2 * Copyright (c) 2019 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/event/common/scene-impl.h>
22 #include <dali/internal/event/actors/layer-impl.h>
23 #include <dali/internal/event/actors/layer-list.h>
24 #include <dali/internal/event/actors/camera-actor-impl.h>
25 #include <dali/internal/event/common/thread-local-storage.h>
26 #include <dali/internal/event/render-tasks/render-task-list-impl.h>
27 #include <dali/internal/event/render-tasks/render-task-impl.h>
28 #include <dali/internal/event/common/object-registry-impl.h>
29 #include <dali/internal/update/nodes/node.h>
30 #include <dali/internal/update/manager/update-manager.h>
31 #include <dali/public-api/object/type-registry.h>
32 #include <dali/public-api/render-tasks/render-task-list.h>
33 #include <dali/internal/event/rendering/frame-buffer-impl.h>
34 #include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
36 using Dali::Internal::SceneGraph::Node;
47 const Vector4 DEFAULT_BACKGROUND_COLOR(0.0f, 0.0f, 0.0f, 1.0f); // Default background color
51 ScenePtr Scene::New( const Size& size )
53 ScenePtr scene = new Scene( size );
55 // Second-phase construction
61 Scene::Scene( const Size& size )
62 : mSurface( nullptr ),
64 mSurfaceSize( Vector2::ZERO ),
65 mDpi( Vector2::ZERO ),
66 mDepthTreeDirty( false ),
67 mEventProcessor( *this, ThreadLocalStorage::GetInternal()->GetGestureEventProcessor() )
75 // its enough to release the handle so the object is released
76 // don't need to remove it from root actor as root actor will delete the object
77 mDefaultCamera.Reset();
82 // we are closing down so just delete the root, no point emit disconnect
83 // signals or send messages to update
89 mRenderTaskList.Reset();
92 // Discard this Scene from the Core
96 void Scene::Initialize()
98 ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
100 DALI_ASSERT_ALWAYS( tls && "Attempt to create scene before core exists!" );
102 tls->AddScene( this );
104 SceneGraph::UpdateManager& updateManager = tls->GetUpdateManager();
106 // Create the ordered list of layers
107 mLayerList = LayerList::New( updateManager );
109 // The scene owns the default layer
110 mRootLayer = Layer::NewRoot( *mLayerList );
111 mRootLayer->SetName("RootLayer");
112 mRootLayer->SetScene( *this );
114 // The root layer needs to have a fixed resize policy (as opposed to the default USE_NATURAL_SIZE).
115 // This stops actors parented to the stage having their relayout requests propagating
116 // up to the root layer, and down through other children unnecessarily.
117 mRootLayer->SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
119 // Create the default camera actor first; this is needed by the RenderTaskList
120 // The default camera attributes and position is such that children of the default layer,
121 // can be positioned at (0,0) and be at the top-left of the viewport.
122 mDefaultCamera = CameraActor::New( mSize );
123 mDefaultCamera->SetParentOrigin(ParentOrigin::CENTER);
124 Add(*(mDefaultCamera.Get()));
126 // Create the list of render-tasks
127 mRenderTaskList = RenderTaskList::New();
129 // Create the default render-task
130 mRenderTaskList->CreateTask( mRootLayer.Get(), mDefaultCamera.Get() );
133 void Scene::Add(Actor& actor)
135 mRootLayer->Add( actor );
138 void Scene::Remove(Actor& actor)
140 mRootLayer->Remove( actor );
143 Size Scene::GetSize() const
148 void Scene::SetDpi(Vector2 dpi)
153 Vector2 Scene::GetDpi() const
158 RenderTaskList& Scene::GetRenderTaskList() const
160 return *mRenderTaskList;
163 Dali::Layer Scene::GetRootLayer() const
165 return Dali::Layer( mRootLayer.Get() );
168 LayerList& Scene::GetLayerList() const
173 uint32_t Scene::GetLayerCount() const
175 return mLayerList->GetLayerCount();
178 Dali::Layer Scene::GetLayer( uint32_t depth ) const
180 return Dali::Layer(mLayerList->GetLayer( depth ));
183 CameraActor& Scene::GetDefaultCameraActor()
185 return *mDefaultCamera;
188 Actor& Scene::GetDefaultRootActor()
193 void Scene::SetSurface( Integration::RenderSurface& surface )
198 mSurfaceSize.width = static_cast<float>( mSurface->GetPositionSize().width );
199 mSurfaceSize.height = static_cast<float>( mSurface->GetPositionSize().height );
201 mSize.width = mSurfaceSize.width;
202 mSize.height = mSurfaceSize.height;
204 // Calculates the aspect ratio, near and far clipping planes, field of view and camera Z position.
205 mDefaultCamera->SetPerspectiveProjection( mSurfaceSize );
207 mRootLayer->SetSize( mSize.width, mSize.height );
209 ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
210 SceneGraph::UpdateManager& updateManager = tls->GetUpdateManager();
211 SetDefaultSurfaceRectMessage( updateManager, Rect<int32_t>( 0, 0, static_cast<int32_t>( mSurfaceSize.width ), static_cast<int32_t>( mSurfaceSize.height ) ) ); // truncated
213 RenderTaskPtr defaultRenderTask = mRenderTaskList->GetTask( 0u );
215 // if single render task to screen then set its viewport parameters
216 if( 1 == mRenderTaskList->GetTaskCount() )
218 if( !defaultRenderTask->GetTargetFrameBuffer() )
220 defaultRenderTask->SetViewport( Viewport( 0, 0, static_cast<int32_t>( mSurfaceSize.width ), static_cast<int32_t>( mSurfaceSize.height ) ) ); // truncated
224 mFrameBuffer = Dali::Internal::FrameBuffer::New( surface, Dali::FrameBuffer::Attachment::NONE );
225 defaultRenderTask->SetFrameBuffer( mFrameBuffer );
229 Integration::RenderSurface* Scene::GetSurface() const
234 void Scene::Discard()
236 if( ThreadLocalStorage::Created() )
238 ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
239 tls->RemoveScene( this );
243 void Scene::RequestRebuildDepthTree()
245 mDepthTreeDirty = true;
248 void Scene::QueueEvent( const Integration::Event& event )
250 mEventProcessor.QueueEvent( event );
253 void Scene::ProcessEvents()
255 mEventProcessor.ProcessEvents();
258 void Scene::RebuildDepthTree()
260 // If the depth tree needs rebuilding, do it in this frame only.
261 if( mDepthTreeDirty )
263 ActorPtr actor( mRootLayer.Get() );
264 actor->RebuildDepthTree();
265 mDepthTreeDirty = false;
269 void Scene::SetBackgroundColor(Vector4 color)
273 mSurface->SetBackgroundColor( color );
277 Vector4 Scene::GetBackgroundColor() const
279 return mSurface ? mSurface->GetBackgroundColor() : DEFAULT_BACKGROUND_COLOR;
282 void Scene::EmitKeyEventSignal(const KeyEvent& event)
284 mKeyEventSignal.Emit( event );
287 void Scene::EmitEventProcessingFinishedSignal()
289 mEventProcessingFinishedSignal.Emit();
292 void Scene::EmitTouchedSignal( const TouchEvent& touchEvent, const Dali::TouchData& touch )
294 mTouchedSignal.Emit( touchEvent );
295 mTouchSignal.Emit( touch );
298 void Scene::EmitWheelEventSignal(const WheelEvent& event)
300 mWheelEventSignal.Emit( event );
303 Integration::Scene::KeyEventSignalType& Scene::KeyEventSignal()
305 return mKeyEventSignal;
308 Integration::Scene::EventProcessingFinishedSignalType& Scene::EventProcessingFinishedSignal()
310 return mEventProcessingFinishedSignal;
313 Scene::TouchedSignalType& Scene::TouchedSignal()
315 return mTouchedSignal;
318 Integration::Scene::TouchSignalType& Scene::TouchSignal()
323 Integration::Scene::WheelEventSignalType& Scene::WheelEventSignal()
325 return mWheelEventSignal;