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( Size size )
53 ScenePtr scene = new Scene( size );
55 // Second-phase construction
61 Scene::Scene( Size size )
62 : mSurface( nullptr ),
64 mSurfaceSize( Vector2::ZERO ),
65 mDpi( Vector2::ZERO ),
66 mDepthTreeDirty( false )
74 // its enough to release the handle so the object is released
75 // don't need to remove it from root actor as root actor will delete the object
76 mDefaultCamera.Reset();
81 // we are closing down so just delete the root, no point emit disconnect
82 // signals or send messages to update
88 mRenderTaskList.Reset();
91 if( ThreadLocalStorage::Created() )
93 ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
94 tls->RemoveScene( this );
98 void Scene::Initialize()
100 ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
102 DALI_ASSERT_ALWAYS( tls && "Attempt to create scene before core exists!" );
104 tls->AddScene( this );
106 SceneGraph::UpdateManager& updateManager = tls->GetUpdateManager();
108 // Create the ordered list of layers
109 mLayerList = LayerList::New( updateManager );
111 // The stage owns the default layer
112 mRootLayer = Layer::NewRoot( *mLayerList, updateManager );
113 mRootLayer->SetName("RootLayer");
114 mRootLayer->SetScene( *this );
116 // The root layer needs to have a fixed resize policy (as opposed to the default USE_NATURAL_SIZE).
117 // This stops actors parented to the stage having their relayout requests propagating
118 // up to the root layer, and down through other children unnecessarily.
119 mRootLayer->SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
121 // Create the default camera actor first; this is needed by the RenderTaskList
122 // The default camera attributes and position is such that children of the default layer,
123 // can be positioned at (0,0) and be at the top-left of the viewport.
124 mDefaultCamera = CameraActor::New( mSize );
125 mDefaultCamera->SetParentOrigin(ParentOrigin::CENTER);
126 Add(*(mDefaultCamera.Get()));
128 // Create the list of render-tasks
129 mRenderTaskList = RenderTaskList::New();
131 // Create the default render-task
132 mRenderTaskList->CreateTask( mRootLayer.Get(), mDefaultCamera.Get() );
135 void Scene::Add(Actor& actor)
137 mRootLayer->Add( actor );
140 void Scene::Remove(Actor& actor)
142 mRootLayer->Remove( actor );
145 Size Scene::GetSize() const
150 void Scene::SetDpi(Vector2 dpi)
155 Vector2 Scene::GetDpi() const
160 RenderTaskList& Scene::GetRenderTaskList() const
162 return *mRenderTaskList;
165 Dali::Layer Scene::GetRootLayer() const
167 return Dali::Layer( mRootLayer.Get() );
170 LayerList& Scene::GetLayerList() const
175 uint32_t Scene::GetLayerCount() const
177 return mLayerList->GetLayerCount();
180 Dali::Layer Scene::GetLayer( uint32_t depth ) const
182 return Dali::Layer(mLayerList->GetLayer( depth ));
185 CameraActor& Scene::GetDefaultCameraActor()
187 return *mDefaultCamera;
190 Actor& Scene::GetDefaultRootActor()
195 void Scene::SetSurface( Integration::RenderSurface& surface )
200 mSurfaceSize.width = static_cast<float>( mSurface->GetPositionSize().width );
201 mSurfaceSize.height = static_cast<float>( mSurface->GetPositionSize().height );
203 mSize.width = mSurfaceSize.width;
204 mSize.height = mSurfaceSize.height;
206 // Calculates the aspect ratio, near and far clipping planes, field of view and camera Z position.
207 mDefaultCamera->SetPerspectiveProjection( mSurfaceSize );
209 mRootLayer->SetSize( mSize.width, mSize.height );
211 ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
212 SceneGraph::UpdateManager& updateManager = tls->GetUpdateManager();
213 SetDefaultSurfaceRectMessage( updateManager, Rect<int32_t>( 0, 0, static_cast<int32_t>( mSurfaceSize.width ), static_cast<int32_t>( mSurfaceSize.height ) ) ); // truncated
215 RenderTaskPtr defaultRenderTask = mRenderTaskList->GetTask( 0u );
217 // if single render task to screen then set its viewport parameters
218 if( 1 == mRenderTaskList->GetTaskCount() )
220 if( !defaultRenderTask->GetTargetFrameBuffer() )
222 defaultRenderTask->SetViewport( Viewport( 0, 0, static_cast<int32_t>( mSurfaceSize.width ), static_cast<int32_t>( mSurfaceSize.height ) ) ); // truncated
226 mFrameBuffer = Dali::Internal::FrameBuffer::New( surface, Dali::FrameBuffer::Attachment::NONE );
227 defaultRenderTask->SetFrameBuffer( mFrameBuffer );
231 Integration::RenderSurface* Scene::GetSurface() const
236 void Scene::RequestRebuildDepthTree()
238 mDepthTreeDirty = true;
241 void Scene::RebuildDepthTree()
243 // If the depth tree needs rebuilding, do it in this frame only.
244 if( mDepthTreeDirty )
246 ActorPtr actor( mRootLayer.Get() );
247 actor->RebuildDepthTree();
248 mDepthTreeDirty = false;
252 void Scene::SetBackgroundColor(Vector4 color)
256 mSurface->SetBackgroundColor( color );
260 Vector4 Scene::GetBackgroundColor() const
262 return mSurface ? mSurface->GetBackgroundColor() : DEFAULT_BACKGROUND_COLOR;