namespace Dali
{
+class Layer;
+class RenderTaskList;
+
namespace Internal
{
class Core;
namespace Integration
{
class Core;
-class GestureManager;
class GlAbstraction;
class GlSyncAbstraction;
+class GlContextHelperAbstraction;
class PlatformAbstraction;
class Processor;
class RenderController;
-class SystemOverlay;
+class RenderSurface;
struct Event;
struct TouchData;
*
* 6) Provide an implementation of the GlAbstraction interface, used to access OpenGL services.
*
- * 7) Provide an implementation of the GestureManager interface, used to register gestures provided by the platform.
- *
* Multi-threading notes:
*
* The Dali API methods are not reentrant. If you access the API from multiple threads simultaneously, then the results
* @param[in] platformAbstraction The interface providing platform specific services.
* @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] glContextHelperAbstraction The interface providing OpenGL context helper objects.
* @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
+ * @param[in] partialUpdateAvailble whether the partial update is available
* @return A newly allocated Core.
*/
static Core* New( RenderController& renderController,
PlatformAbstraction& platformAbstraction,
GlAbstraction& glAbstraction,
GlSyncAbstraction& glSyncAbstraction,
- GestureManager& gestureManager,
+ GlContextHelperAbstraction& glContextHelperAbstraction,
ResourcePolicy::DataRetention policy,
RenderToFrameBuffer renderToFboEnabled,
DepthBufferAvailable depthBufferAvailable,
- StencilBufferAvailable stencilBufferAvailable );
+ StencilBufferAvailable stencilBufferAvailable,
+ PartialUpdateAvailable partialUpdateAvailable );
/**
* Non-virtual destructor. Core is not intended as a base class.
*/
~Core();
+ /**
+ * Initialize the core
+ */
+ void Initialize();
+
// GL Context Lifecycle
/**
void RecoverFromContextLoss();
/**
- * Notify the Core that the GL surface has been resized.
- * This should be done at least once i.e. after the first call to ContextCreated().
- * The Core will use the surface size for camera calculations, and to set the GL viewport.
+ * Notify the Core that the GL surface has been deleted.
* 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] surface The deleted surface
*/
- void SurfaceResized( uint32_t width, uint32_t 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( uint32_t margin );
-
- // Core setters
-
- /**
- * Notify the Core about the display's DPI values.
- * This should be done after the display is initialized and a Core instance is created.
- * The Core will use the DPI values for font rendering.
- * Multi-threading note: this method should be called from the main thread
- * @param[in] dpiHorizontal Horizontal DPI value.
- * @param[in] dpiVertical Vertical DPI value.
- */
- void SetDpi( uint32_t dpiHorizontal, uint32_t dpiVertical );
+ void SurfaceDeleted( Integration::RenderSurface* surface );
// Core Lifecycle
* @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.
+ * @param[in] uploadOnly uploadOnly Upload the resource only without rendering.
*/
- void Render( RenderStatus& status, bool forceClear );
-
- // System-level overlay
-
- /**
- * Use the SystemOverlay to draw content for system-level indicators, dialogs etc.
- * @return The SystemOverlay.
- */
- SystemOverlay& GetSystemOverlay();
+ void Render( RenderStatus& status, bool forceClear, bool uploadOnly );
/**
* @brief Register a processor