* @copydoc Dali::Integration::Core::QueueEvent(const Integration::Event&)
*/
void QueueEvent( const Integration::Event& event );
* @copydoc Dali::Integration::Core::QueueEvent(const Integration::Event&)
*/
void QueueEvent( const Integration::Event& event );
* Returns the Image factory
* @return A reference to the Image factory.
*/
ImageFactory& GetImageFactory();
/**
* Returns the Image factory
* @return A reference to the Image factory.
*/
ImageFactory& GetImageFactory();
/**
NotificationManager* mNotificationManager; ///< Notification manager
AnimationPlaylistOwner mAnimationPlaylist; ///< For 'Fire and forget' animation support
OwnerPointer<PropertyNotificationManager> mPropertyNotificationManager; ///< For safe signal emmision of property changed notifications
NotificationManager* mNotificationManager; ///< Notification manager
AnimationPlaylistOwner mAnimationPlaylist; ///< For 'Fire and forget' animation support
OwnerPointer<PropertyNotificationManager> mPropertyNotificationManager; ///< For safe signal emmision of property changed notifications
ShaderFactory* mShaderFactory; ///< Shader resource factory
ResourceClient* mResourceClient; ///< Asynchronous Resource Loading
ResourceManager* mResourceManager; ///< Asynchronous Resource Loading
TouchResampler* mTouchResampler; ///< Resamples touches to correct frame rate.
ShaderFactory* mShaderFactory; ///< Shader resource factory
ResourceClient* mResourceClient; ///< Asynchronous Resource Loading
ResourceManager* mResourceManager; ///< Asynchronous Resource Loading
TouchResampler* mTouchResampler; ///< Resamples touches to correct frame rate.
bool mIsActive : 1; ///< Whether Core is active or suspended
bool mProcessingEvent : 1; ///< True during ProcessEvents()
bool mIsActive : 1; ///< Whether Core is active or suspended
bool mProcessingEvent : 1; ///< True during ProcessEvents()