/*
- * 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/integration-api/debug.h>
#include <dali/integration-api/events/event.h>
#include <dali/integration-api/gl-sync-abstraction.h>
+#include <dali/integration-api/gl-context-helper-abstraction.h>
#include <dali/integration-api/platform-abstraction.h>
#include <dali/integration-api/processor-interface.h>
#include <dali/integration-api/render-controller.h>
using Integration::RenderController;
using Integration::PlatformAbstraction;
using Integration::GlSyncAbstraction;
-using Integration::GestureManager;
using Integration::GlAbstraction;
+using Integration::GlContextHelperAbstraction;
using Integration::Event;
using Integration::UpdateStatus;
using Integration::RenderStatus;
PlatformAbstraction& platform,
GlAbstraction& glAbstraction,
GlSyncAbstraction& glSyncAbstraction,
- GestureManager& gestureManager,
- ResourcePolicy::DataRetention dataRetentionPolicy,
+ GlContextHelperAbstraction& glContextHelperAbstraction,
Integration::RenderToFrameBuffer renderToFboEnabled,
Integration::DepthBufferAvailable depthBufferAvailable,
Integration::StencilBufferAvailable stencilBufferAvailable )
mRenderTaskProcessor = new SceneGraph::RenderTaskProcessor();
- mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction, depthBufferAvailable, stencilBufferAvailable );
+ mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction, glContextHelperAbstraction, depthBufferAvailable, stencilBufferAvailable );
RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
// This must be called after stage is created but before stage initialization
mRelayoutController = IntrusivePtr< RelayoutController >( new RelayoutController( mRenderController ) );
- mGestureEventProcessor = new GestureEventProcessor( *mUpdateManager, gestureManager, mRenderController );
+ mGestureEventProcessor = new GestureEventProcessor( *mUpdateManager, mRenderController );
mShaderFactory = new ShaderFactory();
mUpdateManager->SetShaderSaver( *mShaderFactory );
if( tls )
{
tls->Remove();
- delete tls;
+ tls->Unreference();
}
mObjectRegistry.Reset();
mRenderManager->ContextDestroyed();
}
-void Core::SurfaceResized( Integration::RenderSurface* surface )
+void Core::SurfaceDeleted( Integration::RenderSurface* surface )
{
- for( auto iter = mScenes.begin(); iter != mScenes.end(); ++iter )
+ for( auto scene : mScenes )
{
- if( (*iter)->GetSurface() == surface )
+ if( scene->GetSurface() == surface )
{
- (*iter)->SetSurface( *surface );
+ scene->SurfaceDeleted();
+ break;
}
}
}
// Any message to update will wake it up anyways
}
-void Core::Render( RenderStatus& status, bool forceClear )
+void Core::Render( RenderStatus& status, bool forceClear, bool uploadOnly )
{
- mRenderManager->Render( status, forceClear );
+ mRenderManager->Render( status, forceClear, uploadOnly );
}
void Core::SceneCreated()
// Signal that any messages received will be flushed soon
mUpdateManager->EventProcessingStarted();
+ // Scene could be added or removed while processing the events
+ // Copy the Scene container locally to avoid possibly invalid iterator
+ SceneContainer scenes = mScenes;
+
// process events in all scenes
- for( auto iter = mScenes.begin(); iter != mScenes.end(); ++iter )
+ for( auto scene : scenes )
{
- (*iter)->ProcessEvents();
+ scene->ProcessEvents();
}
mNotificationManager->ProcessMessages();
// Emit signal here to inform listeners that event processing has finished.
- for( auto iter = mScenes.begin(); iter != mScenes.end(); ++iter )
+ for( auto scene : scenes )
{
- (*iter)->EmitEventProcessingFinishedSignal();
+ scene->EmitEventProcessingFinishedSignal();
}
// Run any registered processors
mRelayoutController->Relayout();
// Rebuild depth tree after event processing has finished
- for( auto iter = mScenes.begin(); iter != mScenes.end(); ++iter )
+ for( auto scene : scenes )
{
- (*iter)->RebuildDepthTree();
+ scene->RebuildDepthTree();
}
// Flush any queued messages for the update-thread
{
// a pointer to the ThreadLocalStorage object will be stored in TLS
// The ThreadLocalStorage object should be deleted by the Core destructor
- new ThreadLocalStorage(this);
+ ThreadLocalStorage* tls = new ThreadLocalStorage(this);
+ tls->Reference();
}
void Core::RegisterObject( Dali::BaseObject* object )