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 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.
122 : needsUpdate( false ),
123 needsPostRender( false )
128 * Set whether update needs to run following a render.
129 * @param[in] updateRequired Set to true if an update is required to be run
131 void SetNeedsUpdate( bool updateRequired )
133 needsUpdate = updateRequired;
137 * Query the update status following rendering of a frame.
138 * @return True if update is required to be run
140 bool NeedsUpdate() const
146 * Sets if a post-render should be run.
147 * If nothing is rendered this frame, we can skip post-render.
148 * @param[in] postRenderRequired Set to True if post-render is required to be run
150 void SetNeedsPostRender( bool postRenderRequired )
152 needsPostRender = postRenderRequired;
156 * Queries if a post-render should be run.
157 * @return True if post-render is required to be run
159 bool NeedsPostRender() const
161 return needsPostRender;
166 bool needsUpdate :1; ///< True if update is required to be run
167 bool needsPostRender :1; ///< True if post-render is required to be run.
171 * Interface to enable classes to be processed after the event loop. Classes are processed
172 * in the order they are registered.
174 class DALI_IMPORT_API Processor
178 * @brief Run the processor
180 virtual void Process() = 0;
183 virtual ~Processor() { }
188 * Integration::Core is used for integration with the native windowing system.
189 * The following integration tasks must be completed:
191 * 1) Handle GL context creation, and notify the Core when this occurs.
193 * 2) Provide suspend/resume behaviour (see below for more details).
195 * 3) Run an event loop, for passing events to the Core e.g. multi-touch input events.
196 * Notification events should be sent after a frame is updated (see UpdateStatus).
198 * 4) Run a rendering loop, instructing the Core to render each frame.
199 * A separate rendering thread is recommended; see multi-threading options below.
201 * 5) Provide an implementation of the PlatformAbstraction interface, used to access platform specific services.
203 * 6) Provide an implementation of the GlAbstraction interface, used to access OpenGL services.
205 * 7) Provide an implementation of the GestureManager interface, used to register gestures provided by the platform.
207 * Multi-threading notes:
209 * The Dali API methods are not reentrant. If you access the API from multiple threads simultaneously, then the results
210 * are undefined. This means that your application might segfault, or behave unpredictably.
212 * Rendering strategies:
214 * 1) Single-threaded. Call every Core method from the same thread. Event handling and rendering will occur in the same thread.
215 * This is not recommended, since processing input (slowly) can affect the smooth flow of animations.
217 * 2) Multi-threaded. The Core update & render operations can be processed in separate threads.
218 * See the method descriptions in Core to see which thread they should be called from.
219 * This is the recommended option, so that input processing will not affect the smoothness of animations.
220 * Note that the rendering thread must be halted, before destroying the GL context.
222 class DALI_IMPORT_API Core
228 * This object is used for integration with the native windowing system.
229 * @param[in] renderController The interface to an object which controls rendering.
230 * @param[in] platformAbstraction The interface providing platform specific services.
231 * @param[in] glAbstraction The interface providing OpenGL services.
232 * @param[in] glSyncAbstraction The interface providing OpenGL sync objects.
233 * @param[in] gestureManager The interface providing gesture manager services.
234 * @param[in] policy The data retention policy. This depends on application setting
235 * and platform support. Dali should honour this policy when deciding to discard
236 * intermediate resource data.
237 * @param[in] renderToFboEnabled Whether rendering into the Frame Buffer Object is enabled.
238 * @param[in] depthBufferAvailable Whether the depth buffer is available
239 * @param[in] stencilBufferAvailable Whether the stencil buffer is available
240 * @return A newly allocated Core.
242 static Core* New( RenderController& renderController,
243 PlatformAbstraction& platformAbstraction,
244 GlAbstraction& glAbstraction,
245 GlSyncAbstraction& glSyncAbstraction,
246 GestureManager& gestureManager,
247 ResourcePolicy::DataRetention policy,
248 RenderToFrameBuffer renderToFboEnabled,
249 DepthBufferAvailable depthBufferAvailable,
250 StencilBufferAvailable stencilBufferAvailable );
253 * Non-virtual destructor. Core is not intended as a base class.
257 // GL Context Lifecycle
260 * Get the object that will notify the application/toolkit when context is lost/regained
262 ContextNotifierInterface* GetContextNotifier();
265 * Notify the Core that the GL context has been created.
266 * The context must be created before the Core can render.
267 * Multi-threading note: this method should be called from the rendering thread only
268 * @post The Core is aware of the GL context.
270 void ContextCreated();
273 * Notify the Core that that GL context is about to be destroyed.
274 * The Core will free any previously allocated GL resources.
275 * Multi-threading note: this method should be called from the rendering thread only
276 * @post The Core is unaware of any GL context.
278 void ContextDestroyed();
281 * Notify the Core that the GL context has been re-created, e.g. after ReplaceSurface
284 * In the case of ReplaceSurface, both ContextToBeDestroyed() and ContextCreated() will have
285 * been called on the render thread before this is called on the event thread.
287 * Multi-threading note: this method should be called from the main thread
289 void RecoverFromContextLoss();
292 * Notify the Core that the GL surface has been resized.
293 * This should be done at least once i.e. after the first call to ContextCreated().
294 * The Core will use the surface size for camera calculations, and to set the GL viewport.
295 * Multi-threading note: this method should be called from the main thread
296 * @param[in] width The new surface width.
297 * @param[in] height The new surface height.
299 void SurfaceResized(unsigned int width, unsigned int height);
302 * Notify the Core about the top margin size.
303 * Available stage size is reduced by this size.
304 * The stage is located below the size at the top of the display
305 * It is mainly useful for indicator in mobile device
306 * @param[in] margin margin size
308 void SetTopMargin( unsigned int margin );
313 * Notify the Core about the display's DPI values.
314 * This should be done after the display is initialized and a Core instance is created.
315 * The Core will use the DPI values for font rendering.
316 * Multi-threading note: this method should be called from the main thread
317 * @param[in] dpiHorizontal Horizontal DPI value.
318 * @param[in] dpiVertical Vertical DPI value.
320 void SetDpi(unsigned int dpiHorizontal, unsigned int dpiVertical);
325 * Notify Core that the scene has been created.
330 * Queue an event with Core.
331 * 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.
332 * Multi-threading note: this method should be called from the main thread.
333 * @param[in] event The new event.
335 void QueueEvent(const Event& event);
338 * Process the events queued with QueueEvent().
339 * Multi-threading note: this method should be called from the main thread.
340 * @pre ProcessEvents should not be called during ProcessEvents.
342 void ProcessEvents();
345 * The Core::Update() method prepares a frame for rendering. This method determines how many frames
346 * may be prepared, ahead of the rendering.
347 * For example if the maximum update count is 2, then Core::Update() for frame N+1 may be processed
348 * whilst frame N is being rendered. However the Core::Update() for frame N+2 may not be called, until
349 * the Core::Render() method for frame N has returned.
350 * @return The maximum update count (>= 1).
352 unsigned int GetMaximumUpdateCount() const;
355 * Update the scene for the next frame. This method must be called before each frame is rendered.
356 * Multi-threading notes: this method should be called from a dedicated update-thread.
357 * The update for frame N+1 may be processed whilst frame N is being rendered.
358 * However the update-thread must wait until frame N has been rendered, before processing frame N+2.
359 * After this method returns, messages may be queued internally for the main thread.
360 * In order to process these messages, a notification is sent via the main thread's event loop.
361 * @param[in] elapsedSeconds Number of seconds since the last call
362 * @param[in] lastVSyncTimeMilliseconds The last vsync time in milliseconds
363 * @param[in] nextVSyncTimeMilliseconds The time of the next predicted VSync in milliseconds
364 * @param[out] status showing whether further updates are required. This also shows
365 * whether a Notification event should be sent, regardless of whether the multi-threading is used.
366 * @param[in] renderToFboEnabled Whether rendering into the Frame Buffer Object is enabled.
367 * @param[in] isRenderingToFbo Whether this frame is being rendered into the Frame Buffer Object.
369 void Update( float elapsedSeconds,
370 unsigned int lastVSyncTimeMilliseconds,
371 unsigned int nextVSyncTimeMilliseconds,
372 UpdateStatus& status,
373 bool renderToFboEnabled,
374 bool isRenderingToFbo );
377 * Render the next frame. This method should be preceded by a call up Update.
378 * Multi-threading note: this method should be called from a dedicated rendering thread.
379 * @pre The GL context must have been created, and made current.
380 * @param[out] status showing whether update is required to run.
381 * @param[in] forceClear force the Clear on the framebuffer even if nothing is rendered.
383 void Render( RenderStatus& status, bool forceClear );
385 // System-level overlay
388 * Use the SystemOverlay to draw content for system-level indicators, dialogs etc.
389 * @return The SystemOverlay.
391 SystemOverlay& GetSystemOverlay();
394 * Set the stereoscopic 3D view mode
395 * @param[in] viewMode The new view mode
397 void SetViewMode( ViewMode viewMode );
400 * Get the current view mode
401 * @return The current view mode
404 ViewMode GetViewMode() const;
407 * Set the stereo base (eye seperation) for stereoscopic 3D
408 * @param[in] stereoBase The stereo base (eye seperation) for stereoscopic 3D (mm)
410 void SetStereoBase( float stereoBase );
413 * Get the stereo base (eye seperation) for stereoscopic 3D
414 * @return The stereo base (eye seperation) for stereoscopic 3D (mm)
416 float GetStereoBase() const;
419 * @brief Register a processor
421 * Note, Core does not take ownership of this processor.
422 * @param[in] processor The process to register
424 void RegisterProcessor( Processor& processor );
427 * @brief Unregister a processor
428 * @param[in] processor The process to unregister
430 void UnregisterProcessor( Processor& processor );
435 * Private constructor; see also Core::New()
440 * Undefined copy-constructor.
441 * This avoids accidental calls to a default copy-constructor.
442 * @param[in] core A reference to the object to copy.
444 Core(const Core& core);
447 * Undefined assignment operator.
448 * This avoids accidental calls to a default assignment operator.
449 * @param[in] rhs A reference to the object to copy.
451 Core& operator=(const Core& rhs);
455 Internal::Core* mImpl;
459 } // namespace Integration
463 #endif // DALI_INTEGRATION_CORE_H