2 * Copyright (c) 2018 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/dali-common.h>
26 #include <dali/public-api/common/constants.h>
28 namespace //Unnamed namespace
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 created / deleted, to ensure we have 0 when the process exits or DALi library is unloaded
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");
54 const PositionInheritanceMode Node::DEFAULT_POSITION_INHERITANCE_MODE( INHERIT_PARENT_POSITION );
55 const ColorMode Node::DEFAULT_COLOR_MODE( USE_OWN_MULTIPLY_PARENT_ALPHA );
58 Node* Node::New( unsigned int id )
60 return new ( gNodeMemoryPool.AllocateRawThreadSafe() ) Node( id );
63 void Node::Delete( Node* node )
65 // check we have a node not a layer
68 // Manually call the destructor
71 // Mark the memory it used as free in the memory pool
72 gNodeMemoryPool.FreeThreadSafe( node );
76 // not in the pool, just delete it.
81 Node::Node( unsigned int id )
82 : mTransformManager( NULL ),
83 mTransformId( INVALID_TRANSFORM_ID ),
84 mParentOrigin( TRANSFORM_PROPERTY_PARENT_ORIGIN ),
85 mAnchorPoint( TRANSFORM_PROPERTY_ANCHOR_POINT ),
86 mSize( TRANSFORM_PROPERTY_SIZE ), // Zero initialized by default
87 mPosition( TRANSFORM_PROPERTY_POSITION ), // Zero initialized by default
88 mOrientation(), // Initialized to identity by default
89 mScale( TRANSFORM_PROPERTY_SCALE ),
91 mColor( Color::WHITE ),
92 mWorldPosition( TRANSFORM_PROPERTY_WORLD_POSITION, Vector3( 0.0f,0.0f,0.0f ) ), // Zero initialized by default
93 mWorldScale( TRANSFORM_PROPERTY_WORLD_SCALE, Vector3( 1.0f,1.0f,1.0f ) ),
94 mWorldOrientation(), // Initialized to identity by default
96 mWorldColor( Color::WHITE ),
97 mClippingSortModifier( 0u ),
100 mExclusiveRenderTask( NULL ),
102 mClippingDepth( 0u ),
105 mRegenerateUniformMap( 0 ),
106 mDirtyFlags( AllFlags ),
107 mDrawMode( DrawMode::NORMAL ),
108 mColorMode( DEFAULT_COLOR_MODE ),
109 mClippingMode( ClippingMode::DISABLED ),
112 mPositionUsesAnchorPoint( true )
114 mUniformMapChanged[0] = 0u;
115 mUniformMapChanged[1] = 0u;
125 if( mTransformId != INVALID_TRANSFORM_ID )
127 mTransformManager->RemoveTransform(mTransformId);
135 void Node::OnDestroy()
137 // Animators, Constraints etc. should be disconnected from the child's properties.
138 PropertyOwner::Destroy();
141 void Node::CreateTransform( SceneGraph::TransformManager* transformManager )
143 //Create a new transform
144 mTransformManager = transformManager;
145 mTransformId = transformManager->CreateTransform();
147 //Initialize all the animatable properties
148 mPosition.Initialize( transformManager, mTransformId );
149 mScale.Initialize( transformManager, mTransformId );
150 mOrientation.Initialize( transformManager, mTransformId );
151 mSize.Initialize( transformManager, mTransformId );
152 mParentOrigin.Initialize( transformManager, mTransformId );
153 mAnchorPoint.Initialize( transformManager, mTransformId );
155 //Initialize all the input properties
156 mWorldPosition.Initialize( transformManager, mTransformId );
157 mWorldScale.Initialize( transformManager, mTransformId );
158 mWorldOrientation.Initialize( transformManager, mTransformId );
159 mWorldMatrix.Initialize( transformManager, mTransformId );
161 //Set whether the position should use the anchor point
162 transformManager->SetPositionUsesAnchorPoint( mTransformId, mPositionUsesAnchorPoint );
165 void Node::SetRoot(bool isRoot)
167 DALI_ASSERT_DEBUG(!isRoot || mParent == NULL); // Root nodes cannot have a parent
172 void Node::AddUniformMapping( OwnerPointer< UniformPropertyMapping >& map )
174 PropertyOwner::AddUniformMapping( map );
175 mRegenerateUniformMap = 2;
178 void Node::RemoveUniformMapping( const std::string& uniformName )
180 PropertyOwner::RemoveUniformMapping( uniformName );
181 mRegenerateUniformMap = 2;
184 void Node::PrepareRender( BufferIndex bufferIndex )
186 if(mRegenerateUniformMap != 0 )
188 if( mRegenerateUniformMap == 2 )
190 CollectedUniformMap& localMap = mCollectedUniformMap[ bufferIndex ];
193 for( unsigned int i=0, count=mUniformMaps.Count(); i<count; ++i )
195 localMap.PushBack( &mUniformMaps[i] );
198 else if( mRegenerateUniformMap == 1 )
200 CollectedUniformMap& localMap = mCollectedUniformMap[ bufferIndex ];
201 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-bufferIndex ];
203 localMap.Resize( oldMap.Count() );
205 unsigned int index=0;
206 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
208 localMap[index] = *iter;
211 --mRegenerateUniformMap;
212 mUniformMapChanged[bufferIndex] = 1u;
216 void Node::ConnectChild( Node* childNode )
218 DALI_ASSERT_ALWAYS( this != childNode );
219 DALI_ASSERT_ALWAYS( IsRoot() || NULL != mParent ); // Parent should be connected first
220 DALI_ASSERT_ALWAYS( !childNode->IsRoot() && NULL == childNode->GetParent() ); // Child should be disconnected
222 childNode->SetParent( *this );
224 // Everything should be reinherited when reconnected to scene-graph
225 childNode->SetAllDirtyFlags();
227 // Add the node to the end of the child list.
228 mChildren.PushBack( childNode );
230 // Inform property observers of new connection
231 childNode->ConnectToSceneGraph();
234 void Node::DisconnectChild( BufferIndex updateBufferIndex, Node& childNode )
236 DALI_ASSERT_ALWAYS( this != &childNode );
237 DALI_ASSERT_ALWAYS( childNode.GetParent() == this );
239 // Find the childNode and remove it
242 const NodeIter endIter = mChildren.End();
243 for ( NodeIter iter = mChildren.Begin(); iter != endIter; ++iter )
245 Node* current = *iter;
246 if ( current == &childNode )
249 mChildren.Erase( iter ); // order matters here
250 break; // iter is no longer valid
253 DALI_ASSERT_ALWAYS( NULL != found );
255 found->RecursiveDisconnectFromSceneGraph( updateBufferIndex );
258 void Node::AddRenderer( Renderer* renderer )
260 // Check that it has not been already added.
261 unsigned int rendererCount( mRenderer.Size() );
262 for( unsigned int i(0); i < rendererCount; ++i )
264 if( mRenderer[i] == renderer )
266 // Renderer is already in the list.
271 // If it is the first renderer added, make sure the world transform will be calculated
272 // in the next update as world transform is not computed if node has no renderers.
273 if( rendererCount == 0 )
275 mDirtyFlags |= TransformFlag;
278 mRenderer.PushBack( renderer );
281 void Node::RemoveRenderer( Renderer* renderer )
283 unsigned int rendererCount( mRenderer.Size() );
284 for( unsigned int i(0); i<rendererCount; ++i )
286 if( mRenderer[i] == renderer )
288 mRenderer.Erase( mRenderer.Begin()+i);
294 int Node::GetDirtyFlags() const
296 // get initial dirty flags, they are reset ResetDefaultProperties, but setters may have made the node dirty already
297 int flags = mDirtyFlags;
299 // Check whether the visible property has changed
300 if ( !mVisible.IsClean() )
302 flags |= VisibleFlag;
305 // Check whether the color property has changed
306 if ( !mColor.IsClean() )
314 void Node::ResetDirtyFlags( BufferIndex updateBufferIndex )
316 mDirtyFlags = NothingFlag;
319 void Node::SetParent( Node& parentNode )
321 DALI_ASSERT_ALWAYS(this != &parentNode);
322 DALI_ASSERT_ALWAYS(!mIsRoot);
323 DALI_ASSERT_ALWAYS(mParent == NULL);
325 mParent = &parentNode;
327 if( mTransformId != INVALID_TRANSFORM_ID )
329 mTransformManager->SetParent( mTransformId, parentNode.GetTransformId() );
333 void Node::RecursiveDisconnectFromSceneGraph( BufferIndex updateBufferIndex )
335 DALI_ASSERT_ALWAYS(!mIsRoot);
336 DALI_ASSERT_ALWAYS(mParent != NULL);
338 const NodeIter endIter = mChildren.End();
339 for ( NodeIter iter = mChildren.Begin(); iter != endIter; ++iter )
341 (*iter)->RecursiveDisconnectFromSceneGraph( updateBufferIndex );
344 // Animators, Constraints etc. should be disconnected from the child's properties.
345 PropertyOwner::DisconnectFromSceneGraph( updateBufferIndex );
347 // Remove back-pointer to parent
350 // Remove all child pointers
353 if( mTransformId != INVALID_TRANSFORM_ID )
355 mTransformManager->SetParent( mTransformId, INVALID_TRANSFORM_ID );
359 } // namespace SceneGraph
361 } // namespace Internal