2 * Copyright (c) 2016 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 );
60 return new ( gNodeMemoryPool.AllocateRawThreadSafe() ) Node();
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.
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 ),
99 mExclusiveRenderTask( NULL ),
101 mClippingDepth( 0u ),
103 mRegenerateUniformMap( 0 ),
104 mDirtyFlags( AllFlags ),
105 mDrawMode( DrawMode::NORMAL ),
106 mColorMode( DEFAULT_COLOR_MODE ),
107 mClippingMode( ClippingMode::DISABLED ),
111 mUniformMapChanged[0] = 0u;
112 mUniformMapChanged[1] = 0u;
122 if( mTransformId != INVALID_TRANSFORM_ID )
124 mTransformManager->RemoveTransform(mTransformId);
132 void Node::OnDestroy()
134 // Animators, Constraints etc. should be disconnected from the child's properties.
135 PropertyOwner::Destroy();
138 void Node::CreateTransform( SceneGraph::TransformManager* transformManager )
140 //Create a new transform
141 mTransformManager = transformManager;
142 mTransformId = transformManager->CreateTransform();
144 //Initialize all the animatable properties
145 mPosition.Initialize( transformManager, mTransformId );
146 mScale.Initialize( transformManager, mTransformId );
147 mOrientation.Initialize( transformManager, mTransformId );
148 mSize.Initialize( transformManager, mTransformId );
149 mParentOrigin.Initialize( transformManager, mTransformId );
150 mAnchorPoint.Initialize( transformManager, mTransformId );
152 //Initialize all the input properties
153 mWorldPosition.Initialize( transformManager, mTransformId );
154 mWorldScale.Initialize( transformManager, mTransformId );
155 mWorldOrientation.Initialize( transformManager, mTransformId );
156 mWorldMatrix.Initialize( transformManager, mTransformId );
159 void Node::SetRoot(bool isRoot)
161 DALI_ASSERT_DEBUG(!isRoot || mParent == NULL); // Root nodes cannot have a parent
166 void Node::AddUniformMapping( UniformPropertyMapping* map )
168 PropertyOwner::AddUniformMapping( map );
169 mRegenerateUniformMap = 2;
172 void Node::RemoveUniformMapping( const std::string& uniformName )
174 PropertyOwner::RemoveUniformMapping( uniformName );
175 mRegenerateUniformMap = 2;
178 void Node::PrepareRender( BufferIndex bufferIndex )
180 if(mRegenerateUniformMap != 0 )
182 if( mRegenerateUniformMap == 2 )
184 CollectedUniformMap& localMap = mCollectedUniformMap[ bufferIndex ];
187 for( unsigned int i=0, count=mUniformMaps.Count(); i<count; ++i )
189 localMap.PushBack( &mUniformMaps[i] );
192 else if( mRegenerateUniformMap == 1 )
194 CollectedUniformMap& localMap = mCollectedUniformMap[ bufferIndex ];
195 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-bufferIndex ];
197 localMap.Resize( oldMap.Count() );
199 unsigned int index=0;
200 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
202 localMap[index] = *iter;
205 --mRegenerateUniformMap;
206 mUniformMapChanged[bufferIndex] = 1u;
210 void Node::ConnectChild( Node* childNode )
212 DALI_ASSERT_ALWAYS( this != childNode );
213 DALI_ASSERT_ALWAYS( IsRoot() || NULL != mParent ); // Parent should be connected first
214 DALI_ASSERT_ALWAYS( !childNode->IsRoot() && NULL == childNode->GetParent() ); // Child should be disconnected
216 childNode->SetParent( *this );
218 // Everything should be reinherited when reconnected to scene-graph
219 childNode->SetAllDirtyFlags();
221 // Add the node to the end of the child list.
222 mChildren.PushBack( childNode );
224 // Inform property observers of new connection
225 childNode->ConnectToSceneGraph();
228 void Node::DisconnectChild( BufferIndex updateBufferIndex, Node& childNode )
230 DALI_ASSERT_ALWAYS( this != &childNode );
231 DALI_ASSERT_ALWAYS( childNode.GetParent() == this );
233 // Find the childNode and remove it
236 const NodeIter endIter = mChildren.End();
237 for ( NodeIter iter = mChildren.Begin(); iter != endIter; ++iter )
239 Node* current = *iter;
240 if ( current == &childNode )
243 mChildren.Erase( iter ); // order matters here
244 break; // iter is no longer valid
247 DALI_ASSERT_ALWAYS( NULL != found );
249 found->RecursiveDisconnectFromSceneGraph( updateBufferIndex );
252 void Node::AddRenderer( Renderer* renderer )
254 // Check that it has not been already added.
255 unsigned int rendererCount( mRenderer.Size() );
256 for( unsigned int i(0); i < rendererCount; ++i )
258 if( mRenderer[i] == renderer )
260 // Renderer is already in the list.
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( rendererCount == 0 )
269 mDirtyFlags |= TransformFlag;
272 mRenderer.PushBack( renderer );
275 void Node::RemoveRenderer( Renderer* renderer )
277 unsigned int rendererCount( mRenderer.Size() );
278 for( unsigned int i(0); i<rendererCount; ++i )
280 if( mRenderer[i] == renderer )
282 mRenderer.Erase( mRenderer.Begin()+i);
288 int Node::GetDirtyFlags() const
290 // get initial dirty flags, they are reset ResetDefaultProperties, but setters may have made the node dirty already
291 int flags = mDirtyFlags;
293 // Check whether the visible property has changed
294 if ( !mVisible.IsClean() )
296 flags |= VisibleFlag;
299 // Check whether the color property has changed
300 if ( !mColor.IsClean() )
308 void Node::ResetDefaultProperties( BufferIndex updateBufferIndex )
310 mVisible.ResetToBaseValue( updateBufferIndex );
311 mColor.ResetToBaseValue( updateBufferIndex );
313 mDirtyFlags = NothingFlag;
316 void Node::SetParent( Node& parentNode )
318 DALI_ASSERT_ALWAYS(this != &parentNode);
319 DALI_ASSERT_ALWAYS(!mIsRoot);
320 DALI_ASSERT_ALWAYS(mParent == NULL);
322 mParent = &parentNode;
324 if( mTransformId != INVALID_TRANSFORM_ID )
326 mTransformManager->SetParent( mTransformId, parentNode.GetTransformId() );
330 void Node::RecursiveDisconnectFromSceneGraph( BufferIndex updateBufferIndex )
332 DALI_ASSERT_ALWAYS(!mIsRoot);
333 DALI_ASSERT_ALWAYS(mParent != NULL);
335 const NodeIter endIter = mChildren.End();
336 for ( NodeIter iter = mChildren.Begin(); iter != endIter; ++iter )
338 (*iter)->RecursiveDisconnectFromSceneGraph( updateBufferIndex );
341 // Animators, Constraints etc. should be disconnected from the child's properties.
342 PropertyOwner::DisconnectFromSceneGraph( updateBufferIndex );
344 // Remove back-pointer to parent
347 // Remove all child pointers
350 if( mTransformId != INVALID_TRANSFORM_ID )
352 mTransformManager->SetParent( mTransformId, INVALID_TRANSFORM_ID );
356 } // namespace SceneGraph
359 void OwnerPointer<Dali::Internal::SceneGraph::Node>::Reset()
361 if( mObject != NULL )
363 Dali::Internal::SceneGraph::Node::Delete( mObject );
368 } // namespace Internal
371 void OwnerContainer<Dali::Internal::SceneGraph::Node*>::Delete(Dali::Internal::SceneGraph::Node* pointer)
373 Dali::Internal::SceneGraph::Node::Delete( pointer );