class UpdateManager;
class RenderManager;
class DiscardQueue;
+class TextureCacheDispatcher;
+class GeometryBatcher;
}
/**
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;
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
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()