#define DALI_INTEGRATION_CORE_H
/*
- * Copyright (c) 2019 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
#include <dali/public-api/common/dali-common.h>
#include <dali/integration-api/context-notifier.h>
#include <dali/integration-api/core-enumerations.h>
-#include <dali/integration-api/resource-policies.h>
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 Scene;
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] 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] glContextHelperAbstraction The interface providing OpenGL context helper objects.
* @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
PlatformAbstraction& platformAbstraction,
GlAbstraction& glAbstraction,
GlSyncAbstraction& glSyncAbstraction,
- GestureManager& gestureManager,
- ResourcePolicy::DataRetention policy,
+ GlContextHelperAbstraction& glContextHelperAbstraction,
RenderToFrameBuffer renderToFboEnabled,
DepthBufferAvailable depthBufferAvailable,
StencilBufferAvailable stencilBufferAvailable );
*/
~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.
- * 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.
- */
- 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 );
-
// Core Lifecycle
/**
bool isRenderingToFbo );
/**
- * Render the next frame. This method should be preceded by a call up Update.
+ * This is called before rendering any scene in 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.
+ * @param[in] uploadOnly uploadOnly Upload the resource only without rendering.
+ */
+ void PreRender( RenderStatus& status, bool forceClear, bool uploadOnly );
+
+ /**
+ * Render a scene in the next frame. This method should be preceded by a call up PreRender.
+ * This method should be called twice. The first pass to render off-screen frame buffers if any,
+ * and the second pass to render the surface.
+ * 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[in] scene The scene to be rendered.
+ * @param[in] renderToFbo True to render off-screen frame buffers only if any, and False to render the surface only.
+ */
+ void RenderScene( Integration::Scene& scene, bool renderToFbo );
+
+
+ /**
+ * This is called after rendering all the scenes in the next frame. This method should be
+ * followed by a call up RenderScene.
+ * 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[in] uploadOnly uploadOnly Upload the resource only without rendering.
*/
- void Render( RenderStatus& status, bool forceClear );
+ void PostRender( bool uploadOnly );
/**
* @brief Register a processor