#define DALI_SCENE_H
/*
- * Copyright (c) 2020 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2023 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 <memory>
// INTERNAL INCLUDES
-#include <dali/public-api/object/handle.h>
+#include <dali/graphics-api/graphics-controller.h>
+#include <dali/graphics-api/graphics-render-target-create-info.h>
+#include <dali/public-api/common/vector-wrapper.h>
#include <dali/public-api/math/vector2.h>
#include <dali/public-api/math/vector4.h>
-#include <dali/public-api/common/vector-wrapper.h>
+#include <dali/public-api/object/handle.h>
namespace Dali
{
-
class Actor;
-struct KeyEvent;
+class KeyEvent;
class Layer;
class RenderTaskList;
class TouchEvent;
-struct WheelEvent;
+class WheelEvent;
namespace Internal DALI_INTERNAL
{
- class Scene;
+class Scene;
}
-namespace Integration
+namespace Graphics
{
+class RenderTarget;
+}
+namespace Integration
+{
struct Event;
/**
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::TouchEvent&) > 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 WheelEventGeneratedSignalType = Signal<bool(const Dali::WheelEvent&)>; ///< WheelEvent generated signal type
- using FrameCallbackContainer = std::vector< std::pair< std::unique_ptr< CallbackBase >, int32_t > >;
+ using FrameCallbackContainer = std::vector<std::pair<std::unique_ptr<CallbackBase>, int32_t> >;
/**
* @brief Create an initialized Scene handle.
*
* @param[in] size The size of the set surface for this scene
+ * @param[in] windowOrientation The rotated angle of the set surface for this scene
+ * @param[in] screenOrientation The rotated angle of the screen
*
* @return a handle to a newly allocated Dali resource.
*/
- static Scene New( Size size );
+ static Scene New(Size size, int32_t windowOrientation = 0, int32_t screenOrientation = 0);
/**
* @brief Downcast an Object handle to Scene handle.
* @param[in] handle to An object
* @return handle to a Scene object or an uninitialized handle
*/
- static Scene DownCast( BaseHandle handle );
+ static Scene DownCast(BaseHandle handle);
/**
* @brief Create an uninitialized Scene handle.
Scene& operator=(const Scene& rhs);
/**
+ * @brief This move constructor is required for (smart) pointer semantics.
+ *
+ * @param [in] handle A reference to the moved handle
+ */
+ Scene(Scene&& handle) noexcept;
+
+ /**
+ * @brief This move assignment operator is required for (smart) pointer semantics.
+ *
+ * @param [in] rhs A reference to the moved handle
+ * @return A reference to this
+ */
+ Scene& operator=(Scene&& rhs) noexcept;
+
+ /**
* @brief Adds a child Actor to the Scene.
*
* The child will be referenced.
* Sets horizontal and vertical pixels per inch value that is used by the display
* @param[in] dpi Horizontal and vertical dpi value
*/
- void SetDpi( Vector2 dpi );
+ void SetDpi(Vector2 dpi);
/**
* @brief Retrieves the DPI of the display device to which the scene is connected.
*
* @param[in] color The new background color
*/
- void SetBackgroundColor( const Vector4& color );
+ void SetBackgroundColor(const Vector4& color);
/**
* @brief Gets the background color of the render surface.
Layer GetRootLayer() const;
/**
+ * @brief Returns the Scene's Overlay Layer.
+ * If there is no overlay layer yet, this creates the layer and an associated render task.
+ *
+ * @return The overlay layer
+ */
+ Layer GetOverlayLayer();
+
+ /**
* @brief Queries the number of on-stage layers.
*
* Note that a default layer is always provided (count >= 1).
* @return The layer found at the given depth
* @pre Depth is less than layer count; see GetLayerCount().
*/
- Layer GetLayer( uint32_t depth ) const;
+ Layer GetLayer(uint32_t depth) const;
/**
* @brief Informs the scene that the set surface has been resized.
* @param[in] width The new width of the set surface
* @param[in] height The new height of the set surface
*/
- void SurfaceResized( float width, float height );
+ void SurfaceResized(float width, float height);
/**
* @brief Informs the scene that the surface has been replaced.
void SurfaceReplaced();
/**
+ * @brief Removes the scene graph object.
+ */
+ void RemoveSceneObject();
+
+ /**
* @brief Discards this Scene from the Core.
*/
void Discard();
/**
+ * @brief Sets the render target for the surface.
+ *
+ * @param[in] renderTarget The render target create info for the surface
+ */
+ void SetSurfaceRenderTarget(const Graphics::RenderTargetCreateInfo& createInfo);
+
+ /**
* @brief Retrieve the Scene that the given actor belongs to.
* @return The Scene.
*/
- static Integration::Scene Get( Actor actor );
+ static Integration::Scene Get(Actor actor);
/**
* This function is called when an event is queued.
* @param[in] event A event to queue.
*/
- void QueueEvent( const Integration::Event& event );
+ void QueueEvent(const Integration::Event& event);
/**
* This function is called by Core when events are processed.
*
* @note A callback of the following type may be used:
* @code
- * void MyFunction( int frameId );
+ * void MyFunction( int32_t 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 );
+ 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.
*
* @note A callback of the following type may be used:
* @code
- * void MyFunction( int frameId );
+ * void MyFunction( int32_t 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 );
+ 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.
*
* @note This is called in the update thread.
*/
- void GetFrameRenderedCallback( FrameCallbackContainer& callbacks );
+ void GetFrameRenderedCallback(FrameCallbackContainer& callbacks);
/**
* @brief Gets the callback list that is called when the frame is displayed on the display.
*
* @note This is called in the update thread.
*/
- void GetFramePresentedCallback( FrameCallbackContainer& callbacks );
+ void GetFramePresentedCallback(FrameCallbackContainer& callbacks);
+
+ /**
+ * @brief Informs the scene that the set surface has been rotated.
+ *
+ * @param[in] width The width of rotated surface
+ * @param[in] height The height of rotated surface
+ * @param[in] windowOrientation the current window orientation
+ * @param[in] screenOrientation the current screen orientation
+ */
+ void SurfaceRotated(float width, float height, int32_t windowOrientation, int32_t screenOrientation);
+
+ /**
+ * @brief Gets the current surface orientation. It gets the value from the scene object.
+ *
+ * @return The current surface orientation.
+ */
+ int32_t GetCurrentSurfaceOrientation() const;
+
+ /**
+ * @brief Gets the current screen orientation. It gets the value from the scene object.
+ *
+ * @return The current screen orientation.
+ */
+ int32_t GetCurrentScreenOrientation() const;
+
+ /**
+ * @brief Gets the current surface rectangle. It gets the value from the scene object.
+ *
+ * @return The current surface rectangle
+ */
+ const Rect<int32_t>& GetCurrentSurfaceRect() const;
+
+ /**
+ * Query wheter the surface rect is changed or not.
+ * @return true if the surface rect is changed.
+ */
+ bool IsSurfaceRectChanged() const;
+
+ /**
+ * @brief Send message to acknowledge for completing window rotation with current window orientation.
+ *
+ * If this function is called, the message is sent to render thread, then mSurfaceRectChanged in scene-graph-scene is set with true.
+ * After that, render thread checks whether window rotation event is received, mSurfaceRectChanged and the neccessary flag are set.
+ * If they are all true, rotation done function is called to complete window rotation.
+ */
+ void SetRotationCompletedAcknowledgement();
+
+ /**
+ * @brief Query wheter is set to acknowledge for completing surface rotation.
+ * @return true it should be acknowledged.
+ *
+ * If SetRotationCompletedAcknowledgement() is called and the related message is received to scene-graph-scene,
+ * then mSurfaceRectChanged in scene-graph-scene is set with true.
+ *
+ * When this function is called, the mSurfaceRectChanged in scene-graph-scene is return.
+ * Then, the flag will be reset.
+ *
+ * @note This function should be not called the application's main thread.
+ * Because this function should be called in windwow surface's postrender() function to complete window rotation manually.
+ */
+ bool IsRotationCompletedAcknowledgementSet() const;
/**
* @brief This signal is emitted just after the event processing is finished.
KeyEventGeneratedSignalType& KeyEventGeneratedSignal();
/**
+ * @brief The user would connect to this signal to intercept a KeyEvent at window.
+ *
+ * Intercepts KeyEvents in the window before dispatching KeyEvents to the control.
+ * If a KeyEvent is consumed, no KeyEvent is delivered to the control.
+ *
+ * A callback of the following type may be connected:
+ * @code
+ * bool YourCallbackName(const KeyEvent& event);
+ * @endcode
+ *
+ * @return The return is true if KeyEvent is consumed, otherwise false.
+ */
+ KeyEventGeneratedSignalType& InterceptKeyEventSignal();
+
+ /**
* @brief This signal is emitted when the screen is touched and when the touch ends
* (i.e. the down & up touch events only).
*
* @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.
*/
WheelEventSignalType& WheelEventSignal();
-public: // Not intended for application developers
+ /**
+ * @brief When a custom wheel event occurs, it need to process the focused actor first.
+ *
+ * Therefore, KeyboardFocusManager first checks whether WheelEvent is generated as WheelEventGeneratedSignal.
+ * After that wheelEventProcessor must invoke WheelEvent only if wheelEventGeneratedSignal () is not consumed.
+ *
+ * This is only valid for custom wheel events.
+ *
+ * A callback of the following type may be connected:
+ * @code
+ * bool YourCallbackName(const WheelEvent& event);
+ * @endcode
+ *
+ * @return The return is true if WheelEvent is consumed, otherwise false.
+ */
+ WheelEventGeneratedSignalType& WheelEventGeneratedSignal();
+public: // Not intended for application developers
/**
* @brief This constructor is used by Dali::New() methods.
*