#include <dali/internal/common/owner-pointer.h>
#include <dali/internal/event/animation/animation-playlist-declarations.h>
#include <dali/internal/event/common/stage-def.h>
-#include <dali/internal/update/resources/resource-manager-declarations.h>
#include <dali/public-api/common/view-mode.h>
#include <dali/integration-api/resource-policies.h>
class PropertyNotificationManager;
class EventProcessor;
class GestureEventProcessor;
-class ResourceManager;
class ShaderFactory;
class TouchResampler;
class RelayoutController;
class UpdateManager;
class RenderManager;
class DiscardQueue;
-class TextureCacheDispatcher;
-class GeometryBatcher;
class RenderTaskProcessor;
}
NotificationManager& GetNotificationManager();
/**
- * Returns the Resource Manager.
- * @return A reference to the Resource Manager.
- */
- ResourceManager& GetResourceManager();
-
- /**
* Returns the Shader factory
* @return A reference to the Shader binary factory.
*/
SceneGraph::UpdateManager* mUpdateManager; ///< Update manager
SceneGraph::RenderManager* mRenderManager; ///< Render manager
SceneGraph::DiscardQueue* mDiscardQueue; ///< Used to cleanup nodes & resources when no longer in use.
- SceneGraph::TextureCacheDispatcher* mTextureCacheDispatcher; ///< Used to send messages to TextureCache
- 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
ShaderFactory* mShaderFactory; ///< Shader resource factory
- ResourceManager* mResourceManager; ///< Asynchronous Resource Loading
IntrusivePtr< RelayoutController > mRelayoutController; ///< Size negotiation relayout controller
- SceneGraph::GeometryBatcher* mGeometryBatcher; ///< Instance of the geometry batcher
SceneGraph::RenderTaskProcessor* mRenderTaskProcessor; ///< Handles the processing of render tasks
bool mIsActive : 1; ///< Whether Core is active or suspended
bool mProcessingEvent : 1; ///< True during ProcessEvents()