1 #ifndef DALI_INTEGRATION_CORE_H
2 #define DALI_INTEGRATION_CORE_H
5 * Copyright (c) 2017 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 * Integration::Core is used for integration with the native windowing system.
172 * The following integration tasks must be completed:
174 * 1) Handle GL context creation, and notify the Core when this occurs.
176 * 2) Provide suspend/resume behaviour (see below for more details).
178 * 3) Run an event loop, for passing events to the Core e.g. multi-touch input events.
179 * Notification events should be sent after a frame is updated (see UpdateStatus).
181 * 4) Run a rendering loop, instructing the Core to render each frame.
182 * A separate rendering thread is recommended; see multi-threading options below.
184 * 5) Provide an implementation of the PlatformAbstraction interface, used to access platform specific services.
186 * 6) Provide an implementation of the GlAbstraction interface, used to access OpenGL services.
188 * 7) Provide an implementation of the GestureManager interface, used to register gestures provided by the platform.
190 * Multi-threading notes:
192 * The Dali API methods are not reentrant. If you access the API from multiple threads simultaneously, then the results
193 * are undefined. This means that your application might segfault, or behave unpredictably.
195 * Rendering strategies:
197 * 1) Single-threaded. Call every Core method from the same thread. Event handling and rendering will occur in the same thread.
198 * This is not recommended, since processing input (slowly) can affect the smooth flow of animations.
200 * 2) Multi-threaded. The Core update & render operations can be processed in separate threads.
201 * See the method descriptions in Core to see which thread they should be called from.
202 * This is the recommended option, so that input processing will not affect the smoothness of animations.
203 * Note that the rendering thread must be halted, before destroying the GL context.
205 class DALI_IMPORT_API Core
211 * This object is used for integration with the native windowing system.
212 * @param[in] renderController The interface to an object which controls rendering.
213 * @param[in] platformAbstraction The interface providing platform specific services.
214 * @param[in] glAbstraction The interface providing OpenGL services.
215 * @param[in] glSyncAbstraction The interface providing OpenGL sync objects.
216 * @param[in] gestureManager The interface providing gesture manager services.
217 * @param[in] policy The data retention policy. This depends on application setting
218 * and platform support. Dali should honour this policy when deciding to discard
219 * intermediate resource data.
220 * @param[in] renderToFboEnabled Whether rendering into the Frame Buffer Object is enabled.
221 * @param[in] depthBufferAvailable Whether the depth buffer is available
222 * @param[in] stencilBufferAvailable Whether the stencil buffer is available
223 * @return A newly allocated Core.
225 static Core* New( RenderController& renderController,
226 PlatformAbstraction& platformAbstraction,
227 GlAbstraction& glAbstraction,
228 GlSyncAbstraction& glSyncAbstraction,
229 GestureManager& gestureManager,
230 ResourcePolicy::DataRetention policy,
231 RenderToFrameBuffer renderToFboEnabled,
232 DepthBufferAvailable depthBufferAvailable,
233 StencilBufferAvailable stencilBufferAvailable );
236 * Non-virtual destructor. Core is not intended as a base class.
240 // GL Context Lifecycle
243 * Get the object that will notify the application/toolkit when context is lost/regained
245 ContextNotifierInterface* GetContextNotifier();
248 * Notify the Core that the GL context has been created.
249 * The context must be created before the Core can render.
250 * Multi-threading note: this method should be called from the rendering thread only
251 * @post The Core is aware of the GL context.
253 void ContextCreated();
256 * Notify the Core that that GL context is about to be destroyed.
257 * The Core will free any previously allocated GL resources.
258 * Multi-threading note: this method should be called from the rendering thread only
259 * @post The Core is unaware of any GL context.
261 void ContextDestroyed();
264 * Notify the Core that the GL context has been re-created, e.g. after ReplaceSurface
267 * In the case of ReplaceSurface, both ContextToBeDestroyed() and ContextCreated() will have
268 * been called on the render thread before this is called on the event thread.
270 * Multi-threading note: this method should be called from the main thread
272 void RecoverFromContextLoss();
275 * Notify the Core that the GL surface has been resized.
276 * This should be done at least once i.e. after the first call to ContextCreated().
277 * The Core will use the surface size for camera calculations, and to set the GL viewport.
278 * Multi-threading note: this method should be called from the main thread
279 * @param[in] width The new surface width.
280 * @param[in] height The new surface height.
282 void SurfaceResized(unsigned int width, unsigned int height);
285 * Notify the Core about the top margin size.
286 * Available stage size is reduced by this size.
287 * The stage is located below the size at the top of the display
288 * It is mainly useful for indicator in mobile device
289 * @param[in] margin margin size
291 void SetTopMargin( unsigned int margin );
296 * Notify the Core about the display's DPI values.
297 * This should be done after the display is initialized and a Core instance is created.
298 * The Core will use the DPI values for font rendering.
299 * Multi-threading note: this method should be called from the main thread
300 * @param[in] dpiHorizontal Horizontal DPI value.
301 * @param[in] dpiVertical Vertical DPI value.
303 void SetDpi(unsigned int dpiHorizontal, unsigned int dpiVertical);
308 * Notify Core that the scene has been created.
313 * Queue an event with Core.
314 * 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.
315 * Multi-threading note: this method should be called from the main thread.
316 * @param[in] event The new event.
318 void QueueEvent(const Event& event);
321 * Process the events queued with QueueEvent().
322 * Multi-threading note: this method should be called from the main thread.
323 * @pre ProcessEvents should not be called during ProcessEvents.
325 void ProcessEvents();
328 * The Core::Update() method prepares a frame for rendering. This method determines how many frames
329 * may be prepared, ahead of the rendering.
330 * For example if the maximum update count is 2, then Core::Update() for frame N+1 may be processed
331 * whilst frame N is being rendered. However the Core::Update() for frame N+2 may not be called, until
332 * the Core::Render() method for frame N has returned.
333 * @return The maximum update count (>= 1).
335 unsigned int GetMaximumUpdateCount() const;
338 * Update the scene for the next frame. This method must be called before each frame is rendered.
339 * Multi-threading notes: this method should be called from a dedicated update-thread.
340 * The update for frame N+1 may be processed whilst frame N is being rendered.
341 * However the update-thread must wait until frame N has been rendered, before processing frame N+2.
342 * After this method returns, messages may be queued internally for the main thread.
343 * In order to process these messages, a notification is sent via the main thread's event loop.
344 * @param[in] elapsedSeconds Number of seconds since the last call
345 * @param[in] lastVSyncTimeMilliseconds The last vsync time in milliseconds
346 * @param[in] nextVSyncTimeMilliseconds The time of the next predicted VSync in milliseconds
347 * @param[out] status showing whether further updates are required. This also shows
348 * whether a Notification event should be sent, regardless of whether the multi-threading is used.
349 * @param[in] renderToFboEnabled Whether rendering into the Frame Buffer Object is enabled.
350 * @param[in] isRenderingToFbo Whether this frame is being rendered into the Frame Buffer Object.
352 void Update( float elapsedSeconds,
353 unsigned int lastVSyncTimeMilliseconds,
354 unsigned int nextVSyncTimeMilliseconds,
355 UpdateStatus& status,
356 bool renderToFboEnabled,
357 bool isRenderingToFbo );
360 * Render the next frame. This method should be preceded by a call up Update.
361 * Multi-threading note: this method should be called from a dedicated rendering thread.
362 * @pre The GL context must have been created, and made current.
363 * @param[out] status showing whether update is required to run.
365 void Render( RenderStatus& status );
367 // System-level overlay
370 * Use the SystemOverlay to draw content for system-level indicators, dialogs etc.
371 * @return The SystemOverlay.
373 SystemOverlay& GetSystemOverlay();
376 * Set the stereoscopic 3D view mode
377 * @param[in] viewMode The new view mode
379 void SetViewMode( ViewMode viewMode );
382 * Get the current view mode
383 * @return The current view mode
386 ViewMode GetViewMode() const;
389 * Set the stereo base (eye seperation) for stereoscopic 3D
390 * @param[in] stereoBase The stereo base (eye seperation) for stereoscopic 3D (mm)
392 void SetStereoBase( float stereoBase );
395 * Get the stereo base (eye seperation) for stereoscopic 3D
396 * @return The stereo base (eye seperation) for stereoscopic 3D (mm)
398 float GetStereoBase() const;
403 * Private constructor; see also Core::New()
408 * Undefined copy-constructor.
409 * This avoids accidental calls to a default copy-constructor.
410 * @param[in] core A reference to the object to copy.
412 Core(const Core& core);
415 * Undefined assignment operator.
416 * This avoids accidental calls to a default assignment operator.
417 * @param[in] rhs A reference to the object to copy.
419 Core& operator=(const Core& rhs);
423 Internal::Core* mImpl;
427 } // namespace Integration
431 #endif // DALI_INTEGRATION_CORE_H