#define DALI_INTERNAL_CORE_H
/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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.
void Render( Integration::RenderStatus& status );
/**
- * @copydoc Dali::Integration::Core::Suspend()
- */
- void Suspend();
-
- /**
- * @copydoc Dali::Integration::Core::Resume()
- */
- void Resume();
-
- /**
* @copydoc Dali::Integration::Core::SceneCreated()
*/
void SceneCreated();
Integration::PlatformAbstraction& mPlatform; ///< The interface providing platform specific services.
IntrusivePtr<Stage> mStage; ///< The current stage
- GestureEventProcessor* mGestureEventProcessor; ///< The gesture event processor
- EventProcessor* mEventProcessor; ///< The event processor
- SceneGraph::UpdateManager* mUpdateManager; ///< Update manager
- SceneGraph::RenderManager* mRenderManager; ///< Render manager
- SceneGraph::DiscardQueue* mDiscardQueue; ///< Used to cleanup nodes & resources when no longer in use.
- NotificationManager* mNotificationManager; ///< Notification manager
AnimationPlaylistOwner mAnimationPlaylist; ///< For 'Fire and forget' animation support
OwnerPointer<PropertyNotificationManager> mPropertyNotificationManager; ///< For safe signal emmision of property changed notifications
- ShaderFactory* mShaderFactory; ///< Shader resource factory
IntrusivePtr< RelayoutController > mRelayoutController; ///< Size negotiation relayout controller
- SceneGraph::RenderTaskProcessor* mRenderTaskProcessor; ///< Handles the processing of render tasks
- bool mIsActive : 1; ///< Whether Core is active or suspended
bool mProcessingEvent : 1; ///< True during ProcessEvents()
+ OwnerPointer<SceneGraph::RenderTaskProcessor> mRenderTaskProcessor; ///< Handles the processing of render tasks
+ OwnerPointer<SceneGraph::RenderManager> mRenderManager; ///< Render manager
+ OwnerPointer<SceneGraph::UpdateManager> mUpdateManager; ///< Update manager
+ OwnerPointer<SceneGraph::DiscardQueue> mDiscardQueue; ///< Used to cleanup nodes & resources when no longer in use.
+ OwnerPointer<ShaderFactory> mShaderFactory; ///< Shader resource factory
+ OwnerPointer<NotificationManager> mNotificationManager; ///< Notification manager
+ OwnerPointer<GestureEventProcessor> mGestureEventProcessor; ///< The gesture event processor
+ OwnerPointer<EventProcessor> mEventProcessor; ///< The event processor
+
friend class ThreadLocalStorage;
};