#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/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/render/gl-resources/texture-cache.h>
#include <dali/internal/render/gl-resources/context.h>
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);
textureCache,
*mTouchResampler );
- 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();
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 )
}
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();
}
}
+ mRelayoutController->SetProcessingCoreEvents( false );
+
// ProcessEvents() may now be called again
mProcessingEvent = false;
}
return *(mGestureEventProcessor);
}
+RelayoutController& Core::GetRelayoutController()
+{
+ return *(mRelayoutController.Get());
+}
+
void Core::CreateThreadLocalStorage()
{
// a pointer to the ThreadLocalStorage object will be stored in TLS