*
*/
-// EXTERNAL INCLUDES
+// INTERNAL INCLUDES
#include <dali/public-api/common/dali-common.h>
#include <dali/public-api/common/view-mode.h>
#include <dali/integration-api/context-notifier.h>
+#include <dali/integration-api/core-enumerations.h>
#include <dali/integration-api/resource-policies.h>
namespace Dali
UpdateStatus()
: keepUpdating(false),
needsNotification(false),
+ surfaceRectChanged(false),
secondsFromLastFrame( 0.0f )
{
}
bool NeedsNotification() { return needsNotification; }
/**
+ * Query wheter the default surface rect is changed or not.
+ * @return true if the default surface rect is changed.
+ */
+ bool SurfaceRectChanged() { return surfaceRectChanged; }
+
+ /**
* This method is provided so that FPS can be easily calculated with a release version
* of Core.
* @return the seconds from last frame as float
unsigned int keepUpdating; ///< A bitmask of KeepUpdating values
bool needsNotification;
+ bool surfaceRectChanged;
float secondsFromLastFrame;
};
*
* 7) Provide an implementation of the GestureManager interface, used to register gestures provided by the platform.
*
- * Suspend/Resume behaviour:
- *
- * The Core has no knowledge of the application lifecycle, but can be suspended.
- * In the suspended state, input events will not be processed, and animations will not progress any further.
- * The Core can still render in the suspended state; the same frame will be produced each time.
- *
* Multi-threading notes:
*
* The Dali API methods are not reentrant. If you access the API from multiple threads simultaneously, then the results
* @param[in] policy The data retention policy. This depends on application setting
* and platform support. Dali should honour this policy when deciding to discard
* intermediate resource data.
+ * @param[in] renderToFboEnabled Whether rendering into the Frame Buffer Object is enabled.
+ * @param[in] depthBufferAvailable Whether the depth buffer is available
+ * @param[in] stencilBufferAvailable Whether the stencil buffer is available
* @return A newly allocated Core.
*/
- static Core* New(RenderController& renderController,
- PlatformAbstraction& platformAbstraction,
- GlAbstraction& glAbstraction,
- GlSyncAbstraction& glSyncAbstraction,
- GestureManager& gestureManager,
- ResourcePolicy::DataRetention policy);
+ static Core* New( RenderController& renderController,
+ PlatformAbstraction& platformAbstraction,
+ GlAbstraction& glAbstraction,
+ GlSyncAbstraction& glSyncAbstraction,
+ GestureManager& gestureManager,
+ ResourcePolicy::DataRetention policy,
+ RenderToFrameBuffer renderToFboEnabled,
+ DepthBufferAvailable depthBufferAvailable,
+ StencilBufferAvailable stencilBufferAvailable );
/**
* Non-virtual destructor. Core is not intended as a base class.
*/
void SurfaceResized(unsigned int width, unsigned int height);
+
+ /**
+ * Notify the Core that the GL surface has been resized and rotated.
+ * This should be done at least once i.e. after the first call to ContextCreated().
+ * The Core will use the surface size or orientation for camera calculations, and to set the GL viewport.
+ * Multi-threading note: this method should be called from the main thread
+ * @param[in] width The new surface width.
+ * @param[in] height The new surface height.
+ * @param[in] orientation The new surface orientation.
+ */
+ void SurfaceResized( unsigned int width, unsigned int height, int orientation );
+
/**
* Notify the Core about the top margin size.
* Available stage size is reduced by this size.
// Core Lifecycle
/**
- * Put Core into the suspended state.
- * Any ongoing event processing will be cancelled, for example multi-touch sequences.
- * The core expects the system has suspended us. Animation time will continue during the suspended
- * state.
- * Multi-threading note: this method should be called from the main thread
- * @post The Core is in the suspended state.
- */
- void Suspend();
-
- /**
- * Resume the Core from the suspended state.
- * At the first update, the elapsed time passed to the animations will be equal to the time spent
- * suspended.
- * Multi-threading note: this method should be called from the main thread
- * @post The Core is not in the suspended state.
- */
- void Resume();
-
- /**
* Notify Core that the scene has been created.
*/
void SceneCreated();
* @param[in] nextVSyncTimeMilliseconds The time of the next predicted VSync in milliseconds
* @param[out] status showing whether further updates are required. This also shows
* whether a Notification event should be sent, regardless of whether the multi-threading is used.
- */
- void Update( float elapsedSeconds, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds, UpdateStatus& status );
+ * @param[in] renderToFboEnabled Whether rendering into the Frame Buffer Object is enabled.
+ * @param[in] isRenderingToFbo Whether this frame is being rendered into the Frame Buffer Object.
+ */
+ void Update( float elapsedSeconds,
+ unsigned int lastVSyncTimeMilliseconds,
+ unsigned int nextVSyncTimeMilliseconds,
+ UpdateStatus& status,
+ bool renderToFboEnabled,
+ bool isRenderingToFbo );
/**
* Render the next frame. This method should be preceded by a call up Update.