class UpdateStatus;
class RenderStatus;
struct Event;
-struct TouchData;
+struct TouchEvent;
}
namespace Internal
/**
* Destructor
*/
- ~Core();
+ ~Core() override;
/**
* @copydoc Dali::Integration::Core::Initialize()
*/
void RemoveScene( Scene* scene );
+ /**
+ * @brief Gets the Object registry.
+ * @return A reference to the object registry
+ */
+ ObjectRegistry& GetObjectRegistry() const;
+
public: // Implementation of EventThreadServices
/**
bool IsNextUpdateForced() override;
private:
+
/**
* Run each registered processor
*/
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
*/
*/
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:
/**
// 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.