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 DALI_IMPORT_API
54 extern const unsigned int NOT_REQUESTED; ///< Zero means that no further updates are required
57 extern const unsigned int STAGE_KEEP_RENDERING; ///< 0x01 - Stage::KeepRendering() is being used
58 extern const unsigned int INCOMING_MESSAGES; ///< 0x02 - Event-thread is sending messages to update-thread
59 extern const unsigned int ANIMATIONS_RUNNING; ///< 0x04 - Animations are ongoing
60 extern const unsigned int DYNAMICS_CHANGED; ///< 0x08 - A dynamics simulation is running
61 extern const unsigned int LOADING_RESOURCES; ///< 0x10 - Resources are being loaded
62 extern const unsigned int MONITORING_PERFORMANCE; ///< 0x20 - The --enable-performance-monitor option is being used
63 extern const unsigned int RENDER_TASK_SYNC; ///< 0x40 - A render task is waiting for render sync
67 * The status of the Core::Update operation.
77 : keepUpdating(false),
78 needsNotification(false),
79 secondsFromLastFrame( 0.0f )
86 * Query whether the Core has further frames to update & render e.g. when animations are ongoing.
87 * @return A bitmask of KeepUpdating values
89 unsigned int KeepUpdating() { return keepUpdating; }
92 * Query whether the Core requires an Notification event.
93 * This should be sent through the same mechanism (e.g. event loop) as input events.
94 * @return True if an Notification event should be sent.
96 bool NeedsNotification() { return needsNotification; }
99 * This method is provided so that FPS can be easily calculated with a release version
101 * @return the seconds from last frame as float
103 float SecondsFromLastFrame() { return secondsFromLastFrame; }
107 unsigned int keepUpdating; ///< A bitmask of KeepUpdating values
108 bool needsNotification;
109 float secondsFromLastFrame;
113 * The status of the Core::Render operation.
123 : needsUpdate(false),
129 * Set whether update needs to run following a render.
130 * This might be because render has sent messages to update, or it has
131 * some textures to upload over several frames.
133 void SetNeedsUpdate(bool updateRequired) { needsUpdate = updateRequired; }
136 * Query the update status following rendering of a frame.
137 * @return true if update should run.
139 bool NeedsUpdate() { return needsUpdate; }
142 * Set whether there were new render instructions.
144 void SetHasRendered(bool rendered) { hasRendered = rendered; }
147 * Query whether there were new render instructions.
148 * @return true if there were render instructions
150 bool HasRendered() { return hasRendered; }
159 * Integration::Core is used for integration with the native windowing system.
160 * The following integration tasks must be completed:
162 * 1) Handle GL context creation, and notify the Core when this occurs.
164 * 2) Provide suspend/resume behaviour (see below for more details).
166 * 3) Run an event loop, for passing events to the Core e.g. multi-touch input events.
167 * Notification events should be sent after a frame is updated (see UpdateStatus).
169 * 4) Run a rendering loop, instructing the Core to render each frame.
170 * A separate rendering thread is recommended; see multi-threading options below.
172 * 5) Provide an implementation of the PlatformAbstraction interface, used to access platform specific services.
174 * 6) Provide an implementation of the GlAbstraction interface, used to access OpenGL services.
176 * 7) Provide an implementation of the GestureManager interface, used to register gestures provided by the platform.
178 * Suspend/Resume behaviour:
180 * The Core has no knowledge of the application lifecycle, but can be suspended.
181 * In the suspended state, input events will not be processed, and animations will not progress any further.
182 * The Core can still render in the suspended state; the same frame will be produced each time.
184 * Multi-threading notes:
186 * The Dali API methods are not reentrant. If you access the API from multiple threads simultaneously, then the results
187 * are undefined. This means that your application might segfault, or behave unpredictably.
189 * Rendering strategies:
191 * 1) Single-threaded. Call every Core method from the same thread. Event handling and rendering will occur in the same thread.
192 * This is not recommended, since processing input (slowly) can affect the smooth flow of animations.
194 * 2) Multi-threaded. The Core update & render operations can be processed in separate threads.
195 * See the method descriptions in Core to see which thread they should be called from.
196 * This is the recommended option, so that input processing will not affect the smoothness of animations.
197 * Note that the rendering thread must be halted, before destroying the GL context.
199 class DALI_IMPORT_API Core
205 * This object is used for integration with the native windowing system.
206 * @param[in] renderController The interface to an object which controls rendering.
207 * @param[in] platformAbstraction The interface providing platform specific services.
208 * @param[in] glAbstraction The interface providing OpenGL services.
209 * @param[in] glSyncAbstraction The interface providing OpenGL sync objects.
210 * @param[in] gestureManager The interface providing gesture manager services.
211 * @param[in] policy The data retention policy. This depends on application setting
212 * and platform support. Dali should honour this policy when deciding to discard
213 * intermediate resource data.
214 * @return A newly allocated Core.
216 static Core* New(RenderController& renderController,
217 PlatformAbstraction& platformAbstraction,
218 GlAbstraction& glAbstraction,
219 GlSyncAbstraction& glSyncAbstraction,
220 GestureManager& gestureManager,
221 ResourcePolicy::DataRetention policy);
224 * Non-virtual destructor. Core is not intended as a base class.
228 // GL Context Lifecycle
231 * Get the object that will notify the application/toolkit when context is lost/regained
233 ContextNotifierInterface* GetContextNotifier();
236 * Notify the Core that the GL context has been created.
237 * The context must be created before the Core can render.
238 * Multi-threading note: this method should be called from the rendering thread only
239 * @post The Core is aware of the GL context.
241 void ContextCreated();
244 * Notify the Core that that GL context is about to be destroyed.
245 * The Core will free any previously allocated GL resources.
246 * Multi-threading note: this method should be called from the rendering thread only
247 * @post The Core is unaware of any GL context.
249 void ContextDestroyed();
252 * Notify the Core that the GL context has been re-created, e.g. after ReplaceSurface
255 * In the case of ReplaceSurface, both ContextToBeDestroyed() and ContextCreated() will have
256 * been called on the render thread before this is called on the event thread.
258 * Multi-threading note: this method should be called from the main thread
260 void RecoverFromContextLoss();
263 * Notify the Core that the GL surface has been resized.
264 * This should be done at least once i.e. after the first call to ContextCreated().
265 * The Core will use the surface size for camera calculations, and to set the GL viewport.
266 * Multi-threading note: this method should be called from the main thread
267 * @param[in] width The new surface width.
268 * @param[in] height The new surface height.
270 void SurfaceResized(unsigned int width, unsigned int height);
275 * Notify the Core about the display's DPI values.
276 * This should be done after the display is initialized and a Core instance is created.
277 * The Core will use the DPI values for font rendering.
278 * Multi-threading note: this method should be called from the main thread
279 * @param[in] dpiHorizontal Horizontal DPI value.
280 * @param[in] dpiVertical Vertical DPI value.
282 void SetDpi(unsigned int dpiHorizontal, unsigned int dpiVertical);
287 * Put Core into the suspended state.
288 * Any ongoing event processing will be cancelled, for example multi-touch sequences.
289 * The core expects the system has suspended us. Animation time will continue during the suspended
291 * Multi-threading note: this method should be called from the main thread
292 * @post The Core is in the suspended state.
297 * Resume the Core from the suspended state.
298 * At the first update, the elapsed time passed to the animations will be equal to the time spent
300 * Multi-threading note: this method should be called from the main thread
301 * @post The Core is not in the suspended state.
306 * Queue an event with Core.
307 * 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.
308 * Multi-threading note: this method should be called from the main thread.
309 * @param[in] event The new event.
311 void QueueEvent(const Event& event);
314 * Process the events queued with QueueEvent().
315 * Multi-threading note: this method should be called from the main thread.
316 * @pre ProcessEvents should not be called during ProcessEvents.
318 void ProcessEvents();
321 * Update external raw touch data in core.
322 * The core will use the touch data to generate Dali Touch/Gesture events for applications to use
323 * in the update thread.
324 * @param[in] touch The raw touch data.
325 * @note This can be called from either the event thread OR a dedicated touch thread.
327 void UpdateTouchData(const TouchData& touch);
330 * The Core::Update() method prepares a frame for rendering. This method determines how many frames
331 * may be prepared, ahead of the rendering.
332 * For example if the maximum update count is 2, then Core::Update() for frame N+1 may be processed
333 * whilst frame N is being rendered. However the Core::Update() for frame N+2 may not be called, until
334 * the Core::Render() method for frame N has returned.
335 * @return The maximum update count (>= 1).
337 unsigned int GetMaximumUpdateCount() const;
340 * Update the scene for the next frame. This method must be called before each frame is rendered.
341 * Multi-threading notes: this method should be called from a dedicated update-thread.
342 * The update for frame N+1 may be processed whilst frame N is being rendered.
343 * However the update-thread must wait until frame N has been rendered, before processing frame N+2.
344 * After this method returns, messages may be queued internally for the main thread.
345 * In order to process these messages, a notification is sent via the main thread's event loop.
346 * @param[in] elapsedSeconds Number of seconds since the last call
347 * @param[in] lastVSyncTimeMilliseconds The last vsync time in milliseconds
348 * @param[in] nextVSyncTimeMilliseconds The time of the next predicted VSync in milliseconds
349 * @param[out] status showing whether further updates are required. This also shows
350 * whether a Notification event should be sent, regardless of whether the multi-threading is used.
352 void Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, UpdateStatus& status );
355 * Render the next frame. This method should be preceded by a call up Update.
356 * Multi-threading note: this method should be called from a dedicated rendering thread.
357 * @pre The GL context must have been created, and made current.
358 * @param[out] status showing whether update is required to run.
360 void Render( RenderStatus& status );
362 // System-level overlay
365 * Use the SystemOverlay to draw content for system-level indicators, dialogs etc.
366 * @return The SystemOverlay.
368 SystemOverlay& GetSystemOverlay();
371 * Set the stereoscopic 3D view mode
372 * @param[in] viewMode The new view mode
374 void SetViewMode( ViewMode viewMode );
377 * Get the current view mode
378 * @return The current view mode
381 ViewMode GetViewMode() const;
384 * Set the stereo base (eye seperation) for stereoscopic 3D
385 * @param[in] stereoBase The stereo base (eye seperation) for stereoscopic 3D (mm)
387 void SetStereoBase( float stereoBase );
390 * Get the stereo base (eye seperation) for stereoscopic 3D
391 * @return The stereo base (eye seperation) for stereoscopic 3D (mm)
393 float GetStereoBase() const;
398 * Private constructor; see also Core::New()
403 * Undefined copy-constructor.
404 * This avoids accidental calls to a default copy-constructor.
405 * @param[in] core A reference to the object to copy.
407 Core(const Core& core);
410 * Undefined assignment operator.
411 * This avoids accidental calls to a default assignment operator.
412 * @param[in] rhs A reference to the object to copy.
414 Core& operator=(const Core& rhs);
418 Internal::Core* mImpl;
422 } // namespace Integration
426 #endif // __DALI_INTEGRATION_CORE_H__