2 * Copyright (c) 2021 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/update/nodes/node.h>
22 #include <dali/internal/common/internal-constants.h>
23 #include <dali/internal/common/memory-pool-object-allocator.h>
24 #include <dali/internal/update/common/discard-queue.h>
25 #include <dali/public-api/common/constants.h>
26 #include <dali/public-api/common/dali-common.h>
30 //Memory pool used to allocate new nodes. Memory used by this pool will be released when process dies
31 // or DALI library is unloaded
32 Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::Node> gNodeMemoryPool;
34 // keep track of nodes alive, to ensure we have 0 when the process exits or DALi library is unloaded
35 int32_t gNodeCount = 0;
37 // Called when the process is about to exit, Node count should be zero at this point.
38 void __attribute__((destructor)) ShutDown(void)
40 DALI_ASSERT_DEBUG((gNodeCount == 0) && "Node memory leak");
43 } // Unnamed namespace
51 const ColorMode Node::DEFAULT_COLOR_MODE(USE_OWN_MULTIPLY_PARENT_ALPHA);
53 uint32_t Node::mNodeCounter = 0; ///< A counter to provide unique node ids, up-to 4 billion
57 return new(gNodeMemoryPool.AllocateRawThreadSafe()) Node;
60 void Node::Delete(Node* node)
62 // check we have a node not a layer
65 // Manually call the destructor
68 // Mark the memory it used as free in the memory pool
69 gNodeMemoryPool.FreeThreadSafe(node);
73 // not in the pool, just delete it.
79 : mOrientation(), // Initialized to identity by default
83 mUpdateSizeHint(Vector3::ZERO),
84 mWorldPosition(TRANSFORM_PROPERTY_WORLD_POSITION, Vector3(0.0f, 0.0f, 0.0f)), // Zero initialized by default
85 mWorldScale(TRANSFORM_PROPERTY_WORLD_SCALE, Vector3(1.0f, 1.0f, 1.0f)),
86 mWorldOrientation(), // Initialized to identity by default
88 mWorldColor(Color::WHITE),
89 mClippingSortModifier(0u),
92 mExclusiveRenderTask(nullptr),
97 mDirtyFlags(NodePropertyFlags::ALL),
98 mRegenerateUniformMap(0),
99 mDrawMode(DrawMode::NORMAL),
100 mColorMode(DEFAULT_COLOR_MODE),
101 mClippingMode(ClippingMode::DISABLED),
104 mPositionUsesAnchorPoint(true),
107 mUniformMapChanged[0] = 0u;
108 mUniformMapChanged[1] = 0u;
117 if(mTransformManagerData.Id() != INVALID_TRANSFORM_ID)
119 mTransformManagerData.Manager()->RemoveTransform(mTransformManagerData.Id());
123 mDepthIndex = 0xABABABAB;
130 void Node::OnDestroy()
132 // Animators, Constraints etc. should be disconnected from the child's properties.
133 PropertyOwner::Destroy();
136 uint32_t Node::GetId() const
141 void Node::CreateTransform(SceneGraph::TransformManager* transformManager)
143 //Create a new transform
144 mTransformManagerData.mManager = transformManager;
145 mTransformManagerData.mId = transformManager->CreateTransform();
147 //Initialize all the animatable properties
148 mPosition.Initialize(&mTransformManagerData);
149 mScale.Initialize(&mTransformManagerData);
150 mOrientation.Initialize(&mTransformManagerData);
151 mSize.Initialize(&mTransformManagerData);
152 mParentOrigin.Initialize(&mTransformManagerData);
153 mAnchorPoint.Initialize(&mTransformManagerData);
155 //Initialize all the input properties
156 mWorldPosition.Initialize(&mTransformManagerData);
157 mWorldScale.Initialize(&mTransformManagerData);
158 mWorldOrientation.Initialize(&mTransformManagerData);
159 mWorldMatrix.Initialize(&mTransformManagerData);
161 //Set whether the position should use the anchor point
162 transformManager->SetPositionUsesAnchorPoint(mTransformManagerData.Id(), mPositionUsesAnchorPoint);
165 void Node::SetRoot(bool isRoot)
167 DALI_ASSERT_DEBUG(!isRoot || mParent == NULL); // Root nodes cannot have a parent
172 void Node::AddUniformMapping(const UniformPropertyMapping& map)
174 PropertyOwner::AddUniformMapping(map);
175 mRegenerateUniformMap = 2;
178 void Node::RemoveUniformMapping(const ConstString& uniformName)
180 PropertyOwner::RemoveUniformMapping(uniformName);
181 mRegenerateUniformMap = 2;
184 bool Node::IsAnimationPossible() const
186 return mIsConnectedToSceneGraph;
189 void Node::PrepareRender(BufferIndex bufferIndex)
191 if(mRegenerateUniformMap != 0)
193 if(mRegenerateUniformMap == 2)
195 CollectedUniformMap& localMap = mCollectedUniformMap[bufferIndex];
198 for(UniformMap::SizeType i = 0, count = mUniformMaps.Count(); i < count; ++i)
200 localMap.PushBack(mUniformMaps[i]);
203 else if(mRegenerateUniformMap == 1)
205 CollectedUniformMap& localMap = mCollectedUniformMap[bufferIndex];
206 CollectedUniformMap& oldMap = mCollectedUniformMap[1 - bufferIndex];
208 localMap.Resize(oldMap.Count());
210 CollectedUniformMap::SizeType index = 0;
211 for(CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End(); iter != end; ++iter, ++index)
213 localMap[index] = *iter;
216 --mRegenerateUniformMap;
217 mUniformMapChanged[bufferIndex] = 1u;
221 void Node::ConnectChild(Node* childNode)
223 DALI_ASSERT_ALWAYS(this != childNode);
224 DALI_ASSERT_ALWAYS(IsRoot() || nullptr != mParent); // Parent should be connected first
225 DALI_ASSERT_ALWAYS(!childNode->IsRoot() && nullptr == childNode->GetParent()); // Child should be disconnected
227 childNode->SetParent(*this);
229 // Everything should be reinherited when reconnected to scene-graph
230 childNode->SetAllDirtyFlags();
232 // Add the node to the end of the child list.
233 mChildren.PushBack(childNode);
235 // Inform property observers of new connection
236 childNode->ConnectToSceneGraph();
239 void Node::DisconnectChild(BufferIndex updateBufferIndex, Node& childNode)
241 DALI_ASSERT_ALWAYS(this != &childNode);
242 DALI_ASSERT_ALWAYS(childNode.GetParent() == this);
244 // Find the childNode and remove it
245 Node* found(nullptr);
247 const NodeIter endIter = mChildren.End();
248 for(NodeIter iter = mChildren.Begin(); iter != endIter; ++iter)
250 Node* current = *iter;
251 if(current == &childNode)
254 mChildren.Erase(iter); // order matters here
255 break; // iter is no longer valid
258 DALI_ASSERT_ALWAYS(nullptr != found);
260 found->RecursiveDisconnectFromSceneGraph(updateBufferIndex);
263 void Node::AddRenderer(Renderer* renderer)
265 // If it is the first renderer added, make sure the world transform will be calculated
266 // in the next update as world transform is not computed if node has no renderers.
267 if(mRenderer.Empty())
269 mDirtyFlags |= NodePropertyFlags::TRANSFORM;
273 // Check that it has not been already added.
274 for(auto&& existingRenderer : mRenderer)
276 if(existingRenderer == renderer)
278 // Renderer is already in the list.
284 mRenderer.PushBack(renderer);
287 void Node::RemoveRenderer(const Renderer* renderer)
289 RendererContainer::SizeType rendererCount(mRenderer.Size());
290 for(RendererContainer::SizeType i = 0; i < rendererCount; ++i)
292 if(mRenderer[i] == renderer)
294 mRenderer.Erase(mRenderer.Begin() + i);
300 NodePropertyFlags Node::GetDirtyFlags() const
302 // get initial dirty flags, they are reset ResetDefaultProperties, but setters may have made the node dirty already
303 NodePropertyFlags flags = mDirtyFlags;
305 // Check whether the visible property has changed
306 if(!mVisible.IsClean())
308 flags |= NodePropertyFlags::VISIBLE;
311 // Check whether the color property has changed
312 if(!mColor.IsClean())
314 flags |= NodePropertyFlags::COLOR;
320 NodePropertyFlags Node::GetInheritedDirtyFlags(NodePropertyFlags parentFlags) const
322 // Size is not inherited. VisibleFlag is inherited
323 static const NodePropertyFlags InheritedDirtyFlags = NodePropertyFlags::TRANSFORM | NodePropertyFlags::VISIBLE | NodePropertyFlags::COLOR;
324 using UnderlyingType = typename std::underlying_type<NodePropertyFlags>::type;
326 return static_cast<NodePropertyFlags>(static_cast<UnderlyingType>(mDirtyFlags) |
327 (static_cast<UnderlyingType>(parentFlags) & static_cast<UnderlyingType>(InheritedDirtyFlags)));
330 void Node::ResetDirtyFlags(BufferIndex updateBufferIndex)
332 mDirtyFlags = NodePropertyFlags::NOTHING;
335 void Node::SetParent(Node& parentNode)
337 DALI_ASSERT_ALWAYS(this != &parentNode);
338 DALI_ASSERT_ALWAYS(!mIsRoot);
339 DALI_ASSERT_ALWAYS(mParent == nullptr);
341 mParent = &parentNode;
343 if(mTransformManagerData.Id() != INVALID_TRANSFORM_ID)
345 mTransformManagerData.Manager()->SetParent(mTransformManagerData.Id(), parentNode.GetTransformId());
349 void Node::RecursiveDisconnectFromSceneGraph(BufferIndex updateBufferIndex)
351 DALI_ASSERT_ALWAYS(!mIsRoot);
352 DALI_ASSERT_ALWAYS(mParent != nullptr);
354 const NodeIter endIter = mChildren.End();
355 for(NodeIter iter = mChildren.Begin(); iter != endIter; ++iter)
357 (*iter)->RecursiveDisconnectFromSceneGraph(updateBufferIndex);
360 // Animators, Constraints etc. should be disconnected from the child's properties.
361 PropertyOwner::DisconnectFromSceneGraph(updateBufferIndex);
363 // Remove back-pointer to parent
366 // Remove all child pointers
369 if(mTransformManagerData.Id() != INVALID_TRANSFORM_ID)
371 mTransformManagerData.Manager()->SetParent(mTransformManagerData.Id(), INVALID_TRANSFORM_ID);
375 } // namespace SceneGraph
377 } // namespace Internal