*
*/
+// EXTERNAL INCLUDES
+#include <memory>
+
// INTERNAL INCLUDES
#include <dali/public-api/object/handle.h>
#include <dali/public-api/math/vector2.h>
#include <dali/public-api/math/vector4.h>
+#include <dali/public-api/common/vector-wrapper.h>
namespace Dali
{
class Actor;
-struct KeyEvent;
+class KeyEvent;
class Layer;
class RenderTaskList;
-class TouchData;
-struct WheelEvent;
+class TouchEvent;
+class WheelEvent;
namespace Internal DALI_INTERNAL
{
class DALI_CORE_API Scene : public BaseHandle
{
public:
- typedef Signal< void () > EventProcessingFinishedSignalType; ///< Event Processing finished signal type
- typedef Signal< void (const Dali::KeyEvent&) > KeyEventSignalType; ///< Key event signal type
- typedef Signal< bool (const Dali::KeyEvent&) > KeyEventGeneratedSignalType; ///< key event generated signal type
- typedef Signal< void (const Dali::TouchData&) > TouchSignalType; ///< Touch signal type
- typedef Signal< void (const Dali::WheelEvent&) > WheelEventSignalType; ///< Touched signal type
+ using EventProcessingFinishedSignalType = Signal<void()>; ///< Event Processing finished signal type
+ using KeyEventSignalType = Signal<void( const Dali::KeyEvent& )>; ///< Key event signal type
+ using KeyEventGeneratedSignalType = Signal<bool( const Dali::KeyEvent& )>; ///< key event generated signal type
+ using TouchEventSignalType = Signal<void( const Dali::TouchEvent& )>; ///< Touch signal type
+ using WheelEventSignalType = Signal<void( const Dali::WheelEvent& )>; ///< WheelEvent signal type
+
+ using FrameCallbackContainer = std::vector< std::pair< std::unique_ptr< CallbackBase >, int32_t > >;
/**
* @brief Create an initialized Scene handle.
void ProcessEvents();
/**
+ * @brief Adds a callback that is called when the frame rendering is done by the graphics driver.
+ *
+ * @param[in] callback The function to call
+ * @param[in] frameId The Id to specify the frame. It will be passed when the callback is called.
+ *
+ * @note A callback of the following type may be used:
+ * @code
+ * void MyFunction( int frameId );
+ * @endcode
+ * This callback will be deleted once it is called.
+ *
+ * @note Ownership of the callback is passed onto this class.
+ */
+ void AddFrameRenderedCallback( std::unique_ptr< CallbackBase > callback, int32_t frameId );
+
+ /**
+ * @brief Adds a callback that is called when the frame is displayed on the display.
+ *
+ * @param[in] callback The function to call
+ * @param[in] frameId The Id to specify the frame. It will be passed when the callback is called.
+ *
+ * @note A callback of the following type may be used:
+ * @code
+ * void MyFunction( int frameId );
+ * @endcode
+ * This callback will be deleted once it is called.
+ *
+ * @note Ownership of the callback is passed onto this class.
+ */
+ void AddFramePresentedCallback( std::unique_ptr< CallbackBase > callback, int32_t frameId );
+
+ /**
+ * @brief Gets the callback list that is called when the frame rendering is done by the graphics driver.
+ *
+ * @param[out] callbacks The callback list
+ *
+ * @note This is called in the update thread.
+ */
+ void GetFrameRenderedCallback( FrameCallbackContainer& callbacks );
+
+ /**
+ * @brief Gets the callback list that is called when the frame is displayed on the display.
+ *
+ * @param[out] callbacks The callback list
+ *
+ * @note This is called in the update thread.
+ */
+ void GetFramePresentedCallback( FrameCallbackContainer& callbacks );
+
+ /**
* @brief This signal is emitted just after the event processing is finished.
*
* @return The signal to connect to
* An interrupted event will also be emitted (if it occurs).
* A callback of the following type may be connected:
* @code
- * void YourCallbackName( TouchData event );
+ * void YourCallbackName( TouchEvent event );
* @endcode
*
* @return The touch signal to connect to
* @note Motion events are not emitted.
*/
- TouchSignalType& TouchSignal();
+ TouchEventSignalType& TouchedSignal();
/**
* @brief This signal is emitted when wheel event is received.