class NotificationManager;
class AnimationPlaylist;
class PropertyNotificationManager;
-class Context;
class EventProcessor;
class GestureEventProcessor;
class ResourceClient;
class ImageFactory;
class ShaderFactory;
class TouchResampler;
+class RelayoutController;
namespace SceneGraph
{
*/
GestureEventProcessor& GetGestureEventProcessor();
+ /**
+ * Return the relayout controller
+ * @Return Return a reference to the relayout controller
+ */
+ RelayoutController& GetRelayoutController();
+
private:
/**
SceneGraph::UpdateManager* mUpdateManager; ///< Update manager
SceneGraph::RenderManager* mRenderManager; ///< Render manager
SceneGraph::DiscardQueue* mDiscardQueue; ///< Used to cleanup nodes & resources when no longer in use.
- ResourcePostProcessList* mResourcePostProcessQueue; ///< Stores resource ids which require post processing after render
+ LockedResourceQueue* mTextureUploadedQueue; ///< Stores resource ids which require post processing after render
NotificationManager* mNotificationManager; ///< Notification manager
AnimationPlaylistOwner mAnimationPlaylist; ///< For 'Fire and forget' animation support
OwnerPointer<PropertyNotificationManager> mPropertyNotificationManager; ///< For safe signal emmision of property changed notifications
ResourceClient* mResourceClient; ///< Asynchronous Resource Loading
ResourceManager* mResourceManager; ///< Asynchronous Resource Loading
TouchResampler* mTouchResampler; ///< Resamples touches to correct frame rate.
+ IntrusivePtr< RelayoutController > mRelayoutController; ///< Size negotiation relayout controller
bool mIsActive : 1; ///< Whether Core is active or suspended
bool mProcessingEvent : 1; ///< True during ProcessEvents()