Merge "Clean up the code to build successfully on macOS" into devel/master
[platform/core/uifw/dali-core.git] / dali / internal / common / core-impl.h
index f2b6b62..478bfcd 100644 (file)
@@ -45,7 +45,7 @@ class GlContextHelperAbstraction;
 class UpdateStatus;
 class RenderStatus;
 struct Event;
-struct TouchData;
+struct TouchEvent;
 }
 
 namespace Internal
@@ -92,7 +92,7 @@ public:
   /**
    * Destructor
    */
-  ~Core();
+  ~Core() override;
 
   /**
    * @copydoc Dali::Integration::Core::Initialize()
@@ -194,6 +194,12 @@ public:
    */
   void RemoveScene( Scene* scene );
 
+  /**
+   * @brief Gets the Object registry.
+   * @return A reference to the object registry
+   */
+  ObjectRegistry& GetObjectRegistry() const;
+
 public: // Implementation of EventThreadServices
 
   /**
@@ -237,6 +243,7 @@ public: // Implementation of EventThreadServices
   bool IsNextUpdateForced() override;
 
 private:
+
   /**
    * Run each registered processor
    */
@@ -287,12 +294,6 @@ private:
   RelayoutController& GetRelayoutController();
 
   /**
-   * @brief Gets the Object registry.
-   * @return A reference to the object registry
-   */
-  ObjectRegistry& GetObjectRegistry() const;
-
-  /**
    * @brief Gets the event thread services.
    * @return A reference to the event thread services
    */
@@ -310,6 +311,13 @@ private:
    */
   AnimationPlaylist& GetAnimationPlaylist() const;
 
+  /**
+   * @brief Returns GlAbstraction.
+   * @note Use only for the capability. Do not use this for bypass context
+   * @return GlAbstraction
+   */
+  Integration::GlAbstraction& GetGlAbstraction() const;
+
 private:
 
   /**
@@ -348,6 +356,10 @@ private:
   // The object registry
   ObjectRegistryPtr                             mObjectRegistry;
 
+  // GlAbstraction for capabilities of GL
+  // Not to use this for bypass Context.
+  Integration::GlAbstraction&               mGlAbstraction;
+
   bool                                      mProcessingEvent  : 1;        ///< True during ProcessEvents()
   bool                                      mForceNextUpdate:1;           ///< True if the next rendering is really required.