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 = 0x00, ///< Zero means that no further updates are required
57 STAGE_KEEP_RENDERING = 0x01, ///< - Stage::KeepRendering() is being used
58 INCOMING_MESSAGES = 0x02, ///< - Event-thread is sending messages to update-thread
59 ANIMATIONS_RUNNING = 0x04, ///< - Animations are ongoing
60 DYNAMICS_CHANGED = 0x08, ///< - A dynamics simulation is running
61 LOADING_RESOURCES = 0x10, ///< - Resources are being loaded
62 MONITORING_PERFORMANCE = 0x20, ///< - The --enable-performance-monitor option is being used
63 RENDER_TASK_SYNC = 0x40 ///< - A render task is waiting for render sync
68 * The status of the Core::Update operation.
78 : keepUpdating(false),
79 needsNotification(false),
80 secondsFromLastFrame( 0.0f )
87 * Query whether the Core has further frames to update & render e.g. when animations are ongoing.
88 * @return A bitmask of KeepUpdating values
90 unsigned int KeepUpdating() { return keepUpdating; }
93 * Query whether the Core requires an Notification event.
94 * This should be sent through the same mechanism (e.g. event loop) as input events.
95 * @return True if an Notification event should be sent.
97 bool NeedsNotification() { return needsNotification; }
100 * This method is provided so that FPS can be easily calculated with a release version
102 * @return the seconds from last frame as float
104 float SecondsFromLastFrame() { return secondsFromLastFrame; }
108 unsigned int keepUpdating; ///< A bitmask of KeepUpdating values
109 bool needsNotification;
110 float secondsFromLastFrame;
114 * The status of the Core::Render operation.
124 : needsUpdate(false),
130 * Set whether update needs to run following a render.
131 * This might be because render has sent messages to update, or it has
132 * some textures to upload over several frames.
134 void SetNeedsUpdate(bool updateRequired) { needsUpdate = updateRequired; }
137 * Query the update status following rendering of a frame.
138 * @return true if update should run.
140 bool NeedsUpdate() { return needsUpdate; }
143 * Set whether there were new render instructions.
145 void SetHasRendered(bool rendered) { hasRendered = rendered; }
148 * Query whether there were new render instructions.
149 * @return true if there were render instructions
151 bool HasRendered() { return hasRendered; }
160 * Integration::Core is used for integration with the native windowing system.
161 * The following integration tasks must be completed:
163 * 1) Handle GL context creation, and notify the Core when this occurs.
165 * 2) Provide suspend/resume behaviour (see below for more details).
167 * 3) Run an event loop, for passing events to the Core e.g. multi-touch input events.
168 * Notification events should be sent after a frame is updated (see UpdateStatus).
170 * 4) Run a rendering loop, instructing the Core to render each frame.
171 * A separate rendering thread is recommended; see multi-threading options below.
173 * 5) Provide an implementation of the PlatformAbstraction interface, used to access platform specific services.
175 * 6) Provide an implementation of the GlAbstraction interface, used to access OpenGL services.
177 * 7) Provide an implementation of the GestureManager interface, used to register gestures provided by the platform.
179 * Suspend/Resume behaviour:
181 * The Core has no knowledge of the application lifecycle, but can be suspended.
182 * In the suspended state, input events will not be processed, and animations will not progress any further.
183 * The Core can still render in the suspended state; the same frame will be produced each time.
185 * Multi-threading notes:
187 * The Dali API methods are not reentrant. If you access the API from multiple threads simultaneously, then the results
188 * are undefined. This means that your application might segfault, or behave unpredictably.
190 * Rendering strategies:
192 * 1) Single-threaded. Call every Core method from the same thread. Event handling and rendering will occur in the same thread.
193 * This is not recommended, since processing input (slowly) can affect the smooth flow of animations.
195 * 2) Multi-threaded. The Core update & render operations can be processed in separate threads.
196 * See the method descriptions in Core to see which thread they should be called from.
197 * This is the recommended option, so that input processing will not affect the smoothness of animations.
198 * Note that the rendering thread must be halted, before destroying the GL context.
200 class DALI_IMPORT_API Core
206 * This object is used for integration with the native windowing system.
207 * @param[in] renderController The interface to an object which controls rendering.
208 * @param[in] platformAbstraction The interface providing platform specific services.
209 * @param[in] glAbstraction The interface providing OpenGL services.
210 * @param[in] glSyncAbstraction The interface providing OpenGL sync objects.
211 * @param[in] gestureManager The interface providing gesture manager services.
212 * @param[in] policy The data retention policy. This depends on application setting
213 * and platform support. Dali should honour this policy when deciding to discard
214 * intermediate resource data.
215 * @return A newly allocated Core.
217 static Core* New(RenderController& renderController,
218 PlatformAbstraction& platformAbstraction,
219 GlAbstraction& glAbstraction,
220 GlSyncAbstraction& glSyncAbstraction,
221 GestureManager& gestureManager,
222 ResourcePolicy::DataRetention policy);
225 * Non-virtual destructor. Core is not intended as a base class.
229 // GL Context Lifecycle
232 * Get the object that will notify the application/toolkit when context is lost/regained
234 ContextNotifierInterface* GetContextNotifier();
237 * Notify the Core that the GL context has been created.
238 * The context must be created before the Core can render.
239 * Multi-threading note: this method should be called from the rendering thread only
240 * @post The Core is aware of the GL context.
242 void ContextCreated();
245 * Notify the Core that that GL context is about to be destroyed.
246 * The Core will free any previously allocated GL resources.
247 * Multi-threading note: this method should be called from the rendering thread only
248 * @post The Core is unaware of any GL context.
250 void ContextDestroyed();
253 * Notify the Core that the GL context has been re-created, e.g. after ReplaceSurface
256 * In the case of ReplaceSurface, both ContextToBeDestroyed() and ContextCreated() will have
257 * been called on the render thread before this is called on the event thread.
259 * Multi-threading note: this method should be called from the main thread
261 void RecoverFromContextLoss();
264 * Notify the Core that the GL surface has been resized.
265 * This should be done at least once i.e. after the first call to ContextCreated().
266 * The Core will use the surface size for camera calculations, and to set the GL viewport.
267 * Multi-threading note: this method should be called from the main thread
268 * @param[in] width The new surface width.
269 * @param[in] height The new surface height.
271 void SurfaceResized(unsigned int width, unsigned int height);
276 * Notify the Core about the display's DPI values.
277 * This should be done after the display is initialized and a Core instance is created.
278 * The Core will use the DPI values for font rendering.
279 * Multi-threading note: this method should be called from the main thread
280 * @param[in] dpiHorizontal Horizontal DPI value.
281 * @param[in] dpiVertical Vertical DPI value.
283 void SetDpi(unsigned int dpiHorizontal, unsigned int dpiVertical);
288 * Put Core into the suspended state.
289 * Any ongoing event processing will be cancelled, for example multi-touch sequences.
290 * The core expects the system has suspended us. Animation time will continue during the suspended
292 * Multi-threading note: this method should be called from the main thread
293 * @post The Core is in the suspended state.
298 * Resume the Core from the suspended state.
299 * At the first update, the elapsed time passed to the animations will be equal to the time spent
301 * Multi-threading note: this method should be called from the main thread
302 * @post The Core is not in the suspended state.
307 * Queue an event with Core.
308 * 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.
309 * Multi-threading note: this method should be called from the main thread.
310 * @param[in] event The new event.
312 void QueueEvent(const Event& event);
315 * Process the events queued with QueueEvent().
316 * Multi-threading note: this method should be called from the main thread.
317 * @pre ProcessEvents should not be called during ProcessEvents.
319 void ProcessEvents();
322 * Update external raw touch data in core.
323 * The core will use the touch data to generate Dali Touch/Gesture events for applications to use
324 * in the update thread.
325 * @param[in] touch The raw touch data.
326 * @note This can be called from either the event thread OR a dedicated touch thread.
328 void UpdateTouchData(const TouchData& touch);
331 * The Core::Update() method prepares a frame for rendering. This method determines how many frames
332 * may be prepared, ahead of the rendering.
333 * For example if the maximum update count is 2, then Core::Update() for frame N+1 may be processed
334 * whilst frame N is being rendered. However the Core::Update() for frame N+2 may not be called, until
335 * the Core::Render() method for frame N has returned.
336 * @return The maximum update count (>= 1).
338 unsigned int GetMaximumUpdateCount() const;
341 * Update the scene for the next frame. This method must be called before each frame is rendered.
342 * Multi-threading notes: this method should be called from a dedicated update-thread.
343 * The update for frame N+1 may be processed whilst frame N is being rendered.
344 * However the update-thread must wait until frame N has been rendered, before processing frame N+2.
345 * After this method returns, messages may be queued internally for the main thread.
346 * In order to process these messages, a notification is sent via the main thread's event loop.
347 * @param[in] elapsedSeconds Number of seconds since the last call
348 * @param[in] lastVSyncTimeMilliseconds The last vsync time in milliseconds
349 * @param[in] nextVSyncTimeMilliseconds The time of the next predicted VSync in milliseconds
350 * @param[out] status showing whether further updates are required. This also shows
351 * whether a Notification event should be sent, regardless of whether the multi-threading is used.
353 void Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, UpdateStatus& status );
356 * Render the next frame. This method should be preceded by a call up Update.
357 * Multi-threading note: this method should be called from a dedicated rendering thread.
358 * @pre The GL context must have been created, and made current.
359 * @param[out] status showing whether update is required to run.
361 void Render( RenderStatus& status );
363 // System-level overlay
366 * Use the SystemOverlay to draw content for system-level indicators, dialogs etc.
367 * @return The SystemOverlay.
369 SystemOverlay& GetSystemOverlay();
372 * Set the stereoscopic 3D view mode
373 * @param[in] viewMode The new view mode
375 void SetViewMode( ViewMode viewMode );
378 * Get the current view mode
379 * @return The current view mode
382 ViewMode GetViewMode() const;
385 * Set the stereo base (eye seperation) for stereoscopic 3D
386 * @param[in] stereoBase The stereo base (eye seperation) for stereoscopic 3D (mm)
388 void SetStereoBase( float stereoBase );
391 * Get the stereo base (eye seperation) for stereoscopic 3D
392 * @return The stereo base (eye seperation) for stereoscopic 3D (mm)
394 float GetStereoBase() const;
399 * Private constructor; see also Core::New()
404 * Undefined copy-constructor.
405 * This avoids accidental calls to a default copy-constructor.
406 * @param[in] core A reference to the object to copy.
408 Core(const Core& core);
411 * Undefined assignment operator.
412 * This avoids accidental calls to a default assignment operator.
413 * @param[in] rhs A reference to the object to copy.
415 Core& operator=(const Core& rhs);
419 Internal::Core* mImpl;
423 } // namespace Integration
427 #endif // __DALI_INTEGRATION_CORE_H__