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>
24 #include <dali/integration-api/context-notifier.h>
25 #include <dali/integration-api/resource-policies.h>
41 class GlSyncAbstraction;
42 class PlatformAbstraction;
43 class RenderController;
50 * The reasons why further updates are required.
52 namespace KeepUpdating
56 NOT_REQUESTED = 0, ///< Zero means that no further updates are required
57 STAGE_KEEP_RENDERING = 1<<1, ///< - Stage::KeepRendering() is being used
58 ANIMATIONS_RUNNING = 1<<2, ///< - Animations are ongoing
59 LOADING_RESOURCES = 1<<3, ///< - Resources are being loaded
60 MONITORING_PERFORMANCE = 1<<4, ///< - The --enable-performance-monitor option is being used
61 RENDER_TASK_SYNC = 1<<5 ///< - 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),
128 * Set whether update needs to run following a render.
129 * This might be because render has sent messages to update, or it has
130 * some textures to upload over several frames.
132 void SetNeedsUpdate(bool updateRequired) { needsUpdate = updateRequired; }
135 * Query the update status following rendering of a frame.
136 * @return true if update should run.
138 bool NeedsUpdate() { return needsUpdate; }
141 * Set whether there were new render instructions.
143 void SetHasRendered(bool rendered) { hasRendered = rendered; }
146 * Query whether there were new render instructions.
147 * @return true if there were render instructions
149 bool HasRendered() { return hasRendered; }
158 * Integration::Core is used for integration with the native windowing system.
159 * The following integration tasks must be completed:
161 * 1) Handle GL context creation, and notify the Core when this occurs.
163 * 2) Provide suspend/resume behaviour (see below for more details).
165 * 3) Run an event loop, for passing events to the Core e.g. multi-touch input events.
166 * Notification events should be sent after a frame is updated (see UpdateStatus).
168 * 4) Run a rendering loop, instructing the Core to render each frame.
169 * A separate rendering thread is recommended; see multi-threading options below.
171 * 5) Provide an implementation of the PlatformAbstraction interface, used to access platform specific services.
173 * 6) Provide an implementation of the GlAbstraction interface, used to access OpenGL services.
175 * 7) Provide an implementation of the GestureManager interface, used to register gestures provided by the platform.
177 * Suspend/Resume behaviour:
179 * The Core has no knowledge of the application lifecycle, but can be suspended.
180 * In the suspended state, input events will not be processed, and animations will not progress any further.
181 * The Core can still render in the suspended state; the same frame will be produced each time.
183 * Multi-threading notes:
185 * The Dali API methods are not reentrant. If you access the API from multiple threads simultaneously, then the results
186 * are undefined. This means that your application might segfault, or behave unpredictably.
188 * Rendering strategies:
190 * 1) Single-threaded. Call every Core method from the same thread. Event handling and rendering will occur in the same thread.
191 * This is not recommended, since processing input (slowly) can affect the smooth flow of animations.
193 * 2) Multi-threaded. The Core update & render operations can be processed in separate threads.
194 * See the method descriptions in Core to see which thread they should be called from.
195 * This is the recommended option, so that input processing will not affect the smoothness of animations.
196 * Note that the rendering thread must be halted, before destroying the GL context.
198 class DALI_IMPORT_API Core
204 * This object is used for integration with the native windowing system.
205 * @param[in] renderController The interface to an object which controls rendering.
206 * @param[in] platformAbstraction The interface providing platform specific services.
207 * @param[in] glAbstraction The interface providing OpenGL services.
208 * @param[in] glSyncAbstraction The interface providing OpenGL sync objects.
209 * @param[in] gestureManager The interface providing gesture manager services.
210 * @param[in] policy The data retention policy. This depends on application setting
211 * and platform support. Dali should honour this policy when deciding to discard
212 * intermediate resource data.
213 * @return A newly allocated Core.
215 static Core* New(RenderController& renderController,
216 PlatformAbstraction& platformAbstraction,
217 GlAbstraction& glAbstraction,
218 GlSyncAbstraction& glSyncAbstraction,
219 GestureManager& gestureManager,
220 ResourcePolicy::DataRetention policy);
223 * Non-virtual destructor. Core is not intended as a base class.
227 // GL Context Lifecycle
230 * Get the object that will notify the application/toolkit when context is lost/regained
232 ContextNotifierInterface* GetContextNotifier();
235 * Notify the Core that the GL context has been created.
236 * The context must be created before the Core can render.
237 * Multi-threading note: this method should be called from the rendering thread only
238 * @post The Core is aware of the GL context.
240 void ContextCreated();
243 * Notify the Core that that GL context is about to be destroyed.
244 * The Core will free any previously allocated GL resources.
245 * Multi-threading note: this method should be called from the rendering thread only
246 * @post The Core is unaware of any GL context.
248 void ContextDestroyed();
251 * Notify the Core that the GL context has been re-created, e.g. after ReplaceSurface
254 * In the case of ReplaceSurface, both ContextToBeDestroyed() and ContextCreated() will have
255 * been called on the render thread before this is called on the event thread.
257 * Multi-threading note: this method should be called from the main thread
259 void RecoverFromContextLoss();
262 * Notify the Core that the GL surface has been resized.
263 * This should be done at least once i.e. after the first call to ContextCreated().
264 * The Core will use the surface size for camera calculations, and to set the GL viewport.
265 * Multi-threading note: this method should be called from the main thread
266 * @param[in] width The new surface width.
267 * @param[in] height The new surface height.
269 void SurfaceResized(unsigned int width, unsigned int height);
274 * Notify the Core about the display's DPI values.
275 * This should be done after the display is initialized and a Core instance is created.
276 * The Core will use the DPI values for font rendering.
277 * Multi-threading note: this method should be called from the main thread
278 * @param[in] dpiHorizontal Horizontal DPI value.
279 * @param[in] dpiVertical Vertical DPI value.
281 void SetDpi(unsigned int dpiHorizontal, unsigned int dpiVertical);
286 * Put Core into the suspended state.
287 * Any ongoing event processing will be cancelled, for example multi-touch sequences.
288 * The core expects the system has suspended us. Animation time will continue during the suspended
290 * Multi-threading note: this method should be called from the main thread
291 * @post The Core is in the suspended state.
296 * Resume the Core from the suspended state.
297 * At the first update, the elapsed time passed to the animations will be equal to the time spent
299 * Multi-threading note: this method should be called from the main thread
300 * @post The Core is not in the suspended state.
305 * Notify Core that the scene has been created.
310 * Queue an event with Core.
311 * 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.
312 * Multi-threading note: this method should be called from the main thread.
313 * @param[in] event The new event.
315 void QueueEvent(const Event& event);
318 * Process the events queued with QueueEvent().
319 * Multi-threading note: this method should be called from the main thread.
320 * @pre ProcessEvents should not be called during ProcessEvents.
322 void ProcessEvents();
325 * The Core::Update() method prepares a frame for rendering. This method determines how many frames
326 * may be prepared, ahead of the rendering.
327 * For example if the maximum update count is 2, then Core::Update() for frame N+1 may be processed
328 * whilst frame N is being rendered. However the Core::Update() for frame N+2 may not be called, until
329 * the Core::Render() method for frame N has returned.
330 * @return The maximum update count (>= 1).
332 unsigned int GetMaximumUpdateCount() const;
335 * Update the scene for the next frame. This method must be called before each frame is rendered.
336 * Multi-threading notes: this method should be called from a dedicated update-thread.
337 * The update for frame N+1 may be processed whilst frame N is being rendered.
338 * However the update-thread must wait until frame N has been rendered, before processing frame N+2.
339 * After this method returns, messages may be queued internally for the main thread.
340 * In order to process these messages, a notification is sent via the main thread's event loop.
341 * @param[in] elapsedSeconds Number of seconds since the last call
342 * @param[in] lastVSyncTimeMilliseconds The last vsync time in milliseconds
343 * @param[in] nextVSyncTimeMilliseconds The time of the next predicted VSync in milliseconds
344 * @param[out] status showing whether further updates are required. This also shows
345 * whether a Notification event should be sent, regardless of whether the multi-threading is used.
347 void Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, UpdateStatus& status );
350 * Render the next frame. This method should be preceded by a call up Update.
351 * Multi-threading note: this method should be called from a dedicated rendering thread.
352 * @pre The GL context must have been created, and made current.
353 * @param[out] status showing whether update is required to run.
355 void Render( RenderStatus& status );
357 // System-level overlay
360 * Use the SystemOverlay to draw content for system-level indicators, dialogs etc.
361 * @return The SystemOverlay.
363 SystemOverlay& GetSystemOverlay();
366 * Set the stereoscopic 3D view mode
367 * @param[in] viewMode The new view mode
369 void SetViewMode( ViewMode viewMode );
372 * Get the current view mode
373 * @return The current view mode
376 ViewMode GetViewMode() const;
379 * Set the stereo base (eye seperation) for stereoscopic 3D
380 * @param[in] stereoBase The stereo base (eye seperation) for stereoscopic 3D (mm)
382 void SetStereoBase( float stereoBase );
385 * Get the stereo base (eye seperation) for stereoscopic 3D
386 * @return The stereo base (eye seperation) for stereoscopic 3D (mm)
388 float GetStereoBase() const;
393 * Private constructor; see also Core::New()
398 * Undefined copy-constructor.
399 * This avoids accidental calls to a default copy-constructor.
400 * @param[in] core A reference to the object to copy.
402 Core(const Core& core);
405 * Undefined assignment operator.
406 * This avoids accidental calls to a default assignment operator.
407 * @param[in] rhs A reference to the object to copy.
409 Core& operator=(const Core& rhs);
413 Internal::Core* mImpl;
417 } // namespace Integration
421 #endif // __DALI_INTEGRATION_CORE_H__