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 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.
126 * Set whether update needs to run following a render.
127 * This might be because render has sent messages to update, or it has
128 * some textures to upload over several frames.
130 void SetNeedsUpdate(bool updateRequired) { needsUpdate = updateRequired; }
133 * Query the update status following rendering of a frame.
134 * @return true if update should run.
136 bool NeedsUpdate() { return needsUpdate; }
144 * Integration::Core is used for integration with the native windowing system.
145 * The following integration tasks must be completed:
147 * 1) Handle GL context creation, and notify the Core when this occurs.
149 * 2) Provide suspend/resume behaviour (see below for more details).
151 * 3) Run an event loop, for passing events to the Core e.g. multi-touch input events.
152 * Notification events should be sent after a frame is updated (see UpdateStatus).
154 * 4) Run a rendering loop, instructing the Core to render each frame.
155 * A separate rendering thread is recommended; see multi-threading options below.
157 * 5) Provide an implementation of the PlatformAbstraction interface, used to access platform specific services.
159 * 6) Provide an implementation of the GlAbstraction interface, used to access OpenGL services.
161 * 7) Provide an implementation of the GestureManager interface, used to register gestures provided by the platform.
163 * Suspend/Resume behaviour:
165 * The Core has no knowledge of the application lifecycle, but can be suspended.
166 * In the suspended state, input events will not be processed, and animations will not progress any further.
167 * The Core can still render in the suspended state; the same frame will be produced each time.
169 * Multi-threading notes:
171 * The Dali API methods are not reentrant. If you access the API from multiple threads simultaneously, then the results
172 * are undefined. This means that your application might segfault, or behave unpredictably.
174 * Rendering strategies:
176 * 1) Single-threaded. Call every Core method from the same thread. Event handling and rendering will occur in the same thread.
177 * This is not recommended, since processing input (slowly) can affect the smooth flow of animations.
179 * 2) Multi-threaded. The Core update & render operations can be processed in separate threads.
180 * See the method descriptions in Core to see which thread they should be called from.
181 * This is the recommended option, so that input processing will not affect the smoothness of animations.
182 * Note that the rendering thread must be halted, before destroying the GL context.
184 class DALI_IMPORT_API Core
190 * This object is used for integration with the native windowing system.
191 * @param[in] renderController The interface to an object which controls rendering.
192 * @param[in] platformAbstraction The interface providing platform specific services.
193 * @param[in] glAbstraction The interface providing OpenGL services.
194 * @param[in] glSyncAbstraction The interface providing OpenGL sync objects.
195 * @param[in] gestureManager The interface providing gesture manager services.
196 * @param[in] policy The data retention policy. This depends on application setting
197 * and platform support. Dali should honour this policy when deciding to discard
198 * intermediate resource data.
199 * @return A newly allocated Core.
201 static Core* New(RenderController& renderController,
202 PlatformAbstraction& platformAbstraction,
203 GlAbstraction& glAbstraction,
204 GlSyncAbstraction& glSyncAbstraction,
205 GestureManager& gestureManager,
206 ResourcePolicy::DataRetention policy);
209 * Non-virtual destructor. Core is not intended as a base class.
213 // GL Context Lifecycle
216 * Get the object that will notify the application/toolkit when context is lost/regained
218 ContextNotifierInterface* GetContextNotifier();
221 * Notify the Core that the GL context has been created.
222 * The context must be created before the Core can render.
223 * Multi-threading note: this method should be called from the rendering thread only
224 * @post The Core is aware of the GL context.
226 void ContextCreated();
229 * Notify the Core that that GL context is about to be destroyed.
230 * The Core will free any previously allocated GL resources.
231 * Multi-threading note: this method should be called from the rendering thread only
232 * @post The Core is unaware of any GL context.
234 void ContextDestroyed();
237 * Notify the Core that the GL context has been re-created, e.g. after ReplaceSurface
240 * In the case of ReplaceSurface, both ContextToBeDestroyed() and ContextCreated() will have
241 * been called on the render thread before this is called on the event thread.
243 * Multi-threading note: this method should be called from the main thread
245 void RecoverFromContextLoss();
248 * Notify the Core that the GL surface has been resized.
249 * This should be done at least once i.e. after the first call to ContextCreated().
250 * The Core will use the surface size for camera calculations, and to set the GL viewport.
251 * Multi-threading note: this method should be called from the main thread
252 * @param[in] width The new surface width.
253 * @param[in] height The new surface height.
255 void SurfaceResized(unsigned int width, unsigned int height);
258 * Notify the Core about the top margin size.
259 * Available stage size is reduced by this size.
260 * The stage is located below the size at the top of the display
261 * It is mainly useful for indicator in mobile device
262 * @param[in] margin margin size
264 void SetTopMargin( unsigned int margin );
269 * Notify the Core about the display's DPI values.
270 * This should be done after the display is initialized and a Core instance is created.
271 * The Core will use the DPI values for font rendering.
272 * Multi-threading note: this method should be called from the main thread
273 * @param[in] dpiHorizontal Horizontal DPI value.
274 * @param[in] dpiVertical Vertical DPI value.
276 void SetDpi(unsigned int dpiHorizontal, unsigned int dpiVertical);
281 * Put Core into the suspended state.
282 * Any ongoing event processing will be cancelled, for example multi-touch sequences.
283 * The core expects the system has suspended us. Animation time will continue during the suspended
285 * Multi-threading note: this method should be called from the main thread
286 * @post The Core is in the suspended state.
291 * Resume the Core from the suspended state.
292 * At the first update, the elapsed time passed to the animations will be equal to the time spent
294 * Multi-threading note: this method should be called from the main thread
295 * @post The Core is not in the suspended state.
300 * Notify Core that the scene has been created.
305 * Queue an event with Core.
306 * 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.
307 * Multi-threading note: this method should be called from the main thread.
308 * @param[in] event The new event.
310 void QueueEvent(const Event& event);
313 * Process the events queued with QueueEvent().
314 * Multi-threading note: this method should be called from the main thread.
315 * @pre ProcessEvents should not be called during ProcessEvents.
317 void ProcessEvents();
320 * The Core::Update() method prepares a frame for rendering. This method determines how many frames
321 * may be prepared, ahead of the rendering.
322 * For example if the maximum update count is 2, then Core::Update() for frame N+1 may be processed
323 * whilst frame N is being rendered. However the Core::Update() for frame N+2 may not be called, until
324 * the Core::Render() method for frame N has returned.
325 * @return The maximum update count (>= 1).
327 unsigned int GetMaximumUpdateCount() const;
330 * Update the scene for the next frame. This method must be called before each frame is rendered.
331 * Multi-threading notes: this method should be called from a dedicated update-thread.
332 * The update for frame N+1 may be processed whilst frame N is being rendered.
333 * However the update-thread must wait until frame N has been rendered, before processing frame N+2.
334 * After this method returns, messages may be queued internally for the main thread.
335 * In order to process these messages, a notification is sent via the main thread's event loop.
336 * @param[in] elapsedSeconds Number of seconds since the last call
337 * @param[in] lastVSyncTimeMilliseconds The last vsync time in milliseconds
338 * @param[in] nextVSyncTimeMilliseconds The time of the next predicted VSync in milliseconds
339 * @param[out] status showing whether further updates are required. This also shows
340 * whether a Notification event should be sent, regardless of whether the multi-threading is used.
342 void Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, UpdateStatus& status );
345 * Render the next frame. This method should be preceded by a call up Update.
346 * Multi-threading note: this method should be called from a dedicated rendering thread.
347 * @pre The GL context must have been created, and made current.
348 * @param[out] status showing whether update is required to run.
350 void Render( RenderStatus& status );
352 // System-level overlay
355 * Use the SystemOverlay to draw content for system-level indicators, dialogs etc.
356 * @return The SystemOverlay.
358 SystemOverlay& GetSystemOverlay();
361 * Set the stereoscopic 3D view mode
362 * @param[in] viewMode The new view mode
364 void SetViewMode( ViewMode viewMode );
367 * Get the current view mode
368 * @return The current view mode
371 ViewMode GetViewMode() const;
374 * Set the stereo base (eye seperation) for stereoscopic 3D
375 * @param[in] stereoBase The stereo base (eye seperation) for stereoscopic 3D (mm)
377 void SetStereoBase( float stereoBase );
380 * Get the stereo base (eye seperation) for stereoscopic 3D
381 * @return The stereo base (eye seperation) for stereoscopic 3D (mm)
383 float GetStereoBase() const;
388 * Private constructor; see also Core::New()
393 * Undefined copy-constructor.
394 * This avoids accidental calls to a default copy-constructor.
395 * @param[in] core A reference to the object to copy.
397 Core(const Core& core);
400 * Undefined assignment operator.
401 * This avoids accidental calls to a default assignment operator.
402 * @param[in] rhs A reference to the object to copy.
404 Core& operator=(const Core& rhs);
408 Internal::Core* mImpl;
412 } // namespace Integration
416 #endif // __DALI_INTEGRATION_CORE_H__