/*
- * Copyright (c) 2018 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2021 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/common/internal-constants.h>
#include <dali/internal/common/memory-pool-object-allocator.h>
#include <dali/internal/update/common/discard-queue.h>
-#include <dali/public-api/common/dali-common.h>
#include <dali/public-api/common/constants.h>
+#include <dali/public-api/common/dali-common.h>
namespace
{
int32_t gNodeCount = 0;
// Called when the process is about to exit, Node count should be zero at this point.
-void __attribute__ ((destructor)) ShutDown(void)
+void __attribute__((destructor)) ShutDown(void)
{
-DALI_ASSERT_DEBUG( (gNodeCount == 0) && "Node memory leak");
+ DALI_ASSERT_DEBUG((gNodeCount == 0) && "Node memory leak");
}
#endif
} // Unnamed namespace
namespace Dali
{
-
namespace Internal
{
-
namespace SceneGraph
{
+const ColorMode Node::DEFAULT_COLOR_MODE(USE_OWN_MULTIPLY_PARENT_ALPHA);
-const ColorMode Node::DEFAULT_COLOR_MODE( USE_OWN_MULTIPLY_PARENT_ALPHA );
-
-uint32_t Node::mNodeCounter = 0; ///< A counter to provide unique node ids, up-to 4 billion
+uint32_t Node::mNodeCounter = 0; ///< A counter to provide unique node ids, up-to 4 billion
Node* Node::New()
{
- return new ( gNodeMemoryPool.AllocateRawThreadSafe() ) Node;
+ return new(gNodeMemoryPool.AllocateRawThreadSafe()) Node;
}
-void Node::Delete( Node* node )
+void Node::Delete(Node* node)
{
// check we have a node not a layer
- if( !node->mIsLayer )
+ if(!node->mIsLayer)
{
// Manually call the destructor
node->~Node();
// Mark the memory it used as free in the memory pool
- gNodeMemoryPool.FreeThreadSafe( node );
+ gNodeMemoryPool.FreeThreadSafe(node);
}
else
{
}
Node::Node()
-: mTransformManager( NULL ),
- mTransformId( INVALID_TRANSFORM_ID ),
- mParentOrigin( TRANSFORM_PROPERTY_PARENT_ORIGIN ),
- mAnchorPoint( TRANSFORM_PROPERTY_ANCHOR_POINT ),
- mSize( TRANSFORM_PROPERTY_SIZE ), // Zero initialized by default
- mPosition( TRANSFORM_PROPERTY_POSITION ), // Zero initialized by default
- mOrientation(), // Initialized to identity by default
- mScale( TRANSFORM_PROPERTY_SCALE ),
- mVisible( true ),
- mCulled( false ),
- mColor( Color::WHITE ),
- mWorldPosition( TRANSFORM_PROPERTY_WORLD_POSITION, Vector3( 0.0f,0.0f,0.0f ) ), // Zero initialized by default
- mWorldScale( TRANSFORM_PROPERTY_WORLD_SCALE, Vector3( 1.0f,1.0f,1.0f ) ),
- mWorldOrientation(), // Initialized to identity by default
+: mOrientation(), // Initialized to identity by default
+ mVisible(true),
+ mCulled(false),
+ mColor(Color::WHITE),
+ mUpdateSizeHint(Vector3::ZERO),
+ mWorldPosition(TRANSFORM_PROPERTY_WORLD_POSITION, Vector3(0.0f, 0.0f, 0.0f)), // Zero initialized by default
+ mWorldScale(TRANSFORM_PROPERTY_WORLD_SCALE, Vector3(1.0f, 1.0f, 1.0f)),
+ mWorldOrientation(), // Initialized to identity by default
mWorldMatrix(),
- mWorldColor( Color::WHITE ),
- mClippingSortModifier( 0u ),
- mId( ++mNodeCounter ),
- mParent( NULL ),
- mExclusiveRenderTask( NULL ),
+ mWorldColor(Color::WHITE),
+ mClippingSortModifier(0u),
+ mId(++mNodeCounter),
+ mParent(nullptr),
+ mExclusiveRenderTask(nullptr),
mChildren(),
- mClippingDepth( 0u ),
- mScissorDepth( 0u ),
- mDepthIndex( 0u ),
- mDirtyFlags( NodePropertyFlags::ALL ),
- mRegenerateUniformMap( 0 ),
- mDrawMode( DrawMode::NORMAL ),
- mColorMode( DEFAULT_COLOR_MODE ),
- mClippingMode( ClippingMode::DISABLED ),
- mIsRoot( false ),
- mIsLayer( false ),
- mPositionUsesAnchorPoint( true )
+ mClippingDepth(0u),
+ mScissorDepth(0u),
+ mDepthIndex(0u),
+ mDirtyFlags(NodePropertyFlags::ALL),
+ mRegenerateUniformMap(0),
+ mDrawMode(DrawMode::NORMAL),
+ mColorMode(DEFAULT_COLOR_MODE),
+ mClippingMode(ClippingMode::DISABLED),
+ mIsRoot(false),
+ mIsLayer(false),
+ mPositionUsesAnchorPoint(true),
+ mTransparent(false)
{
mUniformMapChanged[0] = 0u;
mUniformMapChanged[1] = 0u;
#ifdef DEBUG_ENABLED
gNodeCount++;
#endif
-
}
Node::~Node()
{
- if( mTransformId != INVALID_TRANSFORM_ID )
+ if(mTransformManagerData.Id() != INVALID_TRANSFORM_ID)
{
- mTransformManager->RemoveTransform(mTransformId);
+ mTransformManagerData.Manager()->RemoveTransform(mTransformManagerData.Id());
}
#ifdef DEBUG_ENABLED
return mId;
}
-void Node::CreateTransform( SceneGraph::TransformManager* transformManager )
+void Node::CreateTransform(SceneGraph::TransformManager* transformManager)
{
//Create a new transform
- mTransformManager = transformManager;
- mTransformId = transformManager->CreateTransform();
+ mTransformManagerData.mManager = transformManager;
+ mTransformManagerData.mId = transformManager->CreateTransform();
//Initialize all the animatable properties
- mPosition.Initialize( transformManager, mTransformId );
- mScale.Initialize( transformManager, mTransformId );
- mOrientation.Initialize( transformManager, mTransformId );
- mSize.Initialize( transformManager, mTransformId );
- mParentOrigin.Initialize( transformManager, mTransformId );
- mAnchorPoint.Initialize( transformManager, mTransformId );
+ mPosition.Initialize(&mTransformManagerData);
+ mScale.Initialize(&mTransformManagerData);
+ mOrientation.Initialize(&mTransformManagerData);
+ mSize.Initialize(&mTransformManagerData);
+ mParentOrigin.Initialize(&mTransformManagerData);
+ mAnchorPoint.Initialize(&mTransformManagerData);
//Initialize all the input properties
- mWorldPosition.Initialize( transformManager, mTransformId );
- mWorldScale.Initialize( transformManager, mTransformId );
- mWorldOrientation.Initialize( transformManager, mTransformId );
- mWorldMatrix.Initialize( transformManager, mTransformId );
+ mWorldPosition.Initialize(&mTransformManagerData);
+ mWorldScale.Initialize(&mTransformManagerData);
+ mWorldOrientation.Initialize(&mTransformManagerData);
+ mWorldMatrix.Initialize(&mTransformManagerData);
//Set whether the position should use the anchor point
- transformManager->SetPositionUsesAnchorPoint( mTransformId, mPositionUsesAnchorPoint );
+ transformManager->SetPositionUsesAnchorPoint(mTransformManagerData.Id(), mPositionUsesAnchorPoint);
}
void Node::SetRoot(bool isRoot)
mIsRoot = isRoot;
}
-void Node::AddUniformMapping( OwnerPointer< UniformPropertyMapping >& map )
+void Node::AddUniformMapping(const UniformPropertyMapping& map)
{
- PropertyOwner::AddUniformMapping( map );
+ PropertyOwner::AddUniformMapping(map);
mRegenerateUniformMap = 2;
}
-void Node::RemoveUniformMapping( const std::string& uniformName )
+void Node::RemoveUniformMapping(const ConstString& uniformName)
{
- PropertyOwner::RemoveUniformMapping( uniformName );
+ PropertyOwner::RemoveUniformMapping(uniformName);
mRegenerateUniformMap = 2;
}
-void Node::PrepareRender( BufferIndex bufferIndex )
+bool Node::IsAnimationPossible() const
+{
+ return mIsConnectedToSceneGraph;
+}
+
+void Node::PrepareRender(BufferIndex bufferIndex)
{
- if( mRegenerateUniformMap != 0 )
+ if(mRegenerateUniformMap != 0)
{
- if( mRegenerateUniformMap == 2 )
+ if(mRegenerateUniformMap == 2)
{
- CollectedUniformMap& localMap = mCollectedUniformMap[ bufferIndex ];
+ CollectedUniformMap& localMap = mCollectedUniformMap[bufferIndex];
localMap.Resize(0);
- for( UniformMap::SizeType i = 0, count=mUniformMaps.Count(); i<count; ++i )
+ for(UniformMap::SizeType i = 0, count = mUniformMaps.Count(); i < count; ++i)
{
- localMap.PushBack( &mUniformMaps[i] );
+ localMap.PushBack(mUniformMaps[i]);
}
}
- else if( mRegenerateUniformMap == 1 )
+ else if(mRegenerateUniformMap == 1)
{
- CollectedUniformMap& localMap = mCollectedUniformMap[ bufferIndex ];
- CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-bufferIndex ];
+ CollectedUniformMap& localMap = mCollectedUniformMap[bufferIndex];
+ CollectedUniformMap& oldMap = mCollectedUniformMap[1 - bufferIndex];
- localMap.Resize( oldMap.Count() );
+ localMap.Resize(oldMap.Count());
CollectedUniformMap::SizeType index = 0;
- for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
+ for(CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End(); iter != end; ++iter, ++index)
{
localMap[index] = *iter;
}
}
}
-void Node::ConnectChild( Node* childNode )
+void Node::ConnectChild(Node* childNode)
{
- DALI_ASSERT_ALWAYS( this != childNode );
- DALI_ASSERT_ALWAYS( IsRoot() || NULL != mParent ); // Parent should be connected first
- DALI_ASSERT_ALWAYS( !childNode->IsRoot() && NULL == childNode->GetParent() ); // Child should be disconnected
+ DALI_ASSERT_ALWAYS(this != childNode);
+ DALI_ASSERT_ALWAYS(IsRoot() || nullptr != mParent); // Parent should be connected first
+ DALI_ASSERT_ALWAYS(!childNode->IsRoot() && nullptr == childNode->GetParent()); // Child should be disconnected
- childNode->SetParent( *this );
+ childNode->SetParent(*this);
// Everything should be reinherited when reconnected to scene-graph
childNode->SetAllDirtyFlags();
// Add the node to the end of the child list.
- mChildren.PushBack( childNode );
+ mChildren.PushBack(childNode);
// Inform property observers of new connection
childNode->ConnectToSceneGraph();
}
-void Node::DisconnectChild( BufferIndex updateBufferIndex, Node& childNode )
+void Node::DisconnectChild(BufferIndex updateBufferIndex, Node& childNode)
{
- DALI_ASSERT_ALWAYS( this != &childNode );
- DALI_ASSERT_ALWAYS( childNode.GetParent() == this );
+ DALI_ASSERT_ALWAYS(this != &childNode);
+ DALI_ASSERT_ALWAYS(childNode.GetParent() == this);
// Find the childNode and remove it
- Node* found( NULL );
+ Node* found(nullptr);
const NodeIter endIter = mChildren.End();
- for ( NodeIter iter = mChildren.Begin(); iter != endIter; ++iter )
+ for(NodeIter iter = mChildren.Begin(); iter != endIter; ++iter)
{
Node* current = *iter;
- if ( current == &childNode )
+ if(current == &childNode)
{
found = current;
- mChildren.Erase( iter ); // order matters here
- break; // iter is no longer valid
+ mChildren.Erase(iter); // order matters here
+ break; // iter is no longer valid
}
}
- DALI_ASSERT_ALWAYS( NULL != found );
+ DALI_ASSERT_ALWAYS(nullptr != found);
- found->RecursiveDisconnectFromSceneGraph( updateBufferIndex );
+ found->RecursiveDisconnectFromSceneGraph(updateBufferIndex);
}
-void Node::AddRenderer( Renderer* renderer )
+void Node::AddRenderer(Renderer* renderer)
{
// If it is the first renderer added, make sure the world transform will be calculated
// in the next update as world transform is not computed if node has no renderers.
- if( mRenderer.Empty() )
+ if(mRenderer.Empty())
{
mDirtyFlags |= NodePropertyFlags::TRANSFORM;
}
else
{
// Check that it has not been already added.
- for( auto&& existingRenderer : mRenderer )
+ for(auto&& existingRenderer : mRenderer)
{
- if( existingRenderer == renderer )
+ if(existingRenderer == renderer)
{
// Renderer is already in the list.
return;
}
}
- mRenderer.PushBack( renderer );
+ mRenderer.PushBack(renderer);
}
-void Node::RemoveRenderer( const Renderer* renderer )
+void Node::RemoveRenderer(const Renderer* renderer)
{
- RendererContainer::SizeType rendererCount( mRenderer.Size() );
- for( RendererContainer::SizeType i = 0; i < rendererCount; ++i )
+ RendererContainer::SizeType rendererCount(mRenderer.Size());
+ for(RendererContainer::SizeType i = 0; i < rendererCount; ++i)
{
- if( mRenderer[i] == renderer )
+ if(mRenderer[i] == renderer)
{
- mRenderer.Erase( mRenderer.Begin()+i);
+ mRenderer.Erase(mRenderer.Begin() + i);
return;
}
}
NodePropertyFlags flags = mDirtyFlags;
// Check whether the visible property has changed
- if ( !mVisible.IsClean() )
+ if(!mVisible.IsClean())
{
flags |= NodePropertyFlags::VISIBLE;
}
// Check whether the color property has changed
- if ( !mColor.IsClean() )
+ if(!mColor.IsClean())
{
flags |= NodePropertyFlags::COLOR;
}
return flags;
}
-NodePropertyFlags Node::GetInheritedDirtyFlags( NodePropertyFlags parentFlags ) const
+NodePropertyFlags Node::GetInheritedDirtyFlags(NodePropertyFlags parentFlags) const
{
// Size is not inherited. VisibleFlag is inherited
static const NodePropertyFlags InheritedDirtyFlags = NodePropertyFlags::TRANSFORM | NodePropertyFlags::VISIBLE | NodePropertyFlags::COLOR;
- using UnderlyingType = typename std::underlying_type<NodePropertyFlags>::type;
+ using UnderlyingType = typename std::underlying_type<NodePropertyFlags>::type;
- return static_cast<NodePropertyFlags>( static_cast<UnderlyingType>( mDirtyFlags ) |
- ( static_cast<UnderlyingType>( parentFlags ) & static_cast<UnderlyingType>( InheritedDirtyFlags ) ) );
+ return static_cast<NodePropertyFlags>(static_cast<UnderlyingType>(mDirtyFlags) |
+ (static_cast<UnderlyingType>(parentFlags) & static_cast<UnderlyingType>(InheritedDirtyFlags)));
}
-void Node::ResetDirtyFlags( BufferIndex updateBufferIndex )
+void Node::ResetDirtyFlags(BufferIndex updateBufferIndex)
{
mDirtyFlags = NodePropertyFlags::NOTHING;
}
-void Node::SetParent( Node& parentNode )
+void Node::SetParent(Node& parentNode)
{
DALI_ASSERT_ALWAYS(this != &parentNode);
DALI_ASSERT_ALWAYS(!mIsRoot);
- DALI_ASSERT_ALWAYS(mParent == NULL);
+ DALI_ASSERT_ALWAYS(mParent == nullptr);
mParent = &parentNode;
- if( mTransformId != INVALID_TRANSFORM_ID )
+ if(mTransformManagerData.Id() != INVALID_TRANSFORM_ID)
{
- mTransformManager->SetParent( mTransformId, parentNode.GetTransformId() );
+ mTransformManagerData.Manager()->SetParent(mTransformManagerData.Id(), parentNode.GetTransformId());
}
}
-void Node::RecursiveDisconnectFromSceneGraph( BufferIndex updateBufferIndex )
+void Node::RecursiveDisconnectFromSceneGraph(BufferIndex updateBufferIndex)
{
DALI_ASSERT_ALWAYS(!mIsRoot);
- DALI_ASSERT_ALWAYS(mParent != NULL);
+ DALI_ASSERT_ALWAYS(mParent != nullptr);
const NodeIter endIter = mChildren.End();
- for ( NodeIter iter = mChildren.Begin(); iter != endIter; ++iter )
+ for(NodeIter iter = mChildren.Begin(); iter != endIter; ++iter)
{
- (*iter)->RecursiveDisconnectFromSceneGraph( updateBufferIndex );
+ (*iter)->RecursiveDisconnectFromSceneGraph(updateBufferIndex);
}
// Animators, Constraints etc. should be disconnected from the child's properties.
- PropertyOwner::DisconnectFromSceneGraph( updateBufferIndex );
+ PropertyOwner::DisconnectFromSceneGraph(updateBufferIndex);
// Remove back-pointer to parent
- mParent = NULL;
+ mParent = nullptr;
// Remove all child pointers
mChildren.Clear();
- if( mTransformId != INVALID_TRANSFORM_ID )
+ if(mTransformManagerData.Id() != INVALID_TRANSFORM_ID)
{
- mTransformManager->SetParent( mTransformId, INVALID_TRANSFORM_ID );
+ mTransformManagerData.Manager()->SetParent(mTransformManagerData.Id(), INVALID_TRANSFORM_ID);
}
}