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/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 MONITORING_PERFORMANCE = 1<<3, ///< - The --enable-performance-monitor option is being used
60 RENDER_TASK_SYNC = 1<<4 ///< - A render task is waiting for render sync
65 * The status of the Core::Update operation.
75 : keepUpdating(false),
76 needsNotification(false),
77 secondsFromLastFrame( 0.0f )
84 * Query whether the Core has further frames to update & render e.g. when animations are ongoing.
85 * @return A bitmask of KeepUpdating values
87 unsigned int KeepUpdating() { return keepUpdating; }
90 * Query whether the Core requires an Notification event.
91 * This should be sent through the same mechanism (e.g. event loop) as input events.
92 * @return True if an Notification event should be sent.
94 bool NeedsNotification() { return needsNotification; }
97 * This method is provided so that FPS can be easily calculated with a release version
99 * @return the seconds from last frame as float
101 float SecondsFromLastFrame() { return secondsFromLastFrame; }
105 unsigned int keepUpdating; ///< A bitmask of KeepUpdating values
106 bool needsNotification;
107 float secondsFromLastFrame;
111 * The status of the Core::Render operation.
121 : needsUpdate( false ),
122 needsPostRender( false )
127 * Set whether update needs to run following a render.
128 * @param[in] updateRequired Set to true if an update is required to be run
130 void SetNeedsUpdate( bool updateRequired )
132 needsUpdate = updateRequired;
136 * Query the update status following rendering of a frame.
137 * @return True if update is required to be run
139 bool NeedsUpdate() const
145 * Sets if a post-render should be run.
146 * If nothing is rendered this frame, we can skip post-render.
147 * @param[in] postRenderRequired Set to True if post-render is required to be run
149 void SetNeedsPostRender( bool postRenderRequired )
151 needsPostRender = postRenderRequired;
155 * Queries if a post-render should be run.
156 * @return True if post-render is required to be run
158 bool NeedsPostRender() const
160 return needsPostRender;
165 bool needsUpdate :1; ///< True if update is required to be run
166 bool needsPostRender :1; ///< True if post-render is required to be run.
170 * Integration::Core is used for integration with the native windowing system.
171 * The following integration tasks must be completed:
173 * 1) Handle GL context creation, and notify the Core when this occurs.
175 * 2) Provide suspend/resume behaviour (see below for more details).
177 * 3) Run an event loop, for passing events to the Core e.g. multi-touch input events.
178 * Notification events should be sent after a frame is updated (see UpdateStatus).
180 * 4) Run a rendering loop, instructing the Core to render each frame.
181 * A separate rendering thread is recommended; see multi-threading options below.
183 * 5) Provide an implementation of the PlatformAbstraction interface, used to access platform specific services.
185 * 6) Provide an implementation of the GlAbstraction interface, used to access OpenGL services.
187 * 7) Provide an implementation of the GestureManager interface, used to register gestures provided by the platform.
189 * Suspend/Resume behaviour:
191 * The Core has no knowledge of the application lifecycle, but can be suspended.
192 * In the suspended state, input events will not be processed, and animations will not progress any further.
193 * The Core can still render in the suspended state; the same frame will be produced each time.
195 * Multi-threading notes:
197 * The Dali API methods are not reentrant. If you access the API from multiple threads simultaneously, then the results
198 * are undefined. This means that your application might segfault, or behave unpredictably.
200 * Rendering strategies:
202 * 1) Single-threaded. Call every Core method from the same thread. Event handling and rendering will occur in the same thread.
203 * This is not recommended, since processing input (slowly) can affect the smooth flow of animations.
205 * 2) Multi-threaded. The Core update & render operations can be processed in separate threads.
206 * See the method descriptions in Core to see which thread they should be called from.
207 * This is the recommended option, so that input processing will not affect the smoothness of animations.
208 * Note that the rendering thread must be halted, before destroying the GL context.
210 class DALI_IMPORT_API Core
216 * This object is used for integration with the native windowing system.
217 * @param[in] renderController The interface to an object which controls rendering.
218 * @param[in] platformAbstraction The interface providing platform specific services.
219 * @param[in] glAbstraction The interface providing OpenGL services.
220 * @param[in] glSyncAbstraction The interface providing OpenGL sync objects.
221 * @param[in] gestureManager The interface providing gesture manager services.
222 * @param[in] policy The data retention policy. This depends on application setting
223 * and platform support. Dali should honour this policy when deciding to discard
224 * intermediate resource data.
225 * @return A newly allocated Core.
227 static Core* New(RenderController& renderController,
228 PlatformAbstraction& platformAbstraction,
229 GlAbstraction& glAbstraction,
230 GlSyncAbstraction& glSyncAbstraction,
231 GestureManager& gestureManager,
232 ResourcePolicy::DataRetention policy);
235 * Non-virtual destructor. Core is not intended as a base class.
239 // GL Context Lifecycle
242 * Get the object that will notify the application/toolkit when context is lost/regained
244 ContextNotifierInterface* GetContextNotifier();
247 * Notify the Core that the GL context has been created.
248 * The context must be created before the Core can render.
249 * Multi-threading note: this method should be called from the rendering thread only
250 * @post The Core is aware of the GL context.
252 void ContextCreated();
255 * Notify the Core that that GL context is about to be destroyed.
256 * The Core will free any previously allocated GL resources.
257 * Multi-threading note: this method should be called from the rendering thread only
258 * @post The Core is unaware of any GL context.
260 void ContextDestroyed();
263 * Notify the Core that the GL context has been re-created, e.g. after ReplaceSurface
266 * In the case of ReplaceSurface, both ContextToBeDestroyed() and ContextCreated() will have
267 * been called on the render thread before this is called on the event thread.
269 * Multi-threading note: this method should be called from the main thread
271 void RecoverFromContextLoss();
274 * Notify the Core that the GL surface has been resized.
275 * This should be done at least once i.e. after the first call to ContextCreated().
276 * The Core will use the surface size for camera calculations, and to set the GL viewport.
277 * Multi-threading note: this method should be called from the main thread
278 * @param[in] width The new surface width.
279 * @param[in] height The new surface height.
281 void SurfaceResized(unsigned int width, unsigned int height);
284 * Notify the Core about the top margin size.
285 * Available stage size is reduced by this size.
286 * The stage is located below the size at the top of the display
287 * It is mainly useful for indicator in mobile device
288 * @param[in] margin margin size
290 void SetTopMargin( unsigned int margin );
295 * Notify the Core about the display's DPI values.
296 * This should be done after the display is initialized and a Core instance is created.
297 * The Core will use the DPI values for font rendering.
298 * Multi-threading note: this method should be called from the main thread
299 * @param[in] dpiHorizontal Horizontal DPI value.
300 * @param[in] dpiVertical Vertical DPI value.
302 void SetDpi(unsigned int dpiHorizontal, unsigned int dpiVertical);
307 * Put Core into the suspended state.
308 * Any ongoing event processing will be cancelled, for example multi-touch sequences.
309 * The core expects the system has suspended us. Animation time will continue during the suspended
311 * Multi-threading note: this method should be called from the main thread
312 * @post The Core is in the suspended state.
317 * Resume the Core from the suspended state.
318 * At the first update, the elapsed time passed to the animations will be equal to the time spent
320 * Multi-threading note: this method should be called from the main thread
321 * @post The Core is not in the suspended state.
326 * Notify Core that the scene has been created.
331 * Queue an event with Core.
332 * 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.
333 * Multi-threading note: this method should be called from the main thread.
334 * @param[in] event The new event.
336 void QueueEvent(const Event& event);
339 * Process the events queued with QueueEvent().
340 * Multi-threading note: this method should be called from the main thread.
341 * @pre ProcessEvents should not be called during ProcessEvents.
343 void ProcessEvents();
346 * The Core::Update() method prepares a frame for rendering. This method determines how many frames
347 * may be prepared, ahead of the rendering.
348 * For example if the maximum update count is 2, then Core::Update() for frame N+1 may be processed
349 * whilst frame N is being rendered. However the Core::Update() for frame N+2 may not be called, until
350 * the Core::Render() method for frame N has returned.
351 * @return The maximum update count (>= 1).
353 unsigned int GetMaximumUpdateCount() const;
356 * Update the scene for the next frame. This method must be called before each frame is rendered.
357 * Multi-threading notes: this method should be called from a dedicated update-thread.
358 * The update for frame N+1 may be processed whilst frame N is being rendered.
359 * However the update-thread must wait until frame N has been rendered, before processing frame N+2.
360 * After this method returns, messages may be queued internally for the main thread.
361 * In order to process these messages, a notification is sent via the main thread's event loop.
362 * @param[in] elapsedSeconds Number of seconds since the last call
363 * @param[in] lastVSyncTimeMilliseconds The last vsync time in milliseconds
364 * @param[in] nextVSyncTimeMilliseconds The time of the next predicted VSync in milliseconds
365 * @param[out] status showing whether further updates are required. This also shows
366 * whether a Notification event should be sent, regardless of whether the multi-threading is used.
368 void Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, UpdateStatus& status );
371 * Render the next frame. This method should be preceded by a call up Update.
372 * Multi-threading note: this method should be called from a dedicated rendering thread.
373 * @pre The GL context must have been created, and made current.
374 * @param[out] status showing whether update is required to run.
376 void Render( RenderStatus& status );
378 // System-level overlay
381 * Use the SystemOverlay to draw content for system-level indicators, dialogs etc.
382 * @return The SystemOverlay.
384 SystemOverlay& GetSystemOverlay();
387 * Set the stereoscopic 3D view mode
388 * @param[in] viewMode The new view mode
390 void SetViewMode( ViewMode viewMode );
393 * Get the current view mode
394 * @return The current view mode
397 ViewMode GetViewMode() const;
400 * Set the stereo base (eye seperation) for stereoscopic 3D
401 * @param[in] stereoBase The stereo base (eye seperation) for stereoscopic 3D (mm)
403 void SetStereoBase( float stereoBase );
406 * Get the stereo base (eye seperation) for stereoscopic 3D
407 * @return The stereo base (eye seperation) for stereoscopic 3D (mm)
409 float GetStereoBase() const;
414 * Private constructor; see also Core::New()
419 * Undefined copy-constructor.
420 * This avoids accidental calls to a default copy-constructor.
421 * @param[in] core A reference to the object to copy.
423 Core(const Core& core);
426 * Undefined assignment operator.
427 * This avoids accidental calls to a default assignment operator.
428 * @param[in] rhs A reference to the object to copy.
430 Core& operator=(const Core& rhs);
434 Internal::Core* mImpl;
438 } // namespace Integration
442 #endif // DALI_INTEGRATION_CORE_H