+ OwnerContainer<PropertyOwner*> customObjects; ///< A container of owned objects (with custom properties)
+
+ OwnerContainer<PropertyResetterBase*> propertyResetters; ///< A container of property resetters
+ OwnerContainer<NodeResetter*> nodeResetters; ///< A container of node resetters
+ OwnerContainer<Animation*> animations; ///< A container of owned animations
+ PropertyNotificationContainer propertyNotifications; ///< A container of owner property notifications.
+ OwnerKeyContainer<Renderer> renderers; ///< A container of owned renderers
+ OwnerContainer<TextureSet*> textureSets; ///< A container of owned texture sets
+ OwnerContainer<Shader*> shaders; ///< A container of owned shaders
+
+ DiscardQueue<Node*, OwnerContainer<Node*>> nodeDiscardQueue; ///< Nodes are added here when disconnected from the scene-graph.
+ DiscardQueue<Shader*, OwnerContainer<Shader*>> shaderDiscardQueue;
+ DiscardQueue<MemoryPoolKey<Renderer>, OwnerKeyContainer<Renderer>> rendererDiscardQueue;
+ DiscardQueue<Scene*, OwnerContainer<Scene*>> sceneDiscardQueue;
+
+ OwnerPointer<PanGesture> panGestureProcessor; ///< Owned pan gesture processor; it lives for the lifecycle of UpdateManager
+
+ MessageQueue messageQueue; ///< The messages queued from the event-thread
+ std::vector<Internal::ShaderDataPtr> renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread.
+ std::vector<Internal::ShaderDataPtr> updateCompiledShaders; ///< Shaders to be sent from Update to Event
+ Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders
+
+ OwnerPointer<FrameCallbackProcessor> frameCallbackProcessor; ///< Owned FrameCallbackProcessor, only created if required.
+
+ std::atomic<std::size_t> renderInstructionCapacity{0u};
+ float keepRenderingSeconds; ///< Set via Dali::Stage::KeepRendering
+ NodePropertyFlags nodeDirtyFlags; ///< cumulative node dirty flags from previous frame
+ uint32_t frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
+ DevelStage::Rendering renderingBehavior; ///< Set via DevelStage::SetRenderingBehavior
+
+ bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update()
+ bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out)
+ bool renderTaskWaiting; ///< A REFRESH_ONCE render task is waiting to be rendered
+ bool renderersAdded; ///< Flag to keep track when renderers have been added to avoid unnecessary processing
+ bool renderingRequired; ///< True if required to render the current frame
+
+private:
+ Impl(const Impl&); ///< Undefined
+ Impl& operator=(const Impl&); ///< Undefined
+};
+
+UpdateManager::UpdateManager(NotificationManager& notificationManager,
+ CompleteNotificationInterface& animationFinishedNotifier,
+ PropertyNotifier& propertyNotifier,
+ RenderController& controller,
+ RenderManager& renderManager,
+ RenderQueue& renderQueue,
+ RenderTaskProcessor& renderTaskProcessor)
+: mImpl(nullptr)
+{
+ mImpl = new Impl(notificationManager,
+ animationFinishedNotifier,
+ propertyNotifier,
+ controller,
+ renderManager,
+ renderQueue,
+ mSceneGraphBuffers,
+ renderTaskProcessor);