/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 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.
#include <dali/internal/update/controllers/render-message-dispatcher.h>
#include <dali/internal/update/controllers/scene-controller-impl.h>
#include <dali/internal/update/gestures/scene-graph-pan-gesture.h>
+#include <dali/internal/update/manager/frame-callback-processor.h>
#include <dali/internal/update/manager/render-task-processor.h>
#include <dali/internal/update/manager/sorted-layers.h>
#include <dali/internal/update/manager/update-algorithms.h>
inline void ResetToBaseValues( OwnerContainer<T*>& container, BufferIndex updateBufferIndex )
{
// Reset animatable properties to base values
- typename OwnerContainer<T*>::Iterator iter = container.Begin();
- const typename OwnerContainer<T*>::ConstIterator endIter = container.End();
- for ( ; iter != endIter; ++iter )
+ // use reference to avoid extra copies of the iterator
+ for( auto&& iter : container )
{
- (*iter)->ResetToBaseValues( updateBufferIndex );
+ iter->ResetToBaseValues( updateBufferIndex );
}
}
{
DALI_ASSERT_DEBUG( object && "NULL object not allowed" );
- typename OwnerContainer<T*>::Iterator iter = container.Begin();
- const typename OwnerContainer<T*>::ConstIterator endIter = container.End();
- for ( ; iter != endIter; ++iter )
+ // need to use the reference version of auto as we need the pointer to the pointer for the Release call below
+ for( auto&& iter : container )
{
- if ( *iter == object )
+ if ( iter == object )
{
// Transfer ownership to the discard queue, this keeps the object alive, until the render-thread has finished with it
- discardQueue.Add( updateBufferIndex, container.Release( iter ) );
- return;
+ discardQueue.Add( updateBufferIndex, container.Release( &iter ) ); // take the address of the reference to a pointer (iter)
+ return; // return as we only ever remove one object. Iterators to container are now invalidated as well so cannot continue
}
}
}
-}
-
-typedef OwnerContainer< Shader* > ShaderOwner;
-typedef ShaderOwner::Iterator ShaderIter;
-typedef std::vector<Internal::ShaderDataPtr> ShaderDataBinaryQueue;
-
-typedef OwnerContainer< TextureSet* > TextureSetOwner;
-typedef TextureSetOwner::Iterator TextureSetIter;
+/**
+ * Descends into node's hierarchy and sorts the children of each child according to their depth-index.
+ * @param[in] node The node whose hierarchy to descend
+ */
+void SortSiblingNodesRecursively( Node& node )
+{
+ NodeContainer& container = node.GetChildren();
+ std::sort( container.Begin(), container.End(),
+ []( Node* a, Node* b ) { return a->GetDepthIndex() < b->GetDepthIndex(); } );
-typedef OwnerContainer<Renderer*> RendererOwner;
-typedef RendererOwner::Iterator RendererIter;
+ // Descend tree and sort as well
+ for( auto&& iter : container )
+ {
+ SortSiblingNodesRecursively( *iter );
+ }
+}
-typedef OwnerContainer< Camera* > CameraOwner;
-typedef OwnerContainer< PropertyOwner* > CustomObjectOwner;
+} // unnamed namespace
/**
* Structure to contain UpdateManager internal data
shaders(),
panGestureProcessor( NULL ),
messageQueue( renderController, sceneGraphBuffers ),
+ frameCallbackProcessor( NULL ),
keepRenderingSeconds( 0.0f ),
nodeDirtyFlags( TransformFlag ), // set to TransformFlag to ensure full update the first time through Update()
frameCounter( 0 ),
+ renderingBehavior( DevelStage::Rendering::IF_REQUIRED ),
animationFinishedDuringUpdate( false ),
previousUpdateScene( false ),
renderTaskWaiting( false ),
- renderersAdded( false )
+ renderersAdded( false ),
+ surfaceRectChanged( false )
{
sceneController = new SceneControllerImpl( renderMessageDispatcher, renderQueue, discardQueue );
{
// Disconnect render tasks from nodes, before destroying the nodes
RenderTaskList::RenderTaskContainer& tasks = taskList.GetTasks();
- for (RenderTaskList::RenderTaskContainer::Iterator iter = tasks.Begin(); iter != tasks.End(); ++iter)
+ for ( auto&& iter : tasks )
{
- (*iter)->SetSourceNode( NULL );
+ iter->SetSourceNode( NULL );
}
// ..repeat for system level RenderTasks
RenderTaskList::RenderTaskContainer& systemLevelTasks = systemLevelTaskList.GetTasks();
- for (RenderTaskList::RenderTaskContainer::Iterator iter = systemLevelTasks.Begin(); iter != systemLevelTasks.End(); ++iter)
+ for ( auto&& iter : systemLevelTasks )
{
- (*iter)->SetSourceNode( NULL );
+ iter->SetSourceNode( NULL );
}
// UpdateManager owns the Nodes. Although Nodes are pool allocated they contain heap allocated parts
delete sceneController;
}
- SceneGraphBuffers sceneGraphBuffers; ///< Used to keep track of which buffers are being written or read
- RenderMessageDispatcher renderMessageDispatcher; ///< Used for passing messages to the render-thread
- NotificationManager& notificationManager; ///< Queues notification messages for the event-thread.
- TransformManager transformManager; ///< Used to update the transformation matrices of the nodes
- CompleteNotificationInterface& animationPlaylist; ///< Holds handles to all the animations
- PropertyNotifier& propertyNotifier; ///< Provides notification to applications when properties are modified.
- ShaderSaver* shaderSaver; ///< Saves shader binaries.
- DiscardQueue& discardQueue; ///< Nodes are added here when disconnected from the scene-graph.
- RenderController& renderController; ///< render controller
- SceneControllerImpl* sceneController; ///< scene controller
- RenderManager& renderManager; ///< This is responsible for rendering the results of each "update"
- RenderQueue& renderQueue; ///< Used to queue messages for the next render
- RenderInstructionContainer& renderInstructions; ///< Used to prepare the render instructions
- RenderTaskProcessor& renderTaskProcessor; ///< Handles RenderTasks and RenderInstrucitons
+ /**
+ * Lazy init for FrameCallbackProcessor.
+ */
+ FrameCallbackProcessor& GetFrameCallbackProcessor()
+ {
+ if( ! frameCallbackProcessor )
+ {
+ frameCallbackProcessor = new FrameCallbackProcessor( transformManager );
+ }
+ return *frameCallbackProcessor;
+ }
+
+ SceneGraphBuffers sceneGraphBuffers; ///< Used to keep track of which buffers are being written or read
+ RenderMessageDispatcher renderMessageDispatcher; ///< Used for passing messages to the render-thread
+ NotificationManager& notificationManager; ///< Queues notification messages for the event-thread.
+ TransformManager transformManager; ///< Used to update the transformation matrices of the nodes
+ CompleteNotificationInterface& animationPlaylist; ///< Holds handles to all the animations
+ PropertyNotifier& propertyNotifier; ///< Provides notification to applications when properties are modified.
+ ShaderSaver* shaderSaver; ///< Saves shader binaries.
+ DiscardQueue& discardQueue; ///< Nodes are added here when disconnected from the scene-graph.
+ RenderController& renderController; ///< render controller
+ SceneControllerImpl* sceneController; ///< scene controller
+ RenderManager& renderManager; ///< This is responsible for rendering the results of each "update"
+ RenderQueue& renderQueue; ///< Used to queue messages for the next render
+ RenderInstructionContainer& renderInstructions; ///< Used to prepare the render instructions
+ RenderTaskProcessor& renderTaskProcessor; ///< Handles RenderTasks and RenderInstrucitons
- Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
+ Vector4 backgroundColor; ///< The glClear color used at the beginning of each frame.
- RenderTaskList taskList; ///< The list of scene graph render-tasks
- RenderTaskList systemLevelTaskList; ///< Separate render-tasks for system-level content
+ RenderTaskList taskList; ///< The list of scene graph render-tasks
+ RenderTaskList systemLevelTaskList; ///< Separate render-tasks for system-level content
- Layer* root; ///< The root node (root is a layer)
- Layer* systemLevelRoot; ///< A separate root-node for system-level content
+ Layer* root; ///< The root node (root is a layer)
+ Layer* systemLevelRoot; ///< A separate root-node for system-level content
- Vector<Node*> nodes; ///< A container of all instantiated nodes
+ Vector<Node*> nodes; ///< A container of all instantiated nodes
- SortedLayerPointers sortedLayers; ///< A container of Layer pointers sorted by depth
- SortedLayerPointers systemLevelSortedLayers; ///< A separate container of system-level Layers
+ SortedLayerPointers sortedLayers; ///< A container of Layer pointers sorted by depth
+ SortedLayerPointers systemLevelSortedLayers; ///< A separate container of system-level Layers
- CameraOwner cameras; ///< A container of cameras
- CustomObjectOwner customObjects; ///< A container of owned objects (with custom properties)
+ OwnerContainer< Camera* > cameras; ///< A container of cameras
+ OwnerContainer< PropertyOwner* > customObjects; ///< A container of owned objects (with custom properties)
- AnimationContainer animations; ///< A container of owned animations
- PropertyNotificationContainer propertyNotifications; ///< A container of owner property notifications.
+ OwnerContainer< PropertyResetterBase* > propertyResetters; ///< A container of property resetters
+ AnimationContainer animations; ///< A container of owned animations
+ PropertyNotificationContainer propertyNotifications; ///< A container of owner property notifications.
+ OwnerContainer< Renderer* > renderers; ///< A container of owned renderers
+ OwnerContainer< TextureSet* > textureSets; ///< A container of owned texture sets
+ OwnerContainer< Shader* > shaders; ///< A container of owned shaders
+ OwnerPointer< PanGesture > panGestureProcessor; ///< Owned pan gesture processor; it lives for the lifecycle of UpdateManager
- RendererOwner renderers; ///< A container of owned renderers
- TextureSetOwner textureSets; ///< A container of owned texture sets
- ShaderOwner shaders; ///< A container of owned shaders
- OwnerPointer<PanGesture> panGestureProcessor; ///< Owned pan gesture processor; it lives for the lifecycle of UpdateManager
+ MessageQueue messageQueue; ///< The messages queued from the event-thread
+ std::vector<Internal::ShaderDataPtr> renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread.
+ std::vector<Internal::ShaderDataPtr> updateCompiledShaders; ///< Shaders to be sent from Update to Event
+ Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders
- MessageQueue messageQueue; ///< The messages queued from the event-thread
- ShaderDataBinaryQueue renderCompiledShaders; ///< Shaders compiled on Render thread are inserted here for update thread to pass on to event thread.
- ShaderDataBinaryQueue updateCompiledShaders; ///< Shaders to be sent from Update to Event
- Mutex compiledShaderMutex; ///< lock to ensure no corruption on the renderCompiledShaders
+ OwnerPointer<FrameCallbackProcessor> frameCallbackProcessor; ///< Owned FrameCallbackProcessor, only created if required.
- float keepRenderingSeconds; ///< Set via Dali::Stage::KeepRendering
- int nodeDirtyFlags; ///< cumulative node dirty flags from previous frame
- int frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
+ float keepRenderingSeconds; ///< Set via Dali::Stage::KeepRendering
+ int nodeDirtyFlags; ///< cumulative node dirty flags from previous frame
+ int frameCounter; ///< Frame counter used in debugging to choose which frame to debug and which to ignore.
- bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update()
- bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out)
- bool renderTaskWaiting; ///< A REFRESH_ONCE render task is waiting to be rendered
- bool renderersAdded; ///< Flag to keep track when renderers have been added to avoid unnecessary processing
+ DevelStage::Rendering renderingBehavior; ///< Set via DevelStage::SetRenderingBehavior
+
+ bool animationFinishedDuringUpdate; ///< Flag whether any animations finished during the Update()
+ bool previousUpdateScene; ///< True if the scene was updated in the previous frame (otherwise it was optimized out)
+ bool renderTaskWaiting; ///< A REFRESH_ONCE render task is waiting to be rendered
+ bool renderersAdded; ///< Flag to keep track when renderers have been added to avoid unnecessary processing
+ bool surfaceRectChanged; ///< True if the default surface rect is changed
private:
DALI_ASSERT_ALWAYS( NULL == node->GetParent() ); // Should not have a parent yet
parent->ConnectChild( node );
+
+ // Inform the frame-callback-processor, if set, about the node-hierarchy changing
+ if( mImpl->frameCallbackProcessor )
+ {
+ mImpl->frameCallbackProcessor->NodeHierarchyChanged();
+ }
}
void UpdateManager::DisconnectNode( Node* node )
parent->SetDirtyFlag( ChildDeletedFlag ); // make parent dirty so that render items dont get reused
parent->DisconnectChild( mSceneGraphBuffers.GetUpdateBufferIndex(), *node );
+
+ // Inform the frame-callback-processor, if set, about the node-hierarchy changing
+ if( mImpl->frameCallbackProcessor )
+ {
+ mImpl->frameCallbackProcessor->NodeHierarchyChanged();
+ }
}
void UpdateManager::DestroyNode( Node* node )
bool UpdateManager::IsAnimationRunning() const
{
- bool isRunning(false);
- AnimationContainer& animations = mImpl->animations;
-
// Find any animation that isn't stopped or paused
-
- const AnimationIter endIter = animations.End();
- for ( AnimationIter iter = animations.Begin(); !isRunning && iter != endIter; ++iter )
+ for ( auto&& iter : mImpl->animations )
{
- const Animation::State state = (*iter)->GetState();
+ const Animation::State state = iter->GetState();
if (state != Animation::Stopped &&
state != Animation::Paused)
{
- isRunning = true;
+ return true; // stop iteration as soon as first one is found
}
}
- return isRunning;
+ return false;
+}
+
+void UpdateManager::AddPropertyResetter( OwnerPointer<PropertyResetterBase>& propertyResetter )
+{
+ propertyResetter->Initialize();
+ mImpl->propertyResetters.PushBack( propertyResetter.Release() );
}
void UpdateManager::AddPropertyNotification( OwnerPointer< PropertyNotification >& propertyNotification )
// Clear the "animations finished" flag; This should be set if any (previously playing) animation is stopped
mImpl->animationFinishedDuringUpdate = false;
- // Animated properties have to be reset to their original value each frame
-
- // Reset root properties
- if ( mImpl->root )
+ // Reset all animating / constrained properties
+ std::vector<PropertyResetterBase*>toDelete;
+ for( auto&& element : mImpl->propertyResetters )
{
- mImpl->root->ResetToBaseValues( bufferIndex );
+ element->ResetToBaseValue( bufferIndex );
+ if( element->IsFinished() )
+ {
+ toDelete.push_back( element );
+ }
}
- if ( mImpl->systemLevelRoot )
+
+ // If a resetter is no longer required (the animator or constraint has been removed), delete it.
+ for( auto&& elementPtr : toDelete )
{
- mImpl->systemLevelRoot->ResetToBaseValues( bufferIndex );
+ mImpl->propertyResetters.EraseObject( elementPtr );
}
- // Reset all the nodes
+ // Clear node dirty flags
Vector<Node*>::Iterator iter = mImpl->nodes.Begin()+1;
Vector<Node*>::Iterator endIter = mImpl->nodes.End();
for( ;iter != endIter; ++iter )
{
- (*iter)->ResetToBaseValues( bufferIndex );
+ (*iter)->ResetDirtyFlags( bufferIndex );
}
-
- // Reset system-level render-task list properties to base values
- ResetToBaseValues( mImpl->systemLevelTaskList.GetTasks(), bufferIndex );
-
- // Reset render-task list properties to base values.
- ResetToBaseValues( mImpl->taskList.GetTasks(), bufferIndex );
-
- // Reset custom object properties to base values
- ResetToBaseValues( mImpl->customObjects, bufferIndex );
-
- // Reset animatable renderer properties to base values
- ResetToBaseValues( mImpl->renderers, bufferIndex );
-
- // Reset animatable shader properties to base values
- ResetToBaseValues( mImpl->shaders, bufferIndex );
}
bool UpdateManager::ProcessGestures( BufferIndex bufferIndex, unsigned int lastVSyncTimeMilliseconds, unsigned int nextVSyncTimeMilliseconds )
void UpdateManager::ConstrainCustomObjects( BufferIndex bufferIndex )
{
//Constrain custom objects (in construction order)
- OwnerContainer< PropertyOwner* >& customObjects = mImpl->customObjects;
- const OwnerContainer< PropertyOwner* >::Iterator endIter = customObjects.End();
- for ( OwnerContainer< PropertyOwner* >::Iterator iter = customObjects.Begin(); endIter != iter; ++iter )
+ for ( auto&& object : mImpl->customObjects )
{
- PropertyOwner& object = **iter;
- ConstrainPropertyOwner( object, bufferIndex );
+ ConstrainPropertyOwner( *object, bufferIndex );
}
}
{
// Constrain system-level render-tasks
const RenderTaskList::RenderTaskContainer& systemLevelTasks = mImpl->systemLevelTaskList.GetTasks();
- for ( RenderTaskList::RenderTaskContainer::ConstIterator iter = systemLevelTasks.Begin(); iter != systemLevelTasks.End(); ++iter )
+ for ( auto&& task : systemLevelTasks )
{
- RenderTask& task = **iter;
- ConstrainPropertyOwner( task, bufferIndex );
+ ConstrainPropertyOwner( *task, bufferIndex );
}
// Constrain render-tasks
const RenderTaskList::RenderTaskContainer& tasks = mImpl->taskList.GetTasks();
- for ( RenderTaskList::RenderTaskContainer::ConstIterator iter = tasks.Begin(); iter != tasks.End(); ++iter )
+ for ( auto&& task : tasks )
{
- RenderTask& task = **iter;
- ConstrainPropertyOwner( task, bufferIndex );
+ ConstrainPropertyOwner( *task, bufferIndex );
}
}
void UpdateManager::ConstrainShaders( BufferIndex bufferIndex )
{
// constrain shaders... (in construction order)
- ShaderOwner& shaders = mImpl->shaders;
- for ( ShaderIter iter = shaders.Begin(); iter != shaders.End(); ++iter )
+ for ( auto&& shader : mImpl->shaders )
{
- Shader& shader = **iter;
- ConstrainPropertyOwner( shader, bufferIndex );
+ ConstrainPropertyOwner( *shader, bufferIndex );
}
}
void UpdateManager::ProcessPropertyNotifications( BufferIndex bufferIndex )
{
- PropertyNotificationContainer ¬ifications = mImpl->propertyNotifications;
- PropertyNotificationIter iter = notifications.Begin();
-
- while ( iter != notifications.End() )
+ for( auto&& notification : mImpl->propertyNotifications )
{
- PropertyNotification* notification = *iter;
bool valid = notification->Check( bufferIndex );
if(valid)
{
mImpl->notificationManager.QueueMessage( PropertyChangedMessage( mImpl->propertyNotifier, notification, notification->GetValidity() ) );
}
- ++iter;
}
}
if( mImpl->updateCompiledShaders.size() > 0 )
{
ShaderSaver& factory = *mImpl->shaderSaver;
- ShaderDataBinaryQueue::iterator i = mImpl->updateCompiledShaders.begin();
- ShaderDataBinaryQueue::iterator end = mImpl->updateCompiledShaders.end();
- for( ; i != end; ++i )
+ for( auto&& shader : mImpl->updateCompiledShaders )
{
- mImpl->notificationManager.QueueMessage( ShaderCompiledMessage( factory, *i ) );
+ mImpl->notificationManager.QueueMessage( ShaderCompiledMessage( factory, shader ) );
}
// we don't need them in update anymore
mImpl->updateCompiledShaders.clear();
unsigned int UpdateManager::Update( float elapsedSeconds,
unsigned int lastVSyncTimeMilliseconds,
- unsigned int nextVSyncTimeMilliseconds )
+ unsigned int nextVSyncTimeMilliseconds,
+ bool renderToFboEnabled,
+ bool isRenderingToFbo )
{
const BufferIndex bufferIndex = mSceneGraphBuffers.GetUpdateBufferIndex();
//Update renderers and apply constraints
UpdateRenderers( bufferIndex );
- //Update the trnasformations of all the nodes
+ // Call the frame-callback-processor if set
+ if( mImpl->frameCallbackProcessor )
+ {
+ mImpl->frameCallbackProcessor->Update( bufferIndex, elapsedSeconds );
+ }
+
+ //Update the transformations of all the nodes
mImpl->transformManager.Update();
//Process Property Notifications
ProcessPropertyNotifications( bufferIndex );
//Update cameras
- const CameraOwner::Iterator endCameraIterator = mImpl->cameras.End();
- for( CameraOwner::Iterator cameraIterator = mImpl->cameras.Begin(); endCameraIterator != cameraIterator; ++cameraIterator )
+ for( auto&& cameraIterator : mImpl->cameras )
{
- ( *cameraIterator )->Update( bufferIndex );
+ cameraIterator->Update( bufferIndex );
}
//Process the RenderTasks if renderers exist. This creates the instructions for rendering the next frame.
if ( NULL != mImpl->root )
{
mImpl->renderTaskProcessor.Process( bufferIndex,
- mImpl->taskList,
- *mImpl->root,
- mImpl->sortedLayers,
- mImpl->renderInstructions );
+ mImpl->taskList,
+ *mImpl->root,
+ mImpl->sortedLayers,
+ mImpl->renderInstructions,
+ renderToFboEnabled,
+ isRenderingToFbo );
// Process the system-level RenderTasks last
if ( NULL != mImpl->systemLevelRoot )
{
mImpl->renderTaskProcessor.Process( bufferIndex,
- mImpl->systemLevelTaskList,
- *mImpl->systemLevelRoot,
- mImpl->systemLevelSortedLayers,
- mImpl->renderInstructions );
+ mImpl->systemLevelTaskList,
+ *mImpl->systemLevelRoot,
+ mImpl->systemLevelSortedLayers,
+ mImpl->renderInstructions,
+ renderToFboEnabled,
+ isRenderingToFbo );
}
}
}
// check the countdown and notify (note, at the moment this is only done for normal tasks, not for systemlevel tasks)
bool doRenderOnceNotify = false;
mImpl->renderTaskWaiting = false;
- const RenderTaskList::RenderTaskContainer& tasks = mImpl->taskList.GetTasks();
- for ( RenderTaskList::RenderTaskContainer::ConstIterator iter = tasks.Begin(), endIter = tasks.End();
- endIter != iter; ++iter )
+ for ( auto&& renderTask : mImpl->taskList.GetTasks() )
{
- RenderTask& renderTask(*(*iter));
+ renderTask->UpdateState();
- renderTask.UpdateState();
-
- if( renderTask.IsWaitingToRender() &&
- renderTask.ReadyToRender( bufferIndex ) /*avoid updating forever when source actor is off-stage*/ )
+ if( renderTask->IsWaitingToRender() &&
+ renderTask->ReadyToRender( bufferIndex ) /*avoid updating forever when source actor is off-stage*/ )
{
mImpl->renderTaskWaiting = true; // keep update/render threads alive
}
- if( renderTask.HasRendered() )
+ if( renderTask->HasRendered() )
{
doRenderOnceNotify = true;
}
unsigned int keepUpdatingRequest = KeepUpdating::NOT_REQUESTED;
+ // If the rendering behavior is set to continuously render, then continue to render.
// If Stage::KeepRendering() has been called, then continue until the duration has elapsed.
// Keep updating until no messages are received and no animations are running.
// If an animation has just finished, update at least once more for Discard end-actions.
// No need to check for renderQueue as there is always a render after update and if that
// render needs another update it will tell the adaptor to call update again
- if ( mImpl->keepRenderingSeconds > 0.0f )
+ if ( ( mImpl->renderingBehavior == DevelStage::Rendering::CONTINUOUSLY ) ||
+ ( mImpl->keepRenderingSeconds > 0.0f ) )
{
keepUpdatingRequest |= KeepUpdating::STAGE_KEEP_RENDERING;
}
void UpdateManager::SetDefaultSurfaceRect( const Rect<int>& rect )
{
+ mImpl->surfaceRectChanged = true;
+
typedef MessageValue1< RenderManager, Rect<int> > DerivedType;
// Reserve some memory inside the render queue
mImpl->keepRenderingSeconds = std::max( mImpl->keepRenderingSeconds, durationSeconds );
}
+void UpdateManager::SetRenderingBehavior( DevelStage::Rendering renderingBehavior )
+{
+ mImpl->renderingBehavior = renderingBehavior;
+}
+
void UpdateManager::SetLayerDepths( const SortedLayerPointers& layers, bool systemLevel )
{
if ( !systemLevel )
{
// note,this vector is already in depth order. It could be used as-is to
// remove sorting in update algorithm. However, it lacks layer boundary markers.
- for( std::vector<NodeDepthPair>::iterator iter = nodeDepths->nodeDepths.begin(),
- end = nodeDepths->nodeDepths.end() ;
- iter != end ; ++iter )
+ for( auto&& iter : nodeDepths->nodeDepths )
{
- iter->node->SetDepthIndex( iter->sortedDepth );
+ iter.node->SetDepthIndex( iter.sortedDepth );
}
+
+ // Go through node hierarchy and rearrange siblings according to depth-index
+ SortSiblingNodesRecursively( *( mImpl->root ) );
+}
+
+bool UpdateManager::IsDefaultSurfaceRectChanged()
+{
+ bool surfaceRectChanged = mImpl->surfaceRectChanged;
+
+ // Reset the flag
+ mImpl->surfaceRectChanged = false;
+
+ return surfaceRectChanged;
+}
+
+void UpdateManager::AddFrameCallback( FrameCallbackInterface* frameCallback, const Node* rootNode )
+{
+ mImpl->GetFrameCallbackProcessor().AddFrameCallback( frameCallback, rootNode );
+}
+
+void UpdateManager::RemoveFrameCallback( FrameCallbackInterface* frameCallback )
+{
+ mImpl->GetFrameCallbackProcessor().RemoveFrameCallback( frameCallback );
}
void UpdateManager::AddSampler( OwnerPointer< Render::Sampler >& sampler )