/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 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/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/manager/update-manager.h>
+#include <dali/internal/update/manager/render-task-processor.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/text/font-factory.h>
-#include <dali/internal/event/images/image-factory.h>
-#include <dali/internal/event/images/emoji-factory.h>
-#include <dali/internal/event/modeling/model-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/render/gl-resources/texture-cache.h>
#include <dali/internal/render/gl-resources/context.h>
using Dali::Internal::SceneGraph::UpdateManager;
using Dali::Internal::SceneGraph::RenderManager;
using Dali::Internal::SceneGraph::DiscardQueue;
using Dali::Internal::SceneGraph::RenderQueue;
-using Dali::Internal::SceneGraph::TextureCache;
namespace
{
GestureManager& gestureManager, ResourcePolicy::DataRetention dataRetentionPolicy)
: mRenderController( renderController ),
mPlatform(platform),
- mGestureEventProcessor(NULL),
- mEventProcessor(NULL),
- mUpdateManager(NULL),
- mRenderManager(NULL),
- mDiscardQueue(NULL),
- mResourcePostProcessQueue(),
- mNotificationManager(NULL),
- mFontFactory(NULL),
- mImageFactory(NULL),
- mModelFactory(NULL),
- mShaderFactory(NULL),
- mEmojiFactory(NULL),
mIsActive(true),
mProcessingEvent(false)
{
mPropertyNotificationManager = PropertyNotificationManager::New();
- std::vector< ResourcePostProcessRequest> init;
- mResourcePostProcessQueue = new ResourcePostProcessList(init);
+ mRenderTaskProcessor = new SceneGraph::RenderTaskProcessor();
- mRenderManager = RenderManager::New( glAbstraction, *mResourcePostProcessQueue );
+ mRenderManager = RenderManager::New( glAbstraction, glSyncAbstraction );
RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
- TextureCache& textureCache = mRenderManager->GetTextureCache();
-
- ResourcePolicy::Discardable discardPolicy = ResourcePolicy::DISCARD;
- if( dataRetentionPolicy == ResourcePolicy::DALI_RETAINS_ALL_DATA )
- {
- discardPolicy = ResourcePolicy::RETAIN;
- }
- textureCache.SetDiscardBitmapsPolicy(discardPolicy);
mDiscardQueue = new DiscardQueue( renderQueue );
- mResourceManager = new ResourceManager( mPlatform,
- *mNotificationManager,
- textureCache,
- *mResourcePostProcessQueue,
- *mRenderManager,
- *mDiscardQueue,
- renderQueue );
-
- mTouchResampler = TouchResampler::New();
-
mUpdateManager = new UpdateManager( *mNotificationManager,
- glSyncAbstraction,
*mAnimationPlaylist,
*mPropertyNotificationManager,
- *mResourceManager,
*mDiscardQueue,
renderController,
*mRenderManager,
renderQueue,
- textureCache,
- *mTouchResampler );
+ *mRenderTaskProcessor );
- 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();
mGestureEventProcessor = new GestureEventProcessor(*mStage, gestureManager, mRenderController);
mEventProcessor = new EventProcessor(*mStage, *mNotificationManager, *mGestureEventProcessor);
- mFontFactory = new FontFactory(*mResourceClient);
- mImageFactory = new ImageFactory( *mResourceClient );
- mModelFactory = new ModelFactory(*mResourceClient);
- mShaderFactory = new ShaderFactory(*mResourceClient);
- mShaderFactory->LoadDefaultShaders();
- mEmojiFactory = new EmojiFactory();
+ mShaderFactory = new ShaderFactory();
+ mUpdateManager->SetShaderSaver( *mShaderFactory );
GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
}
Core::~Core()
{
- /**
- * TODO this should be done by Adaptor, Core does not know about threading
- * First stop the resource loading thread(s)
- */
- mPlatform.JoinLoaderThreads();
-
/*
* The order of destructing these singletons is important!!!
*/
// 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();
+ delete tls;
+ }
+
+ // Stop relayout requests being raised on stage destruction
+ mRelayoutController.Reset();
// Clean-up stage - remove default camera and root layer
mStage->Uninitialize();
// remove (last?) reference to stage
mStage.Reset();
- delete mEventProcessor;
- delete mGestureEventProcessor;
- delete mNotificationManager;
- delete mFontFactory;
- delete mImageFactory;
- delete mModelFactory;
- delete mShaderFactory;
- delete mResourceClient;
- delete mResourceManager;
- delete mUpdateManager;
- delete mTouchResampler;
- delete mEmojiFactory;
- delete mRenderManager;
- delete mDiscardQueue;
- delete mResourcePostProcessQueue;
}
Integration::ContextNotifierInterface* Core::GetContextNotifier()
{
DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
- mImageFactory->RecoverFromContextLoss(); // Reload images from files
- mFontFactory->RecoverFromContextLoss(); // Reload glyphs from cache into new atlas
mStage->GetRenderTaskList().RecoverFromContextLoss(); // Re-trigger render-tasks
}
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->SurfaceResized( width, height );
+
+ // The stage-size may be less than surface-size (reduced by top-margin)
+ Vector2 size = mStage->GetSize();
+ mRelayoutController->SetStageSize( size.width, size.height );
}
-void Core::SetDpi(unsigned int dpiHorizontal, unsigned int dpiVertical)
+void Core::SetTopMargin( unsigned int margin )
+{
+ mStage->SetTopMargin( margin );
+
+ // The stage-size may be less than surface-size (reduced by top-margin)
+ Vector2 size = mStage->GetSize();
+ mRelayoutController->SetStageSize( size.width, size.height );
+}
+
+void Core::SetDpi( unsigned int dpiHorizontal, unsigned int dpiVertical )
{
- mPlatform.SetDpi( dpiHorizontal, dpiVertical );
- mFontFactory->SetDpi( dpiHorizontal, dpiVertical);
mStage->SetDpi( Vector2( dpiHorizontal , dpiVertical) );
}
// No need to keep update running if there are notifications to process.
// Any message to update will wake it up anyways
-
- if ( mResourceManager->ResourcesToProcess() )
- {
- // If we are still processing resources, then we have to continue the update
- status.keepUpdating |= Integration::KeepUpdating::LOADING_RESOURCES;
- }
}
void Core::Render( RenderStatus& status )
void Core::Suspend()
{
- mPlatform.Suspend();
-
mIsActive = false;
}
void Core::Resume()
{
- mPlatform.Resume();
-
mIsActive = true;
// trigger processing of events queued up while paused
ProcessEvents();
}
+void Core::SceneCreated()
+{
+ mStage->EmitSceneCreatedSignal();
+
+ mRelayoutController->OnApplicationSceneCreated();
+}
+
void Core::QueueEvent( const Integration::Event& event )
{
mEventProcessor->QueueEvent( 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();
// Avoid allocating MessageBuffers, triggering size-negotiation or sending any other spam whilst paused
if( mIsActive )
{
- // Emit signal here to start size negotiation and control relayout.
+ // Emit signal here to inform listeners that event processing has finished.
mStage->EmitEventProcessingFinishedSignal();
- // Flush discard queue for image factory
- mImageFactory->FlushReleaseQueue();
+ // Run the size negotiation after event processing finished signal
+ mRelayoutController->Relayout();
- // send text requests if required
- mFontFactory->SendTextRequests();
+ // Rebuild depth tree after event processing has finished
+ mStage->RebuildDepthTree();
// 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 *(mNotificationManager);
}
-ResourceManager& Core::GetResourceManager()
-{
- return *(mResourceManager);
-}
-
-ResourceClient& Core::GetResourceClient()
-{
- return *(mResourceClient);
-}
-
-FontFactory& Core::GetFontFactory()
-{
- return *(mFontFactory);
-}
-
-ImageFactory& Core::GetImageFactory()
-{
- return *(mImageFactory);
-}
-
-ModelFactory& Core::GetModelFactory()
-{
- return *(mModelFactory);
-}
-
ShaderFactory& Core::GetShaderFactory()
{
return *(mShaderFactory);
return *(mGestureEventProcessor);
}
-EmojiFactory& Core::GetEmojiFactory()
+RelayoutController& Core::GetRelayoutController()
{
- return *mEmojiFactory;
+ return *(mRelayoutController.Get());
}
void Core::CreateThreadLocalStorage()
{
// a pointer to the ThreadLocalStorage object will be stored in TLS
- // and automatically deleted when the thread is killed
+ // The ThreadLocalStorage object should be deleted by the Core destructor
new ThreadLocalStorage(this);
}