#define DALI_SCENE_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.
*
*/
+// EXTERNAL INCLUDES
+#include <memory>
+
// INTERNAL INCLUDES
-#include <dali/public-api/object/handle.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/object/handle.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 Scene;
+class Scene;
}
namespace Integration
{
-
-class RenderSurface;
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< 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.
*
- * @param[in] size The size of the scene in pixels as a Vector
+ * @param[in] size The size of the set surface for this scene
*
* @return a handle to a newly allocated Dali resource.
*/
- static Scene New( const Size& size );
+ static Scene New(Size size);
/**
* @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.
* 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.
Vector2 GetDpi() const;
/**
+ * @brief Sets the background color.
+ *
+ * @param[in] color The new background color
+ */
+ void SetBackgroundColor(const Vector4& color);
+
+ /**
+ * @brief Gets the background color of the render surface.
+ *
+ * @return The background color
+ */
+ Vector4 GetBackgroundColor() const;
+
+ /**
* @brief Retrieves the list of render-tasks.
*
* @return A valid handle to a RenderTaskList
* @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 Binds the rendering surface to the scene
+ * @brief Informs the scene that the set surface has been resized.
*
- * @return The root layer
+ * @param[in] width The new width of the set surface
+ * @param[in] height The new height of the set surface
*/
- void SetSurface( Integration::RenderSurface& surface );
+ void SurfaceResized(float width, float height);
/**
- * @brief Gets the rendering surface bound to the scene
- *
- * @return The render surface
+ * @brief Informs the scene that the surface has been replaced.
*/
- Integration::RenderSurface* GetSurface() const;
+ void SurfaceReplaced();
/**
* @brief Discards this Scene from the Core.
* @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.
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
KeyEventSignalType& KeyEventSignal();
/**
+ * @brief The user would connect to this signal to get a KeyEvent when KeyEvent is generated.
+ *
+ * If the control already consumed key event, KeyEventProcessor do not need to Emit keyEvent.
+ * Therefore, KeyinputManager first checks whether KeyEvent is generated as KeyEventGeneratedSignal.
+ * After that keyEventProcessor must invoke KeyEvent only if KeyEventGeneratedSignal () is not consumed.
+ *
+ * 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& KeyEventGeneratedSignal();
+
+ /**
* @brief This signal is emitted when the screen is touched and when the touch ends
* (i.e. the down & up touch events only).
*
* 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.
WheelEventSignalType& WheelEventSignal();
public: // Not intended for application developers
-
/**
* @brief This constructor is used by Dali::New() methods.
*