used to register gestures provided by the platform.
175 * Suspend/Resume behaviour:
177 * The Core has no knowledge of the application lifecycle, but can be suspended.
178 * In the suspended state, input events will not be processed, and animations will not progress any further.
179 * The Core can still render in the suspended state; the same frame will be produced each time.
181 * Multi-threading notes:
183 * The Dali API methods are not reentrant. If you access the API from multiple threads simultaneously, then the results
184 * are undefined. This means that your application might segfault, or behave unpredictably.
186 * Rendering strategies:
188 * 1) Single-threaded. Call every Core method from the same thread. Event handling and rendering will occur in the same thread.
189 * This is not recommended, since processing input (slowly) can affect the smooth flow of animations.
191 * 2) Multi-threaded. The Core update & render operations can be processed in separate threads.
192 * See the method descriptions in Core to see which thread they should be called from.
193 * This is the recommended option, so that input processing will not affect the smoothness of animations.
194 * Note that the rendering thread must be halted, before destroying the GL context.
196 class DALI_IMPORT_API Core
202 * This object is used for integration with the native windowing system.
203 * @param[in] renderController The interface to an object which controls rendering.
204 * @param[in] platformAbstraction The interface providing platform specific services.
205 * @param[in] glAbstraction The interface providing OpenGL services.
206 * @param[in] glSyncAbstraction The interface providing OpenGL sync objects.
207 * @param[in] gestureManager The interface providing gesture manager services.
208 * @return A newly allocated Core.
210 static Core* New(RenderController& renderController,
211 PlatformAbstraction& platformAbstraction,
212 GlAbstraction& glAbstraction,
213 GlSyncAbstraction& glSyncAbstraction,
214 GestureManager& gestureManager);
217 * Non-virtual destructor. Core is not intended as a base class.
221 // GL Context Lifecycle
224 * Notify the Core that the GL context has been created.
225 * The context must be created before the Core can render.
226 * Multi-threading note: this method should be called from the rendering thread only
227 * @post The Core is aware of the GL context.
229 void ContextCreated();
232 * Notify the Core that that GL context is about to be destroyed.
233 * The Core will free any previously allocated GL resources.
234 * Multi-threading note: this method should be called from the rendering thread only
235 * @post The Core is unaware of any GL context.
237 void ContextToBeDestroyed();
240 * Notify the Core that the GL surface has been resized.
241 * This should be done at least once i.e. after the first call to ContextCreated().
242 * The Core will use the surface size for camera calculations, and to set the GL viewport.
243 * Multi-threading note: this method should be called from the main thread
244 * @param[in] width The new surface width.
245 * @param[in] height The new surface height.
247 void SurfaceResized(unsigned int width, unsigned int height);
252 * Notify the Core about the display's DPI values.
253 * This should be done after the display is initialized and a Core instance is created.
254 * The Core will use the DPI values for font rendering.
255 * Multi-threading note: this method should be called from the main thread
256 * @param[in] dpiHorizontal Horizontal DPI value.
257 * @param[in] dpiVertical Vertical DPI value.
259 void SetDpi(unsigned int dpiHorizontal, unsigned int dpiVertical);
264 * Put Core into the suspended state.
265 * Any ongoing event processing will be cancelled, for example multi-touch sequences.
266 * The core expects the system has suspended us. Animation time will continue during the suspended
268 * Multi-threading note: this method should be called from the main thread
269 * @post The Core is in the suspended state.
274 * Resume the Core from the suspended state.
275 * At the first update, the elapsed time passed to the animations will be equal to the time spent
277 * Multi-threading note: this method should be called from the main thread
278 * @post The Core is not in the suspended state.
283 * Queue an event with Core.
284 * 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.
285 * Multi-threading note: this method should be called from the main thread.
286 * @param[in] event The new event.
288 void QueueEvent(const Event& event);
291 * Process the events queued with QueueEvent().
292 * Multi-threading note: this method should be called from the main thread.
293 * @pre ProcessEvents should not be called during ProcessEvents.
295 void ProcessEvents();
298 * Update external raw touch data in core.
299 * The core will use the touch data to generate Dali Touch/Gesture events for applications to use
300 * in the update thread.
301 * @param[in] touch The raw touch data.
302 * @note This can be called from either the event thread OR a dedicated touch thread.
304 void UpdateTouchData(const TouchData& touch);
307 * The Core::Update() method prepares a frame for rendering. This method determines how many frames
308 * may be prepared, ahead of the rendering.
309 * For example if the maximum update count is 2, then Core::Update() for frame N+1 may be processed
310 * whilst frame N is being rendered. However the Core::Update() for frame N+2 may not be called, until
311 * the Core::Render() method for frame N has returned.
312 * @return The maximum update count (>= 1).
314 unsigned int GetMaximumUpdateCount() const;
317 * Update the scene for the next frame. This method must be called before each frame is rendered.
318 * Multi-threading notes: this method should be called from a dedicated update-thread.
319 * The update for frame N+1 may be processed whilst frame N is being rendered.
320 * However the update-thread must wait until frame N has been rendered, before processing frame N+2.
321 * After this method returns, messages may be queued internally for the main thread.
322 * In order to process these messages, a notification is sent via the main thread's event loop.
323 * @param[in] elapsedSeconds Number of seconds since the last call
324 * @param[in] lastVSyncTimeMilliseconds The last vsync time in milliseconds
325 * @param[in] nextVSyncTimeMilliseconds The time of the next predicted VSync in milliseconds
326 * @param[out] status showing whether further updates are required. This also shows
327 * whether a Notification event should be sent, regardless of whether the multi-threading is used.
329 void Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, UpdateStatus& status );
332 * Render the next frame. This method should be preceded by a call up Update.
333 * Multi-threading note: this method should be called from a dedicated rendering thread.
334 * @pre The GL context must have been created, and made current.
335 * @param[out] status showing whether update is required to run.
337 void Render( RenderStatus& status );
339 // System-level overlay
342 * Use the SystemOverlay to draw content for system-level indicators, dialogs etc.
343 * @return The SystemOverlay.
345 SystemOverlay& GetSystemOverlay();
348 * Set the stereoscopic 3D view mode
349 * @param[in] viewMode The new view mode
351 void SetViewMode( ViewMode viewMode );
354 * Get the current view mode
355 * @return The current view mode
358 ViewMode GetViewMode() const;
361 * Set the stereo base (eye seperation) for stereoscopic 3D
362 * @param[in] stereoBase The stereo base (eye seperation) for stereoscopic 3D (mm)
364 void SetStereoBase( float stereoBase );
367 * Get the stereo base (eye seperation) for stereoscopic 3D
368 * @return The stereo base (eye seperation) for stereoscopic 3D (mm)
370 float GetStereoBase() const;
375 * Private constructor; see also Core::New()
380 * Undefined copy-constructor.
381 * This avoids accidental calls to a default copy-constructor.
382 * @param[in] core A reference to the object to copy.
384 Core(const Core& core);
387 * Undefined assignment operator.
388 * This avoids accidental calls to a default assignment operator.
389 * @param[in] rhs A reference to the object to copy.
391 Core& operator=(const Core& rhs);
395 Internal::Core* mImpl;
399 } // namespace Integration
403 #endif // __DALI_INTEGRATION_CORE_H__