-#ifndef __DALI_INTEGRATION_CORE_H__
-#define __DALI_INTEGRATION_CORE_H__
-
-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
-
-// EXTERNAL INCLUDES
+#ifndef DALI_INTEGRATION_CORE_H
+#define DALI_INTEGRATION_CORE_H
+
+/*
+ * 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.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
+
+// 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
{
struct Event;
struct TouchData;
+
/**
* The reasons why further updates are required.
*/
-namespace KeepUpdating DALI_IMPORT_API
+namespace KeepUpdating
{
- extern const unsigned int NOT_REQUESTED; ///< Zero means that no further updates are required
-
- // Bit-field values
- extern const unsigned int STAGE_KEEP_RENDERING; ///< 0x01 - Stage::KeepRendering() is being used
- extern const unsigned int INCOMING_MESSAGES; ///< 0x02 - Event-thread is sending messages to update-thread
- extern const unsigned int ANIMATIONS_RUNNING; ///< 0x04 - Animations are ongoing
- extern const unsigned int DYNAMICS_CHANGED; ///< 0x08 - A dynamics simulation is running
- extern const unsigned int LOADING_RESOURCES; ///< 0x10 - Resources are being loaded
- extern const unsigned int NOTIFICATIONS_PENDING; ///< 0x20 - Notifications are pending for the event-thread
- extern const unsigned int MONITORING_PERFORMANCE; ///< 0x40 - The --enable-performance-monitor option is being used
- extern const unsigned int RENDER_TASK_SYNC; ///< 0x80 - A render task is waiting for render sync
+enum Reasons
+{
+ NOT_REQUESTED = 0, ///< Zero means that no further updates are required
+ STAGE_KEEP_RENDERING = 1<<1, ///< - Stage::KeepRendering() is being used
+ ANIMATIONS_RUNNING = 1<<2, ///< - Animations are ongoing
+ MONITORING_PERFORMANCE = 1<<3, ///< - The --enable-performance-monitor option is being used
+ RENDER_TASK_SYNC = 1<<4 ///< - A render task is waiting for render sync
};
+}
/**
* The status of the Core::Update operation.
*/
-class DALI_IMPORT_API UpdateStatus
+class UpdateStatus
{
public:
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;
};
/**
* The status of the Core::Render operation.
*/
-class DALI_IMPORT_API RenderStatus
+class RenderStatus
{
public:
* Constructor
*/
RenderStatus()
- : needsUpdate(false),
- hasRendered(false)
+ : needsUpdate( false ),
+ needsPostRender( false )
{
}
/**
* Set whether update needs to run following a render.
- * This might be because render has sent messages to update, or it has
- * some textures to upload over several frames.
+ * @param[in] updateRequired Set to true if an update is required to be run
*/
- void SetNeedsUpdate(bool updateRequired) { needsUpdate = updateRequired; }
+ void SetNeedsUpdate( bool updateRequired )
+ {
+ needsUpdate = updateRequired;
+ }
/**
* Query the update status following rendering of a frame.
- * @return true if update should run.
+ * @return True if update is required to be run
*/
- bool NeedsUpdate() { return needsUpdate; }
+ bool NeedsUpdate() const
+ {
+ return needsUpdate;
+ }
/**
- * Set whether there were new render instructions.
+ * Sets if a post-render should be run.
+ * If nothing is rendered this frame, we can skip post-render.
+ * @param[in] postRenderRequired Set to True if post-render is required to be run
*/
- void SetHasRendered(bool rendered) { hasRendered = rendered; }
+ void SetNeedsPostRender( bool postRenderRequired )
+ {
+ needsPostRender = postRenderRequired;
+ }
/**
- * Query whether there were new render instructions.
- * @return true if there were render instructions
+ * Queries if a post-render should be run.
+ * @return True if post-render is required to be run
*/
- bool HasRendered() { return hasRendered; }
+ bool NeedsPostRender() const
+ {
+ return needsPostRender;
+ }
private:
- bool needsUpdate;
- bool hasRendered;
+ bool needsUpdate :1; ///< True if update is required to be run
+ bool needsPostRender :1; ///< True if post-render is required to be run.
};
/**
+ * 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] glAbstraction The interface providing OpenGL services.
* @param[in] glSyncAbstraction The interface providing OpenGL sync objects.
* @param[in] gestureManager The interface providing gesture manager services.
+ * @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);
+ 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.
// GL Context Lifecycle
/**
+ * Get the object that will notify the application/toolkit when context is lost/regained
+ */
+ ContextNotifierInterface* GetContextNotifier();
+
+ /**
* Notify the Core that the GL context has been created.
* The context must be created before the Core can render.
* Multi-threading note: this method should be called from the rendering thread only
* Multi-threading note: this method should be called from the rendering thread only
* @post The Core is unaware of any GL context.
*/
- void ContextToBeDestroyed();
+ void ContextDestroyed();
+
+ /**
+ * Notify the Core that the GL context has been re-created, e.g. after ReplaceSurface
+ * or Context loss.
+ *
+ * In the case of ReplaceSurface, both ContextToBeDestroyed() and ContextCreated() will have
+ * been called on the render thread before this is called on the event thread.
+ *
+ * Multi-threading note: this method should be called from the main thread
+ */
+ void RecoverFromContextLoss();
/**
* Notify the Core that the GL surface has been resized.
*/
void SurfaceResized(unsigned int width, unsigned int height);
+ /**
+ * Notify the Core about the top margin size.
+ * Available stage size is reduced by this size.
+ * The stage is located below the size at the top of the display
+ * It is mainly useful for indicator in mobile device
+ * @param[in] margin margin size
+ */
+ void SetTopMargin( unsigned int margin );
+
// Core setters
/**
*/
void SetDpi(unsigned int dpiHorizontal, unsigned int dpiVertical);
- /**
- * Sets the expected interval between frames used to predict future intervals and the time when the
- * next render will take place.
- *
- * This is the minimum interval that Core should expect. Core will adapt the predicted interval
- * accordingly if the expected interval is constantly not met (but will not drop it below this
- * amount).
- *
- * The value provided should be in microseconds.
- *
- * @param[in] interval The minimum interval between frames (in microseconds).
- *
- * Multi-threading note: this method should be called from the render thread
- */
- void SetMinimumFrameTimeInterval(unsigned int interval);
-
// 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.
+ * Notify Core that the scene has been created.
*/
- void Resume();
+ void SceneCreated();
/**
* Queue an event with Core.
- * Pre-processing of events may be benificial e.g. a series of motion events could be throttled, so that only the last event is queued.
+ * Pre-processing of events may be beneficial e.g. a series of motion events could be throttled, so that only the last event is queued.
* Multi-threading note: this method should be called from the main thread.
* @param[in] event The new event.
*/
void ProcessEvents();
/**
- * Update external raw touch data in core.
- * The core will use the touch data to generate Dali Touch/Gesture events for applications to use
- * in the update thread.
- * @param[in] touch The raw touch data.
- * @note This can be called from either the event thread OR a dedicated touch thread.
- */
- void UpdateTouchData(const TouchData& touch);
-
- /**
* The Core::Update() method prepares a frame for rendering. This method determines how many frames
* may be prepared, ahead of the rendering.
* For example if the maximum update count is 2, then Core::Update() for frame N+1 may be processed
* However the update-thread must wait until frame N has been rendered, before processing frame N+2.
* After this method returns, messages may be queued internally for the main thread.
* In order to process these messages, a notification is sent via the main thread's event loop.
+ * @param[in] elapsedSeconds Number of seconds since the last call
+ * @param[in] lastVSyncTimeMilliseconds The last vsync time in milliseconds
+ * @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( 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 );
-
- /**
- * Tells core that it is about to sleep.
- * Application is running as normal, but no updates are taking place i.e. no ongoing animations.
- * This should be called when we choose to stop updating and rendering when there are no screen
- * updates required.
- * Multi-threading note: this method should be called from the update-thread.
- */
- void Sleep();
-
- /**
- * Wakes up core from a sleep state.
- * At the first update the elapsed time passed to the animations is zero.
- * Multi-threading note: this method should be called from the update-thread.
- */
- void WakeUp();
-
- /**
- * Notification of a vertical blank sync
- * @param[in] frameNumber The frame number of this vsync. This number will not update
- * while paused.
- * @param[in] seconds The timestamp seconds
- * @param[in] microseconds The timestamp microseconds
- */
- void VSync( unsigned int frameNumber, unsigned int seconds, unsigned int microseconds );
+ 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:
/**
} // namespace Dali
-#endif // __DALI_INTEGRATION_CORE_H__
+#endif // DALI_INTEGRATION_CORE_H