* is easier to make a decision about whether we should stop the update/render thread or not (depending on any
* update requests etc.).
* 4. The main thread is blocked while the surface is being replaced.
+ * 5. When we resume from paused, elapsed time is used for the animations, i.e. the could have finished while we were paused.
+ * However, FinishedSignal emission will only happen upon resumption.
+ * 6. Elapsed time is NOT used while if we are waking up from a sleep state or doing an UpdateOnce.
*/
class CombinedUpdateRenderController : public ThreadControllerInterface,
public ThreadSynchronizationInterface
* Runs the Update/Render Thread.
* This will lock the mutex in mUpdateRenderThreadWaitCondition.
*
- * @param[in] numberOfCycles The number of times the update/render cycle should run. If -1, then it will run continuously.
+ * @param[in] numberOfCycles The number of times the update/render cycle should run. If -1, then it will run continuously.
+ * @param[in] useElapsedTimeAfterWait If true, then the elapsed time during wait is used for animations, otherwise no animation progression is made.
*/
- inline void RunUpdateRenderThread( int numberOfCycles );
+ inline void RunUpdateRenderThread( int numberOfCycles, bool useElapsedTimeAfterWait );
/**
* Pauses the Update/Render Thread.
/**
* Called by the Update/Render Thread which ensures a wait if required.
*
+ * @param[out] useElapsedTime If true when returned, then the actual elapsed time will be used for animation.
+ * If false when returned, then there should NOT be any animation progression in the next Update.
+ * @param[in] updateRequired Whether another update is required.
+ * @param[out] timeToSleepUntil The time in nanoseconds to put the thread to sleep until.
* @return false, if the thread should stop.
*/
- bool UpdateRenderReady();
+ bool UpdateRenderReady( bool& useElapsedTime, bool updateRequired, uint64_t& timeToSleepUntil );
/**
* Checks to see if the surface needs to be replaced.
float mDefaultFrameDelta; ///< Default time delta between each frame (used for animations). Not protected by lock, but written to rarely so not worth adding a lock when reading.
uint64_t mDefaultFrameDurationMilliseconds; ///< Default duration of a frame (used for predicting the time of the next frame). Not protected by lock, but written to rarely so not worth adding a lock when reading.
uint64_t mDefaultFrameDurationNanoseconds; ///< Default duration of a frame (used for sleeping if not enough time elapsed). Not protected by lock, but written to rarely so not worth adding a lock when reading.
+ uint64_t mDefaultHalfFrameNanoseconds; ///< Is half of mDefaultFrameDurationNanoseconds. Using a member variable avoids having to do the calculation every frame. Not protected by lock, but written to rarely so not worth adding a lock when reading.
unsigned int mUpdateRequestCount; ///< Count of update-requests we have received to ensure we do not go to sleep too early.
unsigned int mRunning; ///< Read and set on the event-thread only to state whether we are running.
volatile int mUpdateRenderRunCount; ///< The number of times Update/Render cycle should run. If -1, then will run continuously (set by the event-thread, read by v-sync-thread).
volatile unsigned int mDestroyUpdateRenderThread; ///< Whether the Update/Render thread be destroyed (set by the event-thread, read by the update-render-thread).
+ volatile unsigned int mUpdateRenderThreadCanSleep; ///< Whether the Update/Render thread can sleep (set by the event-thread, read by the update-render-thread).
+ volatile unsigned int mPendingRequestUpdate; ///< Is set as soon as an RequestUpdate is made and unset when the next update happens (set by the event-thread and update-render thread, read by the update-render-thread).
+ ///< Ensures we do not go to sleep if we have not processed the most recent update-request.
+
+ volatile unsigned int mUseElapsedTimeAfterWait; ///< Whether we should use the elapsed time after waiting (set by the event-thread, read by the update-render-thread).
RenderSurface* volatile mNewSurface; ///< Will be set to the new-surface if requested (set by the event-thread, read & cleared by the update-render thread).