Revert "[3.0] Version downgrade (1.2.0 to 1.1.45)"
[platform/core/uifw/dali-core.git] / dali / internal / common / core-impl.h
index 0393f25..d40f827 100644 (file)
@@ -51,7 +51,6 @@ namespace Internal
 class NotificationManager;
 class AnimationPlaylist;
 class PropertyNotificationManager;
-class Context;
 class EventProcessor;
 class GestureEventProcessor;
 class ResourceClient;
@@ -59,12 +58,15 @@ class ResourceManager;
 class ImageFactory;
 class ShaderFactory;
 class TouchResampler;
+class RelayoutController;
 
 namespace SceneGraph
 {
 class UpdateManager;
 class RenderManager;
 class DiscardQueue;
+class TextureCacheDispatcher;
+class GeometryBatcher;
 }
 
 /**
@@ -160,11 +162,6 @@ public:
   void ProcessEvents();
 
   /**
-   * @copydoc Dali::Integration::Core::UpdateTouchData(const Integration::TouchData&)
-   */
-  void UpdateTouchData(const Integration::TouchData& touch);
-
-  /**
    * @copydoc Dali::Integration::Core::GetMaximumUpdateCount()
    */
   unsigned int GetMaximumUpdateCount() const;
@@ -258,6 +255,12 @@ private:  // for use by ThreadLocalStorage
    */
   GestureEventProcessor& GetGestureEventProcessor();
 
+  /**
+   * Return the relayout controller
+   * @Return Return a reference to the relayout controller
+   */
+  RelayoutController& GetRelayoutController();
+
 private:
 
   /**
@@ -282,7 +285,8 @@ 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
+  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
@@ -290,8 +294,8 @@ private:
   ShaderFactory*                            mShaderFactory;               ///< Shader resource factory
   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
+  SceneGraph::GeometryBatcher*              mGeometryBatcher;             ///< Instance of the geometry batcher
   bool                                      mIsActive         : 1;        ///< Whether Core is active or suspended
   bool                                      mProcessingEvent  : 1;        ///< True during ProcessEvents()