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>
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
54 const ColorMode Node::DEFAULT_COLOR_MODE( USE_OWN_MULTIPLY_PARENT_ALPHA );
56 uint32_t Node::mNodeCounter = 0; ///< A counter to provide unique node ids, up-to 4 billion
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 ),
90 mUpdateSizeHint( TRANSFORM_PROPERTY_UPDATE_SIZE_HINT ),
93 mColor( Color::WHITE ),
94 mWorldPosition( TRANSFORM_PROPERTY_WORLD_POSITION, Vector3( 0.0f,0.0f,0.0f ) ), // Zero initialized by default
95 mWorldScale( TRANSFORM_PROPERTY_WORLD_SCALE, Vector3( 1.0f,1.0f,1.0f ) ),
96 mWorldOrientation(), // Initialized to identity by default
98 mWorldColor( Color::WHITE ),
99 mClippingSortModifier( 0u ),
100 mId( ++mNodeCounter ),
102 mExclusiveRenderTask( NULL ),
104 mClippingDepth( 0u ),
107 mDirtyFlags( NodePropertyFlags::ALL ),
108 mRegenerateUniformMap( 0 ),
109 mDrawMode( DrawMode::NORMAL ),
110 mColorMode( DEFAULT_COLOR_MODE ),
111 mClippingMode( ClippingMode::DISABLED ),
114 mPositionUsesAnchorPoint( true )
116 mUniformMapChanged[0] = 0u;
117 mUniformMapChanged[1] = 0u;
118 mPropertyDirty = false;
128 if( mTransformId != INVALID_TRANSFORM_ID )
130 mTransformManager->RemoveTransform(mTransformId);
138 void Node::OnDestroy()
140 // Animators, Constraints etc. should be disconnected from the child's properties.
141 PropertyOwner::Destroy();
144 uint32_t Node::GetId() const
149 void Node::CreateTransform( SceneGraph::TransformManager* transformManager )
151 //Create a new transform
152 mTransformManager = transformManager;
153 mTransformId = transformManager->CreateTransform();
155 //Initialize all the animatable properties
156 mPosition.Initialize( transformManager, mTransformId );
157 mScale.Initialize( transformManager, mTransformId );
158 mUpdateSizeHint.Initialize( transformManager, mTransformId );
159 mOrientation.Initialize( transformManager, mTransformId );
160 mSize.Initialize( transformManager, mTransformId );
161 mParentOrigin.Initialize( transformManager, mTransformId );
162 mAnchorPoint.Initialize( transformManager, mTransformId );
164 //Initialize all the input properties
165 mWorldPosition.Initialize( transformManager, mTransformId );
166 mWorldScale.Initialize( transformManager, mTransformId );
167 mWorldOrientation.Initialize( transformManager, mTransformId );
168 mWorldMatrix.Initialize( transformManager, mTransformId );
170 //Set whether the position should use the anchor point
171 transformManager->SetPositionUsesAnchorPoint( mTransformId, mPositionUsesAnchorPoint );
174 void Node::SetRoot(bool isRoot)
176 DALI_ASSERT_DEBUG(!isRoot || mParent == NULL); // Root nodes cannot have a parent
181 void Node::AddUniformMapping( OwnerPointer< UniformPropertyMapping >& map )
183 PropertyOwner::AddUniformMapping( map );
184 mRegenerateUniformMap = 2;
187 void Node::RemoveUniformMapping( const std::string& uniformName )
189 PropertyOwner::RemoveUniformMapping( uniformName );
190 mRegenerateUniformMap = 2;
193 void Node::PrepareRender( BufferIndex bufferIndex )
195 if( mRegenerateUniformMap != 0 )
197 if( mRegenerateUniformMap == 2 )
199 CollectedUniformMap& localMap = mCollectedUniformMap[ bufferIndex ];
202 for( UniformMap::SizeType i = 0, count=mUniformMaps.Count(); i<count; ++i )
204 localMap.PushBack( &mUniformMaps[i] );
207 else if( mRegenerateUniformMap == 1 )
209 CollectedUniformMap& localMap = mCollectedUniformMap[ bufferIndex ];
210 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-bufferIndex ];
212 localMap.Resize( oldMap.Count() );
214 CollectedUniformMap::SizeType index = 0;
215 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
217 localMap[index] = *iter;
220 --mRegenerateUniformMap;
221 mUniformMapChanged[bufferIndex] = 1u;
225 void Node::ConnectChild( Node* childNode )
227 DALI_ASSERT_ALWAYS( this != childNode );
228 DALI_ASSERT_ALWAYS( IsRoot() || NULL != mParent ); // Parent should be connected first
229 DALI_ASSERT_ALWAYS( !childNode->IsRoot() && NULL == childNode->GetParent() ); // Child should be disconnected
231 childNode->SetParent( *this );
233 // Everything should be reinherited when reconnected to scene-graph
234 childNode->SetAllDirtyFlags();
236 // Add the node to the end of the child list.
237 mChildren.PushBack( childNode );
239 // Inform property observers of new connection
240 childNode->ConnectToSceneGraph();
243 void Node::DisconnectChild( BufferIndex updateBufferIndex, Node& childNode )
245 DALI_ASSERT_ALWAYS( this != &childNode );
246 DALI_ASSERT_ALWAYS( childNode.GetParent() == this );
248 // Find the childNode and remove it
251 const NodeIter endIter = mChildren.End();
252 for ( NodeIter iter = mChildren.Begin(); iter != endIter; ++iter )
254 Node* current = *iter;
255 if ( current == &childNode )
258 mChildren.Erase( iter ); // order matters here
259 break; // iter is no longer valid
262 DALI_ASSERT_ALWAYS( NULL != found );
264 found->RecursiveDisconnectFromSceneGraph( updateBufferIndex );
267 void Node::AddRenderer( Renderer* renderer )
269 // If it is the first renderer added, make sure the world transform will be calculated
270 // in the next update as world transform is not computed if node has no renderers.
271 if( mRenderer.Empty() )
273 mDirtyFlags |= NodePropertyFlags::TRANSFORM;
277 // Check that it has not been already added.
278 for( auto&& existingRenderer : mRenderer )
280 if( existingRenderer == renderer )
282 // Renderer is already in the list.
288 mRenderer.PushBack( renderer );
289 SetPropertyDirty( true );
292 void Node::RemoveRenderer( const Renderer* renderer )
294 RendererContainer::SizeType rendererCount( mRenderer.Size() );
295 for( RendererContainer::SizeType i = 0; i < rendererCount; ++i )
297 if( mRenderer[i] == renderer )
299 SetPropertyDirty( true );
300 mRenderer.Erase( mRenderer.Begin()+i);
306 NodePropertyFlags Node::GetDirtyFlags() const
308 // get initial dirty flags, they are reset ResetDefaultProperties, but setters may have made the node dirty already
309 NodePropertyFlags flags = mDirtyFlags;
311 // Check whether the visible property has changed
312 if ( !mVisible.IsClean() )
314 flags |= NodePropertyFlags::VISIBLE;
317 // Check whether the color property has changed
318 if ( !mColor.IsClean() )
320 flags |= NodePropertyFlags::COLOR;
326 NodePropertyFlags Node::GetInheritedDirtyFlags( NodePropertyFlags parentFlags ) const
328 // Size is not inherited. VisibleFlag is inherited
329 static const NodePropertyFlags InheritedDirtyFlags = NodePropertyFlags::TRANSFORM | NodePropertyFlags::VISIBLE | NodePropertyFlags::COLOR;
330 using UnderlyingType = typename std::underlying_type<NodePropertyFlags>::type;
332 return static_cast<NodePropertyFlags>( static_cast<UnderlyingType>( mDirtyFlags ) |
333 ( static_cast<UnderlyingType>( parentFlags ) & static_cast<UnderlyingType>( InheritedDirtyFlags ) ) );
336 void Node::ResetDirtyFlags( BufferIndex updateBufferIndex )
338 mDirtyFlags = NodePropertyFlags::NOTHING;
340 SetPropertyDirty( false );
344 void Node::SetParent( Node& parentNode )
346 DALI_ASSERT_ALWAYS(this != &parentNode);
347 DALI_ASSERT_ALWAYS(!mIsRoot);
348 DALI_ASSERT_ALWAYS(mParent == NULL);
350 mParent = &parentNode;
352 if( mTransformId != INVALID_TRANSFORM_ID )
354 mTransformManager->SetParent( mTransformId, parentNode.GetTransformId() );
358 void Node::RecursiveDisconnectFromSceneGraph( BufferIndex updateBufferIndex )
360 DALI_ASSERT_ALWAYS(!mIsRoot);
361 DALI_ASSERT_ALWAYS(mParent != NULL);
363 const NodeIter endIter = mChildren.End();
364 for ( NodeIter iter = mChildren.Begin(); iter != endIter; ++iter )
366 (*iter)->RecursiveDisconnectFromSceneGraph( updateBufferIndex );
369 // Animators, Constraints etc. should be disconnected from the child's properties.
370 PropertyOwner::DisconnectFromSceneGraph( updateBufferIndex );
372 // Remove back-pointer to parent
375 // Remove all child pointers
378 if( mTransformId != INVALID_TRANSFORM_ID )
380 mTransformManager->SetParent( mTransformId, INVALID_TRANSFORM_ID );
384 void Node::SetPropertyDirty( bool value )
386 mPropertyDirty = value;
388 const NodeIter endIter = mChildren.End();
389 for ( NodeIter iter = mChildren.Begin(); iter != endIter; ++iter )
391 Node* current = *iter;
392 current->SetPropertyDirty( value );
396 bool Node::IsPropertyDirty() const
398 for( auto&& existingRenderer : mRenderer )
400 if( existingRenderer->IsDirty() )
406 return mPropertyDirty;
409 } // namespace SceneGraph
411 } // namespace Internal