2 * Copyright (c) 2024 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>
28 #include <dali/internal/update/common/resetter-manager.h> ///< For AddInitializeResetter
32 // Memory pool used to allocate new nodes. Memory used by this pool will be released when process dies
33 // or DALI library is unloaded
34 Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::Node>& GetNodeMemoryPool()
36 static Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::Node> gNodeMemoryPool;
37 return gNodeMemoryPool;
40 // keep track of nodes alive, to ensure we have 0 when the process exits or DALi library is unloaded
41 int32_t gNodeCount = 0;
43 // Called when the process is about to exit, Node count should be zero at this point.
44 void __attribute__((destructor)) ShutDown(void)
46 DALI_ASSERT_DEBUG((gNodeCount == 0) && "Node memory leak");
49 } // Unnamed namespace
57 const ColorMode Node::DEFAULT_COLOR_MODE(USE_OWN_MULTIPLY_PARENT_ALPHA);
59 uint32_t Node::mNodeCounter = 0; ///< A counter to provide unique node ids, up-to 4 billion
63 return new(GetNodeMemoryPool().AllocateRawThreadSafe()) Node;
66 void Node::Delete(Node* node)
68 // check we have a node not a derived node
69 if(!node->mIsLayer && !node->mIsCamera)
71 // Manually call the destructor
74 // Mark the memory it used as free in the memory pool
75 GetNodeMemoryPool().FreeThreadSafe(node);
79 // not in the pool, just delete it.
84 void Node::ResetMemoryPool()
86 GetNodeMemoryPool().ResetMemoryPool();
90 : mTransformManagerData(), // Initialized to use invalid id by default
91 mOrientation(), // Initialized to identity by default
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
99 mWorldColor(Color::WHITE),
100 mUpdateAreaHint(Vector4::ZERO),
101 mClippingSortModifier(0u),
108 mDirtyFlags(NodePropertyFlags::ALL),
109 mDrawMode(DrawMode::NORMAL),
110 mColorMode(DEFAULT_COLOR_MODE),
111 mClippingMode(ClippingMode::DISABLED),
115 mPositionUsesAnchorPoint(true),
117 mUpdateAreaChanged(false),
118 mUseTextureUpdateArea(false)
127 if(mTransformManagerData.Id() != INVALID_TRANSFORM_ID)
129 mTransformManagerData.Manager()->RemoveTransform(mTransformManagerData.Id());
137 void Node::OnDestroy()
139 // Animators, Constraints etc. should be disconnected from the child's properties.
140 PropertyOwner::Destroy();
143 uint32_t Node::GetId() const
148 void Node::CreateTransform(SceneGraph::TransformManager* transformManager)
150 // Create a new transform
151 mTransformManagerData.mManager = transformManager;
152 TransformId createdTransformId = transformManager->CreateTransform();
154 // Set whether the position should use the anchor point
155 transformManager->SetPositionUsesAnchorPoint(createdTransformId, mPositionUsesAnchorPoint);
157 // Set TransformId after initialize done.
158 mTransformManagerData.mId = createdTransformId;
161 void Node::SetRoot(bool isRoot)
163 DALI_ASSERT_DEBUG(!isRoot || mParent == NULL); // Root nodes cannot have a parent
168 bool Node::IsAnimationPossible() const
170 return mIsConnectedToSceneGraph;
173 void Node::AddInitializeResetter(ResetterManager& manager) const
175 manager.AddNodeResetter(*this);
178 void Node::ConnectChild(Node* childNode)
180 DALI_ASSERT_ALWAYS(this != childNode);
181 DALI_ASSERT_ALWAYS(IsRoot() || nullptr != mParent); // Parent should be connected first
182 DALI_ASSERT_ALWAYS(!childNode->IsRoot() && nullptr == childNode->GetParent()); // Child should be disconnected
184 childNode->SetParent(*this);
186 // Everything should be reinherited when reconnected to scene-graph
187 childNode->SetAllDirtyFlags();
189 // Make sure the partial rendering data is invalidated.
190 childNode->GetPartialRenderingData().MakeExpired();
192 // Add the node to the end of the child list.
193 mChildren.PushBack(childNode);
195 // Inform property observers of new connection
196 childNode->ConnectToSceneGraph();
199 void Node::DisconnectChild(BufferIndex updateBufferIndex, Node& childNode)
201 DALI_ASSERT_ALWAYS(this != &childNode);
202 DALI_ASSERT_ALWAYS(childNode.GetParent() == this);
204 // Find the childNode and remove it
205 Node* found(nullptr);
207 const NodeIter endIter = mChildren.End();
208 for(NodeIter iter = mChildren.Begin(); iter != endIter; ++iter)
210 Node* current = *iter;
211 if(current == &childNode)
214 mChildren.Erase(iter); // order matters here
215 break; // iter is no longer valid
218 DALI_ASSERT_ALWAYS(nullptr != found);
220 found->RecursiveDisconnectFromSceneGraph(updateBufferIndex);
223 void Node::AddRenderer(const RendererKey& renderer)
225 // If it is the first renderer added, make sure the world transform will be calculated
226 // in the next update as world transform is not computed if node has no renderers.
227 if(mRenderers.Empty())
229 mDirtyFlags |= NodePropertyFlags::TRANSFORM;
233 // Check that it has not been already added.
234 for(auto&& existingRenderer : mRenderers)
236 if(existingRenderer == renderer)
238 // Renderer is already in the list.
246 mRenderers.PushBack(renderer);
249 void Node::RemoveRenderer(const RendererKey& renderer)
251 RendererContainer::SizeType rendererCount(mRenderers.Size());
252 for(RendererContainer::SizeType i = 0; i < rendererCount; ++i)
254 if(mRenderers[i] == renderer)
256 renderer->DetachFromNodeDataProvider(*this);
259 mRenderers.Erase(mRenderers.Begin() + i);
265 NodePropertyFlags Node::GetDirtyFlags() const
267 // get initial dirty flags, they are reset ResetDefaultProperties, but setters may have made the node dirty already
268 NodePropertyFlags flags = mDirtyFlags;
270 // Check whether the visible property has changed
271 if(!mVisible.IsClean())
273 flags |= NodePropertyFlags::VISIBLE;
276 // Check whether the color property has changed
277 if(!mColor.IsClean())
279 flags |= NodePropertyFlags::COLOR;
285 NodePropertyFlags Node::GetInheritedDirtyFlags(NodePropertyFlags parentFlags) const
287 // Size is not inherited. VisibleFlag is inherited
288 static const NodePropertyFlags InheritedDirtyFlags = NodePropertyFlags::TRANSFORM | NodePropertyFlags::VISIBLE | NodePropertyFlags::COLOR;
289 using UnderlyingType = typename std::underlying_type<NodePropertyFlags>::type;
291 return static_cast<NodePropertyFlags>(static_cast<UnderlyingType>(mDirtyFlags) |
292 (static_cast<UnderlyingType>(parentFlags) & static_cast<UnderlyingType>(InheritedDirtyFlags)));
295 void Node::ResetDirtyFlags(BufferIndex updateBufferIndex)
297 mDirtyFlags = NodePropertyFlags::NOTHING;
299 mUpdateAreaChanged = false;
302 void Node::SetParent(Node& parentNode)
304 DALI_ASSERT_ALWAYS(this != &parentNode);
305 DALI_ASSERT_ALWAYS(!mIsRoot);
306 DALI_ASSERT_ALWAYS(mParent == nullptr);
308 mParent = &parentNode;
310 if(mTransformManagerData.Id() != INVALID_TRANSFORM_ID)
312 mTransformManagerData.Manager()->SetParent(mTransformManagerData.Id(), parentNode.GetTransformId());
316 void Node::RecursiveDisconnectFromSceneGraph(BufferIndex updateBufferIndex)
318 DALI_ASSERT_ALWAYS(!mIsRoot);
319 DALI_ASSERT_ALWAYS(mParent != nullptr);
321 const NodeIter endIter = mChildren.End();
322 for(NodeIter iter = mChildren.Begin(); iter != endIter; ++iter)
324 (*iter)->RecursiveDisconnectFromSceneGraph(updateBufferIndex);
327 // Animators, Constraints etc. should be disconnected from the child's properties.
328 PropertyOwner::DisconnectFromSceneGraph(updateBufferIndex);
330 // Remove back-pointer to parent
333 // Remove all child pointers
336 if(mTransformManagerData.Id() != INVALID_TRANSFORM_ID)
338 mTransformManagerData.Manager()->SetParent(mTransformManagerData.Id(), INVALID_TRANSFORM_ID);
342 uint32_t Node::GetMemoryPoolCapacity()
344 return GetNodeMemoryPool().GetCapacity();
347 } // namespace SceneGraph
349 } // namespace Internal