#define DALI_INTEGRATION_CORE_H
/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*
*/
-// 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
};
/**
+ * Interface to enable classes to be processed after the event loop. Classes are processed
+ * in the order they are registered.
+ */
+class DALI_CORE_API Processor
+{
+public:
+ /**
+ * @brief Run the processor
+ */
+ virtual void Process() = 0;
+
+protected:
+ virtual ~Processor() { }
+};
+
+
+/**
* Integration::Core is used for integration with the native windowing system.
* The following integration tasks must be completed:
*
*
* 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
* This is the recommended option, so that input processing will not affect the smoothness of animations.
* Note that the rendering thread must be halted, before destroying the GL context.
*/
-class DALI_IMPORT_API Core
+class DALI_CORE_API Core
{
public:
* @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.
// 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.
+ * @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 );
+ 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.
* Multi-threading note: this method should be called from a dedicated rendering thread.
* @pre The GL context must have been created, and made current.
* @param[out] status showing whether update is required to run.
+ * @param[in] forceClear force the Clear on the framebuffer even if nothing is rendered.
*/
- void Render( RenderStatus& status );
+ void Render( RenderStatus& status, bool forceClear );
// System-level overlay
*/
float GetStereoBase() const;
+ /**
+ * @brief Register a processor
+ *
+ * Note, Core does not take ownership of this processor.
+ * @param[in] processor The process to register
+ */
+ void RegisterProcessor( Processor& processor );
+
+ /**
+ * @brief Unregister a processor
+ * @param[in] processor The process to unregister
+ */
+ void UnregisterProcessor( Processor& processor );
+
private:
/**