void Core::Update( UpdateStatus& status )
{
// get the last delta and the predict when this update will be rendered
- float lastRenderDelta( 0.0f );
- unsigned int lastRenderTime( 0 );
- unsigned int nextRenderTime( 0 );
- mFrameTime->PredictNextRenderTime( lastRenderDelta, lastRenderTime, nextRenderTime );
+ float lastFrameDelta( 0.0f );
+ unsigned int lastVSyncTime( 0 );
+ unsigned int nextVSyncTime( 0 );
+ mFrameTime->PredictNextVSyncTime( lastFrameDelta, lastVSyncTime, nextVSyncTime );
// set the time delta so adaptor can easily print FPS with a release build with 0 as
// it is cached by frametime
- status.secondsFromLastFrame = lastRenderDelta;
+ status.secondsFromLastFrame = lastFrameDelta;
// Render returns true when there are updates on the stage or one or more animations are completed.
// Use the estimated time diff till we render as the elapsed time.
- status.keepUpdating = mUpdateManager->Update( lastRenderDelta, lastRenderTime, nextRenderTime );
+ status.keepUpdating = mUpdateManager->Update( lastFrameDelta, lastVSyncTime, nextVSyncTime );
// Check the Notification Manager message queue to set needsNotification
status.needsNotification = mNotificationManager->MessagesToProcess();
if( mProcessingEvent )
{
DALI_LOG_ERROR( "ProcessEvents should not be called from within ProcessEvents!" );
- mRenderController.RequestNotificationEventOnIdle();
+ mRenderController.RequestProcessEventsOnIdle();
return;
}
}
}
- // SendEvent() may now be called again
+ // ProcessEvents() may now be called again
mProcessingEvent = false;
}