/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2015 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/integration-api/system-overlay.h>
#include <dali/integration-api/core.h>
#include <dali/integration-api/debug.h>
-#include <dali/integration-api/platform-abstraction.h>
+#include <dali/integration-api/events/event.h>
#include <dali/integration-api/gl-sync-abstraction.h>
+#include <dali/integration-api/platform-abstraction.h>
#include <dali/integration-api/render-controller.h>
+
#include <dali/internal/event/actors/actor-impl.h>
-#include <dali/internal/event/common/stage-impl.h>
#include <dali/internal/event/animation/animation-playlist.h>
-#include <dali/internal/event/common/property-notification-manager.h>
#include <dali/internal/event/common/notification-manager.h>
-#include <dali/integration-api/events/event.h>
+#include <dali/internal/event/common/property-notification-manager.h>
+#include <dali/internal/event/common/stage-impl.h>
+#include <dali/internal/event/common/thread-local-storage.h>
+#include <dali/internal/event/common/type-registry-impl.h>
+#include <dali/internal/event/effects/shader-factory.h>
#include <dali/internal/event/events/event-processor.h>
#include <dali/internal/event/events/gesture-event-processor.h>
-#include <dali/internal/update/manager/update-manager.h>
-#include <dali/internal/render/common/performance-monitor.h>
-#include <dali/internal/render/common/render-manager.h>
-#include <dali/internal/update/common/discard-queue.h>
-#include <dali/internal/common/event-to-update.h>
-#include <dali/internal/update/resources/resource-manager.h>
#include <dali/internal/event/images/image-factory.h>
-#include <dali/internal/event/common/thread-local-storage.h>
-#include <dali/internal/event/effects/shader-factory.h>
-#include <dali/internal/update/touch/touch-resampler.h>
-#include <dali/internal/event/common/type-registry-impl.h>
#include <dali/internal/event/render-tasks/render-task-list-impl.h>
+#include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
+#include <dali/internal/update/common/discard-queue.h>
+#include <dali/internal/update/common/texture-cache-dispatcher.h>
+#include <dali/internal/update/manager/update-manager.h>
+#include <dali/internal/update/resources/resource-manager.h>
+
+#include <dali/internal/render/common/performance-monitor.h>
+#include <dali/internal/render/common/render-manager.h>
#include <dali/internal/render/gl-resources/texture-cache.h>
#include <dali/internal/render/gl-resources/context.h>
using Dali::Internal::SceneGraph::DiscardQueue;
using Dali::Internal::SceneGraph::RenderQueue;
using Dali::Internal::SceneGraph::TextureCache;
+using Dali::Internal::SceneGraph::TextureCacheDispatcher;
namespace
{
mUpdateManager(NULL),
mRenderManager(NULL),
mDiscardQueue(NULL),
- mResourcePostProcessQueue(),
+ mTextureUploadedQueue(),
mNotificationManager(NULL),
mImageFactory(NULL),
mShaderFactory(NULL),
mPropertyNotificationManager = PropertyNotificationManager::New();
- std::vector< ResourcePostProcessRequest> init;
- mResourcePostProcessQueue = new ResourcePostProcessList(init);
+ mTextureUploadedQueue = new LockedResourceQueue;
- mRenderManager = RenderManager::New( glAbstraction, *mResourcePostProcessQueue );
+ mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction, *mTextureUploadedQueue );
RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
TextureCache& textureCache = mRenderManager->GetTextureCache();
- ResourcePolicy::Discardable discardPolicy = ResourcePolicy::DISCARD;
+ ResourcePolicy::Discardable discardPolicy = ResourcePolicy::OWNED_DISCARD;
if( dataRetentionPolicy == ResourcePolicy::DALI_RETAINS_ALL_DATA )
{
- discardPolicy = ResourcePolicy::RETAIN;
+ discardPolicy = ResourcePolicy::OWNED_RETAIN;
}
textureCache.SetDiscardBitmapsPolicy(discardPolicy);
+ mTextureCacheDispatcher = new SceneGraph::TextureCacheDispatcher( renderQueue, textureCache );
+
mDiscardQueue = new DiscardQueue( renderQueue );
mResourceManager = new ResourceManager( mPlatform,
*mNotificationManager,
- textureCache,
- *mResourcePostProcessQueue,
- *mRenderManager,
+ *mTextureCacheDispatcher,
+ *mTextureUploadedQueue,
*mDiscardQueue,
renderQueue );
- mTouchResampler = TouchResampler::New();
-
mUpdateManager = new UpdateManager( *mNotificationManager,
- glSyncAbstraction,
*mAnimationPlaylist,
*mPropertyNotificationManager,
*mResourceManager,
renderController,
*mRenderManager,
renderQueue,
- textureCache,
- *mTouchResampler );
+ *mTextureCacheDispatcher );
- mResourceClient = new ResourceClient( *mResourceManager, *mUpdateManager, dataRetentionPolicy );
+ mRenderManager->SetShaderSaver( *mUpdateManager );
mStage = IntrusivePtr<Stage>( Stage::New( *mAnimationPlaylist, *mPropertyNotificationManager, *mUpdateManager, *mNotificationManager ) );
+ // This must be called after stage is created but before stage initialization
+ mRelayoutController = IntrusivePtr< RelayoutController >( new RelayoutController( mRenderController ) );
+
mStage->Initialize();
+ mResourceClient = new ResourceClient( *mResourceManager, *mStage );
+
mGestureEventProcessor = new GestureEventProcessor(*mStage, gestureManager, mRenderController);
mEventProcessor = new EventProcessor(*mStage, *mNotificationManager, *mGestureEventProcessor);
mImageFactory = new ImageFactory( *mResourceClient );
- mShaderFactory = new ShaderFactory(*mResourceClient);
+ mShaderFactory = new ShaderFactory();
+ mUpdateManager->SetShaderSaver( *mShaderFactory );
mShaderFactory->LoadDefaultShaders();
GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
// clear the thread local storage first
// allows core to be created / deleted many times in the same thread (how TET cases work).
// Do this before mStage.Reset() so Stage::IsInstalled() returns false
- ThreadLocalStorage::Get().Remove();
+ ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
+ if( tls )
+ {
+ tls->Remove();
+ }
+
+ // Stop relayout requests being raised on stage destruction
+ mRelayoutController.Reset();
// Clean-up stage - remove default camera and root layer
mStage->Uninitialize();
delete mShaderFactory;
delete mResourceClient;
delete mResourceManager;
+ delete mDiscardQueue;
+ delete mTextureCacheDispatcher;
delete mUpdateManager;
- delete mTouchResampler;
delete mRenderManager;
- delete mDiscardQueue;
- delete mResourcePostProcessQueue;
+ delete mTextureUploadedQueue;
}
Integration::ContextNotifierInterface* Core::GetContextNotifier()
mRenderManager->ContextDestroyed();
}
-void Core::SurfaceResized(unsigned int width, unsigned int height)
+void Core::SurfaceResized( unsigned int width, unsigned int height )
{
- mStage->SetSize(width, height);
+ mStage->SetSize( width, height );
+ mRelayoutController->SetStageSize( width, height );
}
-void Core::SetDpi(unsigned int dpiHorizontal, unsigned int dpiVertical)
+void Core::SetDpi( unsigned int dpiHorizontal, unsigned int dpiVertical )
{
- mPlatform.SetDpi( dpiHorizontal, dpiVertical );
mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
}
void Core::SceneCreated()
{
mStage->EmitSceneCreatedSignal();
+
+ mRelayoutController->OnApplicationSceneCreated();
}
void Core::QueueEvent( const Integration::Event& event )
// Guard against calls to ProcessEvents() during ProcessEvents()
if( mProcessingEvent )
{
- DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!" );
+ DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!\n" );
mRenderController.RequestProcessEventsOnIdle();
return;
}
mProcessingEvent = true;
-
- EventToUpdate& eventToUpdate = mUpdateManager->GetEventToUpdate();
+ mRelayoutController->SetProcessingCoreEvents( true );
// Signal that any messages received will be flushed soon
- eventToUpdate.EventProcessingStarted();
+ mUpdateManager->EventProcessingStarted();
mEventProcessor->ProcessEvents();
// Emit signal here to start size negotiation and control relayout.
mStage->EmitEventProcessingFinishedSignal();
+ // Run the size negotiation after event processing finished signal
+ mRelayoutController->Relayout();
+
// Flush discard queue for image factory
mImageFactory->FlushReleaseQueue();
// Flush any queued messages for the update-thread
- const bool messagesToProcess = eventToUpdate.FlushQueue();
+ const bool messagesToProcess = mUpdateManager->FlushQueue();
// Check if the touch or gestures require updates.
- const bool touchNeedsUpdate = mTouchResampler->NeedsUpdate();
const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
- if( messagesToProcess || touchNeedsUpdate || gestureNeedsUpdate )
+ if( messagesToProcess || gestureNeedsUpdate )
{
// tell the render controller to keep update thread running
mRenderController.RequestUpdate();
}
}
+ mRelayoutController->SetProcessingCoreEvents( false );
+
// ProcessEvents() may now be called again
mProcessingEvent = false;
}
-void Core::UpdateTouchData(const Integration::TouchData& touch)
-{
- mTouchResampler->SendTouchData( touch );
-}
-
unsigned int Core::GetMaximumUpdateCount() const
{
return MAXIMUM_UPDATE_COUNT;
return *(mGestureEventProcessor);
}
+RelayoutController& Core::GetRelayoutController()
+{
+ return *(mRelayoutController.Get());
+}
+
void Core::CreateThreadLocalStorage()
{
// a pointer to the ThreadLocalStorage object will be stored in TLS