#ifndef __DALI_INTERNAL_SCENE_GRAPH_PROPERTY_OWNER_MESSAGES_H__
#define __DALI_INTERNAL_SCENE_GRAPH_PROPERTY_OWNER_MESSAGES_H__
-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+/*
+ * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
// INTERNAL INCLUDES
+
+#include <dali/internal/event/common/event-thread-services.h>
+#include <dali/internal/event/common/property-input-impl.h>
#include <dali/internal/update/common/property-owner.h>
-#include <dali/internal/common/event-to-update.h>
+#include <dali/internal/update/animation/scene-graph-constraint-base.h>
+#include <string>
namespace Dali
{
-
namespace Internal
{
-
namespace SceneGraph
{
+class UniformMap;
+class PropertyOwner;
+
+// Property Messages for PropertyOwner
+
+/**
+ * A base class for property owner property messages.
+ * (For future optimization - see NodeMessageBase & Node.SetActive())
+ */
+class PropertyOwnerMessageBase : public MessageBase
+{
+public:
+
+ /**
+ * Create a message.
+ */
+ PropertyOwnerMessageBase();
+
+ /**
+ * Virtual destructor
+ */
+ virtual ~PropertyOwnerMessageBase();
+
+private:
+
+ // Undefined
+ PropertyOwnerMessageBase(const PropertyOwnerMessageBase&);
+ PropertyOwnerMessageBase& operator=(const PropertyOwnerMessageBase& rhs);
+};
+
+/**
+ * Templated message which bakes a property.
+ */
+template< typename P >
+class AnimatablePropertyMessage : public PropertyOwnerMessageBase
+{
+public:
+
+ typedef void(AnimatableProperty<P>::*MemberFunction)( BufferIndex, typename ParameterType< P >::PassingType );
+
+ /**
+ * Create a message.
+ * @note The scene object is expected to be const in the thread which sends this message.
+ * However it can be modified when Process() is called in a different thread.
+ * @param[in] eventThreadServices The object used to send messages to the scene graph
+ * @param[in] sceneObject The property owner scene object
+ * @param[in] property The property to bake.
+ * @param[in] member The member function of the object.
+ * @param[in] value The new value of the property.
+ */
+ static void Send( EventThreadServices& eventThreadServices,
+ const PropertyOwner* sceneObject,
+ const AnimatableProperty<P>* property,
+ MemberFunction member,
+ typename ParameterType< P >::PassingType value )
+ {
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( AnimatablePropertyMessage ) );
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) AnimatablePropertyMessage( sceneObject, property, member, value );
+ }
+
+ /**
+ * Virtual destructor
+ */
+ virtual ~AnimatablePropertyMessage()
+ {
+ }
+
+ /**
+ * @copydoc MessageBase::Process
+ */
+ virtual void Process( BufferIndex updateBufferIndex )
+ {
+ (mProperty->*mMemberFunction)( updateBufferIndex, mParam );
+ }
+
+private:
+
+ /**
+ * Create a message.
+ * @note The property owner is expected to be const in the thread which sends this message.
+ * However it can be modified when Process() is called in a different thread.
+ * @param[in] sceneObject the property owner scene object
+ * @param[in] property The property to bake.
+ * @param[in] member The member function of the object.
+ * @param[in] value The new value of the property.
+ */
+ AnimatablePropertyMessage( const PropertyOwner* sceneObject,
+ const AnimatableProperty<P>* property,
+ MemberFunction member,
+ typename ParameterType< P >::PassingType value )
+ : PropertyOwnerMessageBase(),
+ mSceneObject( const_cast< PropertyOwner* >( sceneObject ) ),
+ mProperty( const_cast< AnimatableProperty<P>* >( property ) ),
+ mMemberFunction( member ),
+ mParam( value )
+ {
+ }
+
+private:
+
+ PropertyOwner* mSceneObject;
+ AnimatableProperty<P>* mProperty;
+ MemberFunction mMemberFunction;
+ typename ParameterType< P >::HolderType mParam;
+};
+
+/**
+ * Templated message which bakes a property.
+ */
+template< typename P >
+class AnimatablePropertyComponentMessage : public PropertyOwnerMessageBase
+{
+public:
+
+ typedef void(AnimatableProperty<P>::*MemberFunction)( BufferIndex, float );
+
+ /**
+ * Send a message.
+ * @note The scene object is expected to be const in the thread which sends this message.
+ * However it can be modified when Process() is called in a different thread.
+ * @param[in] eventThreadServices The service object used for sending messages to the scene graph
+ * @param[in] sceneObject The property owner scene object
+ * @param[in] property The property to bake.
+ * @param[in] member The member function of the object.
+ * @param[in] value The new value of the X,Y,Z or W component.
+ */
+ static void Send( EventThreadServices& eventThreadServices,
+ const PropertyOwner* sceneObject,
+ const AnimatableProperty<P>* property,
+ MemberFunction member,
+ float value )
+ {
+ // Reserve some memory inside the message queue
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( AnimatablePropertyComponentMessage ) );
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new (slot) AnimatablePropertyComponentMessage( sceneObject, property, member, value );
+ }
+
+ /**
+ * Virtual destructor
+ */
+ virtual ~AnimatablePropertyComponentMessage()
+ {
+ }
+
+ /**
+ * @copydoc MessageBase::Process
+ */
+ virtual void Process( BufferIndex updateBufferIndex )
+ {
+ (mProperty->*mMemberFunction)( updateBufferIndex, mParam );
+ }
+
+private:
+
+ /**
+ * Create a message.
+ * @note The scene object is expected to be const in the thread which sends this message.
+ * However it can be modified when Process() is called in a different thread.
+ * @param[in] sceneObject The property owner scene object
+ * @param[in] property The property to bake.
+ * @param[in] member The member function of the object.
+ * @param[in] value The new value of the X,Y,Z or W component.
+ */
+ AnimatablePropertyComponentMessage( const PropertyOwner* sceneObject,
+ const AnimatableProperty<P>* property,
+ MemberFunction member,
+ float value )
+ : PropertyOwnerMessageBase(),
+ mSceneObject( const_cast< PropertyOwner* >( sceneObject ) ),
+ mProperty( const_cast< AnimatableProperty<P>* >( property ) ),
+ mMemberFunction( member ),
+ mParam( value )
+ {
+ }
+
+private:
+ PropertyOwner* mSceneObject;
+ AnimatableProperty<P>* mProperty;
+ MemberFunction mMemberFunction;
+ float mParam;
+};
+
// Messages for PropertyOwner
-inline void InstallCustomPropertyMessage( EventToUpdate& eventToUpdate, const PropertyOwner& owner, PropertyBase& property )
+inline void InstallCustomPropertyMessage( EventThreadServices& eventThreadServices, const PropertyOwner& owner, PropertyBase* property )
{
- typedef MessageValue1< PropertyOwner, PropertyBase* > LocalType;
+ typedef MessageValue1< PropertyOwner, OwnerPointer<PropertyBase> > LocalType;
// Reserve some memory inside the message queue
- unsigned int* slot = eventToUpdate.ReserveMessageSlot( sizeof( LocalType ) );
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &owner, &PropertyOwner::InstallCustomProperty, &property );
+ new (slot) LocalType( &owner, &PropertyOwner::InstallCustomProperty, property );
}
-inline void ApplyConstraintMessage( EventToUpdate& eventToUpdate, const PropertyOwner& owner, ConstraintBase& constraint )
+inline void ApplyConstraintMessage( EventThreadServices& eventThreadServices, const PropertyOwner& owner, ConstraintBase& constraint )
{
typedef MessageValue1< PropertyOwner, OwnerPointer<ConstraintBase> > LocalType;
// Reserve some memory inside the message queue
- unsigned int* slot = eventToUpdate.ReserveMessageSlot( sizeof( LocalType ) );
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
new (slot) LocalType( &owner, &PropertyOwner::ApplyConstraint, &constraint );
}
-inline void RemoveConstraintMessage( EventToUpdate& eventToUpdate, const PropertyOwner& owner, const ConstraintBase& constConstraint )
+inline void RemoveConstraintMessage( EventThreadServices& eventThreadServices, const PropertyOwner& owner, const ConstraintBase& constConstraint )
{
// The update-thread can modify this object.
ConstraintBase& constraint = const_cast< ConstraintBase& >( constConstraint );
typedef MessageValue1< PropertyOwner, ConstraintBase* > LocalType;
// Reserve some memory inside the message queue
- unsigned int* slot = eventToUpdate.ReserveMessageSlot( sizeof( LocalType ) );
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
// Construct message in the message queue memory; note that delete should not be called on the return value
new (slot) LocalType( &owner, &PropertyOwner::RemoveConstraint, &constraint );
}
+inline void AddUniformMapMessage( EventThreadServices& eventThreadServices, const PropertyOwner& owner, UniformPropertyMapping* map )
+{
+ typedef MessageValue1< PropertyOwner, OwnerPointer< UniformPropertyMapping > > LocalType;
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+ new (slot) LocalType( &owner, &PropertyOwner::AddUniformMapping, map );
+}
+
+inline void RemoveUniformMapMessage( EventThreadServices& eventThreadServices, const PropertyOwner& owner, const std::string& uniformName )
+{
+ typedef MessageValue1< PropertyOwner, std::string > LocalType;
+ unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
+ new (slot) LocalType( &owner, &PropertyOwner::RemoveUniformMapping, uniformName );
+}
+
+
} // namespace SceneGraph
} // namespace Internal