2 * Copyright (c) 2014 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/common/core-impl.h>
22 #include <dali/integration-api/system-overlay.h>
23 #include <dali/integration-api/core.h>
24 #include <dali/integration-api/platform-abstraction.h>
25 #include <dali/integration-api/gl-sync-abstraction.h>
26 #include <dali/integration-api/render-controller.h>
27 #include <dali/internal/event/actors/actor-impl.h>
28 #include <dali/internal/event/common/stage-impl.h>
29 #include <dali/internal/event/animation/animation-playlist.h>
30 #include <dali/internal/event/common/property-notification-manager.h>
31 #include <dali/internal/event/common/notification-manager.h>
32 #include <dali/integration-api/events/event.h>
33 #include <dali/internal/event/events/event-processor.h>
34 #include <dali/internal/event/events/gesture-event-processor.h>
35 #include <dali/internal/update/manager/update-manager.h>
36 #include <dali/internal/render/common/performance-monitor.h>
37 #include <dali/internal/render/common/render-manager.h>
38 #include <dali/internal/update/common/discard-queue.h>
39 #include <dali/internal/common/event-to-update.h>
40 #include <dali/internal/update/resources/resource-manager.h>
41 #include <dali/internal/event/text/font-factory.h>
42 #include <dali/internal/event/images/image-factory.h>
43 #include <dali/internal/event/images/emoji-factory.h>
44 #include <dali/internal/event/modeling/model-factory.h>
45 #include <dali/internal/event/common/thread-local-storage.h>
46 #include <dali/internal/event/effects/shader-factory.h>
47 #include <dali/internal/update/touch/touch-resampler.h>
48 #include <dali/internal/event/common/type-registry-impl.h>
50 #include <dali/internal/render/gl-resources/texture-cache.h>
51 #include <dali/internal/render/gl-resources/context.h>
53 using Dali::Internal::SceneGraph::UpdateManager;
54 using Dali::Internal::SceneGraph::RenderManager;
55 using Dali::Internal::SceneGraph::DiscardQueue;
56 using Dali::Internal::SceneGraph::RenderQueue;
57 using Dali::Internal::SceneGraph::TextureCache;
59 // The Update for frame N+1 may be processed whilst frame N is being rendered.
60 static const unsigned int MAXIMUM_UPDATE_COUNT = 2u;
68 using Integration::RenderController;
69 using Integration::PlatformAbstraction;
70 using Integration::GlSyncAbstraction;
71 using Integration::GestureManager;
72 using Integration::GlAbstraction;
73 using Integration::Event;
74 using Integration::UpdateStatus;
75 using Integration::RenderStatus;
77 Core::Core( RenderController& renderController, PlatformAbstraction& platform,
78 GlAbstraction& glAbstraction, GlSyncAbstraction& glSyncAbstraction,
79 GestureManager& gestureManager)
80 : mRenderController( renderController ),
82 mGestureEventProcessor(NULL),
83 mEventProcessor(NULL),
87 mResourcePostProcessQueue(),
88 mNotificationManager(NULL),
95 mProcessingEvent(false)
97 // Create the thread local storage
98 CreateThreadLocalStorage();
100 // This does nothing until Core is built with --enable-performance-monitor
101 PERFORMANCE_MONITOR_INIT( platform );
103 mNotificationManager = new NotificationManager();
105 mAnimationPlaylist = AnimationPlaylist::New();
107 mPropertyNotificationManager = PropertyNotificationManager::New();
109 std::vector< ResourcePostProcessRequest> init;
110 mResourcePostProcessQueue = new ResourcePostProcessList(init);
112 mRenderManager = RenderManager::New( glAbstraction, *mResourcePostProcessQueue );
114 RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
115 TextureCache& textureCache = mRenderManager->GetTextureCache();
116 mDiscardQueue = new DiscardQueue( renderQueue );
118 mResourceManager = new ResourceManager( mPlatform,
119 *mNotificationManager,
121 *mResourcePostProcessQueue,
126 mTouchResampler = TouchResampler::New();
128 mUpdateManager = new UpdateManager( *mNotificationManager,
131 *mPropertyNotificationManager,
140 mResourceClient = new ResourceClient( *mResourceManager, *mUpdateManager );
142 mStage = IntrusivePtr<Stage>( Stage::New( *mAnimationPlaylist, *mPropertyNotificationManager, *mUpdateManager, *mNotificationManager ) );
144 mStage->Initialize();
146 mGestureEventProcessor = new GestureEventProcessor(*mStage, gestureManager, mRenderController);
147 mEventProcessor = new EventProcessor(*mStage, *mNotificationManager, *mGestureEventProcessor);
149 mFontFactory = new FontFactory(*mResourceClient);
150 mImageFactory = new ImageFactory( *mResourceClient );
151 mModelFactory = new ModelFactory(*mResourceClient);
152 mShaderFactory = new ShaderFactory(*mResourceClient);
153 mShaderFactory->LoadDefaultShaders();
154 mEmojiFactory = new EmojiFactory();
156 GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
162 * TODO this should be done by Adaptor, Core does not know about threading
163 * First stop the resource loading thread(s)
165 mPlatform.JoinLoaderThreads();
168 * The order of destructing these singletons is important!!!
171 // clear the thread local storage first
172 // allows core to be created / deleted many times in the same thread (how TET cases work).
173 // Do this before mStage.Reset() so Stage::IsInstalled() returns false
174 ThreadLocalStorage::Get().Remove();
176 // Clean-up stage - remove default camera and root layer
177 mStage->Uninitialize();
179 // remove (last?) reference to stage
182 delete mEventProcessor;
183 delete mGestureEventProcessor;
184 delete mNotificationManager;
186 delete mImageFactory;
187 delete mModelFactory;
188 delete mShaderFactory;
189 delete mResourceClient;
190 delete mResourceManager;
191 delete mUpdateManager;
192 delete mTouchResampler;
193 delete mEmojiFactory;
194 delete mRenderManager;
195 delete mDiscardQueue;
196 delete mResourcePostProcessQueue;
199 void Core::ContextCreated()
201 mRenderManager->ContextCreated();
204 void Core::ContextToBeDestroyed()
206 mRenderManager->ContextDestroyed();
209 void Core::SurfaceResized(unsigned int width, unsigned int height)
211 mStage->SetSize(width, height);
214 void Core::SetDpi(unsigned int dpiHorizontal, unsigned int dpiVertical)
216 mPlatform.SetDpi( dpiHorizontal, dpiVertical );
217 mFontFactory->SetDpi( dpiHorizontal, dpiVertical);
218 mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
221 void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, Integration::UpdateStatus& status )
223 // set the time delta so adaptor can easily print FPS with a release build with 0 as
224 // it is cached by frametime
225 status.secondsFromLastFrame = elapsedSeconds;
227 // Render returns true when there are updates on the stage or one or more animations are completed.
228 // Use the estimated time diff till we render as the elapsed time.
229 status.keepUpdating = mUpdateManager->Update( elapsedSeconds,
230 lastVSyncTimeMilliseconds,
231 nextVSyncTimeMilliseconds );
233 // Check the Notification Manager message queue to set needsNotification
234 status.needsNotification = mNotificationManager->MessagesToProcess();
236 // No need to keep update running if there are notifications to process.
237 // Any message to update will wake it up anyways
239 if ( mResourceManager->ResourcesToProcess() )
241 // If we are still processing resources, then we have to continue the update
242 status.keepUpdating |= Integration::KeepUpdating::LOADING_RESOURCES;
246 void Core::Render( RenderStatus& status )
248 bool updateRequired = mRenderManager->Render( status );
250 status.SetNeedsUpdate( updateRequired );
266 // trigger processing of events queued up while paused
270 void Core::QueueEvent( const Integration::Event& event )
272 mEventProcessor->QueueEvent( event );
275 void Core::ProcessEvents()
277 // Guard against calls to ProcessEvents() during ProcessEvents()
278 if( mProcessingEvent )
280 DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!" );
281 mRenderController.RequestProcessEventsOnIdle();
285 mProcessingEvent = true;
287 EventToUpdate& eventToUpdate = mUpdateManager->GetEventToUpdate();
289 // Signal that any messages received will be flushed soon
290 eventToUpdate.EventProcessingStarted();
292 mEventProcessor->ProcessEvents();
294 mNotificationManager->ProcessMessages();
296 // Avoid allocating MessageBuffers, triggering size-negotiation or sending any other spam whilst paused
299 // Emit signal here to start size negotiation and control relayout.
300 mStage->EmitEventProcessingFinishedSignal();
302 // Flush discard queue for image factory
303 mImageFactory->FlushReleaseQueue();
305 // send text requests if required
306 mFontFactory->SendTextRequests();
308 // Flush any queued messages for the update-thread
309 const bool messagesToProcess = eventToUpdate.FlushQueue();
311 // Check if the touch or gestures require updates.
312 const bool touchNeedsUpdate = mTouchResampler->NeedsUpdate();
313 const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
315 if( messagesToProcess || touchNeedsUpdate || gestureNeedsUpdate )
317 // tell the render controller to keep update thread running
318 mRenderController.RequestUpdate();
322 // ProcessEvents() may now be called again
323 mProcessingEvent = false;
326 void Core::UpdateTouchData(const Integration::TouchData& touch)
328 mTouchResampler->SendTouchData( touch );
331 unsigned int Core::GetMaximumUpdateCount() const
333 return MAXIMUM_UPDATE_COUNT;
336 Integration::SystemOverlay& Core::GetSystemOverlay()
338 return mStage->GetSystemOverlay();
341 void Core::SetViewMode( ViewMode viewMode )
343 mStage->SetViewMode( viewMode );
346 ViewMode Core::GetViewMode() const
348 return mStage->GetViewMode();
351 void Core::SetStereoBase( float stereoBase )
353 mStage->SetStereoBase( stereoBase );
356 float Core::GetStereoBase() const
358 return mStage->GetStereoBase();
361 StagePtr Core::GetCurrentStage()
366 PlatformAbstraction& Core::GetPlatform()
371 UpdateManager& Core::GetUpdateManager()
373 return *(mUpdateManager);
376 RenderManager& Core::GetRenderManager()
378 return *(mRenderManager);
381 NotificationManager& Core::GetNotificationManager()
383 return *(mNotificationManager);
386 ResourceManager& Core::GetResourceManager()
388 return *(mResourceManager);
391 ResourceClient& Core::GetResourceClient()
393 return *(mResourceClient);
396 FontFactory& Core::GetFontFactory()
398 return *(mFontFactory);
401 ImageFactory& Core::GetImageFactory()
403 return *(mImageFactory);
406 ModelFactory& Core::GetModelFactory()
408 return *(mModelFactory);
411 ShaderFactory& Core::GetShaderFactory()
413 return *(mShaderFactory);
416 GestureEventProcessor& Core::GetGestureEventProcessor()
418 return *(mGestureEventProcessor);
421 EmojiFactory& Core::GetEmojiFactory()
423 return *mEmojiFactory;
426 void Core::CreateThreadLocalStorage()
428 // a pointer to the ThreadLocalStorage object will be stored in TLS
429 // and automatically deleted when the thread is killed
430 new ThreadLocalStorage(this);
433 } // namespace Internal