#include <dali/public-api/actors/layer.h>
#include <dali/public-api/common/stage.h>
#include <dali/integration-api/debug.h>
+#include <dali/integration-api/render-controller.h>
#include <dali/public-api/object/type-registry.h>
#include <dali/public-api/object/object-registry.h>
#include <dali/internal/event/actors/actor-impl.h>
output << ", Dirty: (" << ( GetImplementation( actor ).IsLayoutDirty( Dimension::WIDTH ) ? "TRUE" : "FALSE" ) << "," << ( GetImplementation( actor ).IsLayoutDirty( Dimension::HEIGHT ) ? "TRUE" : "FALSE" ) << ")";
output << ", Negotiated: (" << ( GetImplementation( actor ).IsLayoutNegotiated( Dimension::WIDTH ) ? "TRUE" : "FALSE" ) << "," << ( GetImplementation( actor ).IsLayoutNegotiated( Dimension::HEIGHT ) ? "TRUE" : "FALSE" ) << ")";
- output << ", Enabled: " << ( actor.IsRelayoutEnabled() ? "TRUE" : "FALSE" );
+ output << ", Enabled: " << ( GetImplementation( actor ).IsRelayoutEnabled() ? "TRUE" : "FALSE" );
output << ", (" << actor.GetObjectPtr() << ")" << std::endl;
return &ThreadLocalStorage::Get().GetRelayoutController();
}
-RelayoutController::RelayoutController()
-: mRelayoutInfoAllocator(),
+RelayoutController::RelayoutController( Integration::RenderController& controller )
+: mRenderController( controller ),
+ mRelayoutInfoAllocator(),
mSlotDelegate( this ),
mRelayoutStack( new MemoryPoolRelayoutContainer( mRelayoutInfoAllocator ) ),
mRelayoutConnection( false ),
mRelayoutFlag( false ),
mEnabled( false ),
- mPerformingRelayout( false )
+ mPerformingRelayout( false ),
+ mProcessingCoreEvents( false )
{
// Make space for 32 controls to avoid having to copy construct a lot in the beginning
mRelayoutStack->Reserve( 32 );
return;
}
- Dali::ActorContainer potentialRedundantSubRoots;
- Dali::ActorContainer topOfSubTreeStack;
+ std::vector< Dali::Actor > potentialRedundantSubRoots;
+ std::vector< Dali::Actor > topOfSubTreeStack;
topOfSubTreeStack.push_back( actor );
}
}
- // Request this actor as head of sub-tree if it is not dependent on a parent that is dirty
- Dali::Actor subTreeActor = topOfSubTreeStack.back();
- Dali::Actor parent = subTreeActor.GetParent();
- if( !parent || !( GetImplementation( subTreeActor ).RelayoutDependentOnParent() && GetImplementation( parent ).RelayoutRequired() ) )
+ while( !topOfSubTreeStack.empty() )
{
- // Add sub tree root to relayout list
- AddRequest( subTreeActor );
+ // Request this actor as head of sub-tree if it is not dependent on a parent that is dirty
+ Dali::Actor subTreeActor = topOfSubTreeStack.back();
+ topOfSubTreeStack.pop_back();
- // Flag request for end of frame
- Request();
- }
- else
- {
- potentialRedundantSubRoots.push_back( subTreeActor );
+ Dali::Actor parent = subTreeActor.GetParent();
+ if( !parent || !( GetImplementation( subTreeActor ).RelayoutDependentOnParent() && GetImplementation( parent ).RelayoutRequired() ) )
+ {
+ // Add sub tree root to relayout list
+ AddRequest( subTreeActor );
+
+ // Flag request for end of frame
+ Request();
+ }
+ else
+ {
+ potentialRedundantSubRoots.push_back( subTreeActor );
+ }
}
// Remove any redundant sub-tree heads
- for( ActorContainer::iterator it = potentialRedundantSubRoots.begin(), itEnd = potentialRedundantSubRoots.end(); it != itEnd; ++it )
+ for( std::vector< Dali::Actor >::iterator it = potentialRedundantSubRoots.begin(), itEnd = potentialRedundantSubRoots.end(); it != itEnd; ++it )
{
Dali::Actor subRoot = *it;
RemoveRequest( subRoot );
}
+
+ if ( !mProcessingCoreEvents )
+ {
+ mRenderController.RequestProcessEventsOnIdle();
+ }
}
void RelayoutController::OnApplicationSceneCreated()
{
// If parent is not in relayout we are at the top of a new sub-tree
Dali::Actor parent = actor.GetParent();
- if( !parent || !parent.IsRelayoutEnabled() )
+ if( !parent || !GetImplementation( parent ).IsRelayoutEnabled() )
{
AddRequest( actor );
}
}
}
-void RelayoutController::PropagateAll( Dali::Actor& actor, Dimension::Type dimension, Dali::ActorContainer& topOfSubTreeStack, Dali::ActorContainer& potentialRedundantSubRoots )
+void RelayoutController::PropagateAll( Dali::Actor& actor, Dimension::Type dimension, std::vector< Dali::Actor >& topOfSubTreeStack, std::vector< Dali::Actor >& potentialRedundantSubRoots )
{
// Only set dirty flag if doing relayout and not already marked as dirty
Actor& actorImpl = GetImplementation( actor );
return mPerformingRelayout;
}
+void RelayoutController::SetProcessingCoreEvents( bool processingEvents )
+{
+ mProcessingCoreEvents = processingEvents;
+}
+
void RelayoutController::FindAndZero( const RawActorList& list, const Dali::RefObject* object )
{
// Object has been destroyed so clear it from this list