#include <dali/internal/event/common/object-registry-impl.h>
#include <dali/integration-api/platform-abstraction.h>
#include <dali/public-api/common/constants.h>
+#include <dali/public-api/object/type-registry.h>
#include <dali/public-api/render-tasks/render-task-list.h>
#ifdef DYNAMICS_SUPPORT
const float DEFAULT_STEREO_BASE( 65.0f );
+// Signals
+
+const char* const SIGNAL_KEY_EVENT = "key-event";
+const char* const SIGNAL_EVENT_PROCESSING_FINISHED = "event-processing-finished";
+const char* const SIGNAL_TOUCHED = "touched";
+const char* const SIGNAL_CONTEXT_LOST = "context-lost";
+const char* const SIGNAL_CONTEXT_REGAINED = "context-regained";
+const char* const SIGNAL_SCENE_CREATED = "scene-created";
+
+TypeRegistration mType( typeid(Dali::Stage), typeid(Dali::BaseHandle), NULL );
+
+SignalConnectorType signalConnector1( mType, SIGNAL_KEY_EVENT, &Stage::DoConnectSignal );
+SignalConnectorType signalConnector2( mType, SIGNAL_EVENT_PROCESSING_FINISHED, &Stage::DoConnectSignal );
+SignalConnectorType signalConnector3( mType, SIGNAL_TOUCHED, &Stage::DoConnectSignal );
+SignalConnectorType signalConnector4( mType, SIGNAL_CONTEXT_LOST, &Stage::DoConnectSignal );
+SignalConnectorType signalConnector5( mType, SIGNAL_CONTEXT_REGAINED, &Stage::DoConnectSignal );
+SignalConnectorType signalConnector6( mType, SIGNAL_SCENE_CREATED, &Stage::DoConnectSignal );
+
} // unnamed namespace
StagePtr Stage::New( AnimationPlaylist& playlist,
mObjectRegistry = ObjectRegistry::New();
// Create the ordered list of layers
- mLayerList = LayerList::New( *this, false/*not system-level*/ );
+ mLayerList = LayerList::New( mUpdateManager, false/*not system-level*/ );
// The stage owns the default layer
- mRootLayer = Layer::NewRoot( *this, *mLayerList, mUpdateManager, false/*not system-level*/ );
+ mRootLayer = Layer::NewRoot( *mLayerList, mUpdateManager, false/*not system-level*/ );
mRootLayer->SetName("RootLayer");
// Create the default camera actor first; this is needed by the RenderTaskList
CreateDefaultCameraActor();
// Create the list of render-tasks
- mRenderTaskList = RenderTaskList::New( mUpdateManager, *this, false/*not system-level*/ );
+ mRenderTaskList = RenderTaskList::New( *this, *this, false/*not system-level*/ );
// Create the default render-task
Dali::RenderTask defaultRenderTask = mRenderTaskList->CreateTask();
StagePtr Stage::GetCurrent()
{
- return ThreadLocalStorage::Get().GetCurrentStage();
+ StagePtr stage( NULL );
+ // no checking in this version
+ ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
+ if( tls )
+ {
+ stage = tls->GetCurrentStage();
+ }
+ return stage;
}
bool Stage::IsInstalled()
return *mObjectRegistry;
}
-Layer& Stage::GetRootActor()
+void Stage::RegisterObject( Dali::BaseObject* object )
{
- return *mRootLayer;
+ mObjectRegistry->RegisterObject( object );
}
-SceneGraph::UpdateManager& Stage::GetUpdateManager()
+void Stage::UnregisterObject( Dali::BaseObject* object )
{
- return mUpdateManager;
+ mObjectRegistry->UnregisterObject( object );
}
-EventToUpdate& Stage::GetUpdateInterface()
+Layer& Stage::GetRootActor()
{
- return mUpdateManager.GetEventToUpdate();
+ return *mRootLayer;
}
AnimationPlaylist& Stage::GetAnimationPlaylist()
if( mViewMode == MONO )
{
- mDefaultCamera->SetRotation( Degree( 180.0f ), Vector3::YAXIS );
+ mDefaultCamera->SetOrientation( Degree( 180.0f ), Vector3::YAXIS );
mRenderTaskList->GetTask(0).SetSourceActor( Dali::Actor() );
//Create camera and RenderTask for left eye
mRightRenderTask.Reset();
mRightCamera.Reset();
- mDefaultCamera->SetRotation( Degree( 0.0f ), Vector3::YAXIS );
+ mDefaultCamera->SetOrientation( Degree( 0.0f ), Vector3::YAXIS );
mDefaultCamera->SetType( Dali::Camera::LOOK_AT_TARGET );
mRenderTaskList->GetTask(0).SetSourceActor( Dali::Layer(mRootLayer.Get()) );
mLeftCamera->SetPerspectiveProjection( mSize, Vector2( 0.0f,stereoBase) );
mLeftCamera->SetAspectRatio( aspect );
- mLeftCamera->SetRotation( Degree(-90.0f), Vector3::ZAXIS );
+ mLeftCamera->SetOrientation( Degree(-90.0f), Vector3::ZAXIS );
mLeftCamera->SetPosition( Vector3( stereoBase, 0.0f, 0.0f ) );
mLeftRenderTask.SetViewport( Viewport(0, mSize.height * 0.5f, mSize.width, mSize.height * 0.5f) );
mRightCamera->SetPerspectiveProjection( mSize, Vector2( 0.0, -stereoBase) );
mRightCamera->SetAspectRatio( aspect );
- mRightCamera->SetRotation( Degree(-90.0f), Vector3::ZAXIS );
+ mRightCamera->SetOrientation( Degree(-90.0f), Vector3::ZAXIS );
mRightCamera->SetPosition( Vector3(-stereoBase, 0.0f, 0.0f ) );
mRightRenderTask.SetViewport( Viewport(0, 0, mSize.width, mSize.height * 0.5f ) );
mLeftCamera->SetPerspectiveProjection( Size( mSize.x * 0.5f, mSize.y ), Vector2(stereoBase,0.0f) );
mLeftCamera->SetFieldOfView( fov );
- mLeftCamera->SetRotation( Degree(0.0f), Vector3::ZAXIS );
+ mLeftCamera->SetOrientation( Degree(0.0f), Vector3::ZAXIS );
mLeftCamera->SetPosition( Vector3( stereoBase, 0.0f, 0.0f ) );
mLeftRenderTask.SetViewport( Viewport(0, 0, mSize.width * 0.5f, mSize.height ) );
mRightCamera->SetPerspectiveProjection( Size( mSize.x * 0.5f, mSize.y ), Vector2(-stereoBase,0.0f) );
mRightCamera->SetFieldOfView( fov );
- mRightCamera->SetRotation( Degree(0.0f), Vector3::ZAXIS );
+ mRightCamera->SetOrientation( Degree(0.0f), Vector3::ZAXIS );
mRightCamera->SetPosition( Vector3( -stereoBase, 0.0f, 0.0f ) );
mRightRenderTask.SetViewport( Viewport(mSize.width * 0.5f, 0, mSize.width * 0.5f, mSize.height ) );
KeepRenderingMessage( mUpdateManager, durationSeconds );
}
+bool Stage::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
+{
+ bool connected( true );
+ Stage* stage = dynamic_cast<Stage*>(object);
+
+ if( 0 == strcmp( signalName.c_str(), SIGNAL_KEY_EVENT ) )
+ {
+ stage->KeyEventSignal().Connect( tracker, functor );
+ }
+ else if( 0 == strcmp( signalName.c_str(), SIGNAL_EVENT_PROCESSING_FINISHED ) )
+ {
+ stage->EventProcessingFinishedSignal().Connect( tracker, functor );
+ }
+ else if( 0 == strcmp( signalName.c_str(), SIGNAL_TOUCHED ) )
+ {
+ stage->TouchedSignal().Connect( tracker, functor );
+ }
+ else if( 0 == strcmp( signalName.c_str(), SIGNAL_CONTEXT_LOST ) )
+ {
+ stage->ContextLostSignal().Connect( tracker, functor );
+ }
+ else if( 0 == strcmp( signalName.c_str(), SIGNAL_CONTEXT_REGAINED ) )
+ {
+ stage->ContextRegainedSignal().Connect( tracker, functor );
+ }
+ else if( 0 == strcmp( signalName.c_str(), SIGNAL_SCENE_CREATED ) )
+ {
+ stage->SceneCreatedSignal().Connect( tracker, functor );
+ }
+ else
+ {
+ // signalName does not match any signal
+ connected = false;
+ }
+
+ return connected;
+}
+
void Stage::EmitKeyEventSignal(const KeyEvent& event)
{
// Emit the key event signal when no actor in the stage has gained the key input focus
- mKeyEventSignalV2.Emit( event );
+ mKeyEventSignal.Emit( event );
}
void Stage::EmitEventProcessingFinishedSignal()
{
- mEventProcessingFinishedSignalV2.Emit();
+ mEventProcessingFinishedSignal.Emit();
}
void Stage::EmitTouchedSignal( const TouchEvent& touch )
{
- mTouchedSignalV2.Emit( touch );
+ mTouchedSignal.Emit( touch );
}
mSceneCreatedSignal.Emit();
}
-Dali::Stage::KeyEventSignalV2& Stage::KeyEventSignal()
+Dali::Stage::KeyEventSignalType& Stage::KeyEventSignal()
{
- return mKeyEventSignalV2;
+ return mKeyEventSignal;
}
-Dali::Stage::EventProcessingFinishedSignalV2& Stage::EventProcessingFinishedSignal()
+Dali::Stage::EventProcessingFinishedSignalType& Stage::EventProcessingFinishedSignal()
{
- return mEventProcessingFinishedSignalV2;
+ return mEventProcessingFinishedSignal;
}
-Dali::Stage::TouchedSignalV2& Stage::TouchedSignal()
+Dali::Stage::TouchedSignalType& Stage::TouchedSignal()
{
- return mTouchedSignalV2;
+ return mTouchedSignal;
}
Dali::Stage::ContextStatusSignal& Stage::ContextLostSignal()
return mContextRegainedSignal;
}
-Dali::Stage::SceneCreatedSignalV2& Stage::SceneCreatedSignal()
+Dali::Stage::SceneCreatedSignalType& Stage::SceneCreatedSignal()
{
return mSceneCreatedSignal;
}
{
}
+SceneGraph::UpdateManager& Stage::GetUpdateManager()
+{
+ return mUpdateManager;
+}
+
+unsigned int* Stage::ReserveMessageSlot( std::size_t size, bool updateScene )
+{
+ return mUpdateManager.ReserveMessageSlot( size, updateScene );
+}
+
+BufferIndex Stage::GetEventBufferIndex() const
+{
+ return mUpdateManager.GetEventBufferIndex();
+}
+
Stage::~Stage()
{
delete mSystemOverlay;