// CLASS HEADER
#include <dali/integration-api/core.h>
-// EXTERNAL INCLUDES
-#include <iostream>
-#include <stdarg.h>
-
// INTERNAL INCLUDES
#include <dali/public-api/common/dali-common.h>
#include <dali/integration-api/events/event.h>
namespace Integration
{
-namespace KeepUpdating
-{
-
-const unsigned int NOT_REQUESTED = 0x00; ///< Zero means that no further updates are required
-
-// Bit-field values
-const unsigned int STAGE_KEEP_RENDERING = 0x01; ///< Stage::KeepRendering() is being used
-const unsigned int INCOMING_MESSAGES = 0x02; ///< Event-thread is sending messages to update-thread
-const unsigned int ANIMATIONS_RUNNING = 0x04; ///< Animations are ongoing
-const unsigned int DYNAMICS_CHANGED = 0x08; ///< A dynamics simulation is running
-const unsigned int LOADING_RESOURCES = 0x10; ///< Resources are being loaded
-const unsigned int NOTIFICATIONS_PENDING = 0x20; ///< Notifications are pending for the event-thread
-const unsigned int MONITORING_PERFORMANCE = 0x40; ///< The --enable-performance-monitor option is being used
-const unsigned int RENDER_TASK_SYNC = 0x80; ///< The refresh once render task is waiting for render sync
-
-} // namespace KeepUpdating
-
Core* Core::New(RenderController& renderController, PlatformAbstraction& platformAbstraction,
- GlAbstraction& glAbstraction, GlSyncAbstraction& glSyncAbstraction, GestureManager& gestureManager)
+ GlAbstraction& glAbstraction, GlSyncAbstraction& glSyncAbstraction, GestureManager& gestureManager, ResourcePolicy::DataRetention policy )
{
Core* instance = new Core;
- instance->mImpl = new Internal::Core( renderController, platformAbstraction, glAbstraction, glSyncAbstraction, gestureManager );
+ instance->mImpl = new Internal::Core( renderController, platformAbstraction, glAbstraction, glSyncAbstraction, gestureManager, policy );
return instance;
}
delete mImpl;
}
+ContextNotifierInterface* Core::GetContextNotifier()
+{
+ return mImpl->GetContextNotifier();
+}
+
+// @todo Rename to ResetGlContext
void Core::ContextCreated()
{
mImpl->ContextCreated();
}
-void Core::ContextToBeDestroyed()
+// @todo Replace with StopRendering that prevents RenderManager from rendering
+// until we get ResetGLContext again, change ContextCreated to reset gpu buffer cache,
+// gl texture id's
+void Core::ContextDestroyed()
{
- mImpl->ContextToBeDestroyed();
+ mImpl->ContextDestroyed();
+}
+
+void Core::RecoverFromContextLoss()
+{
+ mImpl->RecoverFromContextLoss();
}
void Core::SurfaceResized(unsigned int width, unsigned int height)
mImpl->SetDpi(dpiHorizontal, dpiVertical);
}
-void Core::SetMinimumFrameTimeInterval(unsigned int interval)
-{
- mImpl->SetMinimumFrameTimeInterval(interval);
-}
-
void Core::Suspend()
{
mImpl->Suspend();
mImpl->Resume();
}
+void Core::SceneCreated()
+{
+ mImpl->SceneCreated();
+}
+
void Core::QueueEvent(const Event& event)
{
mImpl->QueueEvent(event);
return mImpl->GetMaximumUpdateCount();
}
-void Core::Update( UpdateStatus& status )
+void Core::Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, UpdateStatus& status )
{
- mImpl->Update( status );
+ mImpl->Update( elapsedSeconds, lastVSyncTimeMilliseconds, nextVSyncTimeMilliseconds, status );
}
void Core::Render( RenderStatus& status )
mImpl->Render( status );
}
-void Core::Sleep()
-{
- mImpl->Sleep();
-}
-
-void Core::WakeUp()
-{
- mImpl->WakeUp();
-}
-
-void Core::VSync( unsigned int frameNumber, unsigned int seconds, unsigned int microseconds )
-{
- mImpl->VSync( frameNumber, seconds, microseconds );
-}
-
SystemOverlay& Core::GetSystemOverlay()
{
return mImpl->GetSystemOverlay();