#define DALI_SCENE_H
/*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include <memory>
// INTERNAL INCLUDES
+#include <dali/graphics-api/graphics-controller.h>
+#include <dali/graphics-api/graphics-render-target-create-info.h>
#include <dali/public-api/common/vector-wrapper.h>
#include <dali/public-api/math/vector2.h>
#include <dali/public-api/math/vector4.h>
using KeyEventGeneratedSignalType = Signal<bool(const Dali::KeyEvent&)>; ///< key event generated signal type
using TouchEventSignalType = Signal<void(const Dali::TouchEvent&)>; ///< Touch signal type
using WheelEventSignalType = Signal<void(const Dali::WheelEvent&)>; ///< WheelEvent signal type
+ using WheelEventGeneratedSignalType = Signal<bool(const Dali::WheelEvent&)>; ///< WheelEvent generated signal type
using FrameCallbackContainer = std::vector<std::pair<std::unique_ptr<CallbackBase>, int32_t> >;
* @brief Create an initialized Scene handle.
*
* @param[in] size The size of the set surface for this scene
- * @param[in] orientation The rotated angle of the set surface for this scene
+ * @param[in] windowOrientation The rotated angle of the set surface for this scene
+ * @param[in] screenOrientation The rotated angle of the screen
*
* @return a handle to a newly allocated Dali resource.
*/
- static Scene New(Size size, int orientation = 0);
+ static Scene New(Size size, int32_t windowOrientation = 0, int32_t screenOrientation = 0);
/**
* @brief Downcast an Object handle to Scene handle.
Scene& operator=(const Scene& rhs);
/**
+ * @brief This move constructor is required for (smart) pointer semantics.
+ *
+ * @param [in] handle A reference to the moved handle
+ */
+ Scene(Scene&& handle);
+
+ /**
+ * @brief This move assignment operator is required for (smart) pointer semantics.
+ *
+ * @param [in] rhs A reference to the moved handle
+ * @return A reference to this
+ */
+ Scene& operator=(Scene&& rhs);
+
+ /**
* @brief Adds a child Actor to the Scene.
*
* The child will be referenced.
Layer GetRootLayer() const;
/**
+ * @brief Returns the Scene's Overlay Layer.
+ * If there is no overlay layer yet, this creates the layer and an associated render task.
+ *
+ * @return The overlay layer
+ */
+ Layer GetOverlayLayer();
+
+ /**
* @brief Queries the number of on-stage layers.
*
* Note that a default layer is always provided (count >= 1).
/**
* @brief Sets the render target for the surface.
*
- * @param[in] renderTarget The render target for the surface
+ * @param[in] renderTarget The render target create info for the surface
*/
- void SetSurfaceRenderTarget(Graphics::RenderTarget* renderTarget);
+ void SetSurfaceRenderTarget(const Graphics::RenderTargetCreateInfo& createInfo);
/**
* @brief Retrieve the Scene that the given actor belongs to.
*
* @note A callback of the following type may be used:
* @code
- * void MyFunction( int frameId );
+ * void MyFunction( int32_t frameId );
* @endcode
* This callback will be deleted once it is called.
*
*
* @note A callback of the following type may be used:
* @code
- * void MyFunction( int frameId );
+ * void MyFunction( int32_t frameId );
* @endcode
* This callback will be deleted once it is called.
*
*
* @param[in] width The width of rotated surface
* @param[in] height The height of rotated surface
- * @param[in] orientation The orientation of rotated surface
+ * @param[in] windowOrientation the current window orientation
+ * @param[in] screenOrientation the current screen orientation
+ */
+ void SurfaceRotated(float width, float height, int32_t windowOrientation, int32_t screenOrientation);
+
+ /**
+ * @brief Gets the current surface orientation. It gets the value from the scene object.
+ *
+ * @return The current surface orientation.
+ */
+ int32_t GetCurrentSurfaceOrientation() const;
+
+ /**
+ * @brief Gets the current screen orientation. It gets the value from the scene object.
+ *
+ * @return The current screen orientation.
*/
- void SurfaceRotated(float width, float height, int orientation);
+ int32_t GetCurrentScreenOrientation() const;
+
+ /**
+ * @brief Gets the current surface rectangle. It gets the value from the scene object.
+ *
+ * @return The current surface rectangle
+ */
+ const Rect<int32_t>& GetCurrentSurfaceRect() const;
/**
* Query wheter the surface rect is changed or not.
bool IsSurfaceRectChanged() const;
/**
+ * @brief Send message to acknowledge for completing window rotation with current window orientation.
+ *
+ * If this function is called, the message is sent to render thread, then mSurfaceRectChanged in scene-graph-scene is set with true.
+ * After that, render thread checks whether window rotation event is received, mSurfaceRectChanged and the neccessary flag are set.
+ * If they are all true, rotation done function is called to complete window rotation.
+ */
+ void SetRotationCompletedAcknowledgement();
+
+ /**
+ * @brief Query wheter is set to acknowledge for completing surface rotation.
+ * @return true it should be acknowledged.
+ *
+ * If SetRotationCompletedAcknowledgement() is called and the related message is received to scene-graph-scene,
+ * then mSurfaceRectChanged in scene-graph-scene is set with true.
+ *
+ * When this function is called, the mSurfaceRectChanged in scene-graph-scene is return.
+ * Then, the flag will be reset.
+ *
+ * @note This function should be not called the application's main thread.
+ * Because this function should be called in windwow surface's postrender() function to complete window rotation manually.
+ */
+ bool IsRotationCompletedAcknowledgementSet() const;
+
+ /**
* @brief This signal is emitted just after the event processing is finished.
*
* @return The signal to connect to
KeyEventGeneratedSignalType& KeyEventGeneratedSignal();
/**
+ * @brief The user would connect to this signal to intercept a KeyEvent at window.
+ *
+ * Intercepts KeyEvents in the window before dispatching KeyEvents to the control.
+ * If a KeyEvent is consumed, no KeyEvent is delivered to the control.
+ *
+ * A callback of the following type may be connected:
+ * @code
+ * bool YourCallbackName(const KeyEvent& event);
+ * @endcode
+ *
+ * @return The return is true if KeyEvent is consumed, otherwise false.
+ */
+ KeyEventGeneratedSignalType& InterceptKeyEventSignal();
+
+ /**
* @brief This signal is emitted when the screen is touched and when the touch ends
* (i.e. the down & up touch events only).
*
*/
WheelEventSignalType& WheelEventSignal();
+ /**
+ * @brief When a custom wheel event occurs, it need to process the focused actor first.
+ *
+ * Therefore, KeyboardFocusManager first checks whether WheelEvent is generated as WheelEventGeneratedSignal.
+ * After that wheelEventProcessor must invoke WheelEvent only if wheelEventGeneratedSignal () is not consumed.
+ *
+ * This is only valid for custom wheel events.
+ *
+ * A callback of the following type may be connected:
+ * @code
+ * bool YourCallbackName(const WheelEvent& event);
+ * @endcode
+ *
+ * @return The return is true if WheelEvent is consumed, otherwise false.
+ */
+ WheelEventGeneratedSignalType& WheelEventGeneratedSignal();
+
public: // Not intended for application developers
/**
* @brief This constructor is used by Dali::New() methods.