#include <dali/public-api/common/dali-common.h>
#include <dali/public-api/common/constants.h>
-namespace //Unnamed namespace
+namespace
{
//Memory pool used to allocate new nodes. Memory used by this pool will be released when process dies
// or DALI library is unloaded
Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::Node> gNodeMemoryPool;
#ifdef DEBUG_ENABLED
-// keep track of nodes created / deleted, to ensure we have 0 when the process exits or DALi library is unloaded
-int32_t gNodeCount =0;
+// keep track of nodes alive, to ensure we have 0 when the process exits or DALi library is unloaded
+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)
DALI_ASSERT_DEBUG( (gNodeCount == 0) && "Node memory leak");
}
#endif
-}
+} // Unnamed namespace
namespace Dali
{
namespace SceneGraph
{
-const PositionInheritanceMode Node::DEFAULT_POSITION_INHERITANCE_MODE( INHERIT_PARENT_POSITION );
const ColorMode Node::DEFAULT_COLOR_MODE( USE_OWN_MULTIPLY_PARENT_ALPHA );
-Node* Node::New( uint32_t id )
+uint32_t Node::mNodeCounter = 0; ///< A counter to provide unique node ids, up-to 4 billion
+
+Node* Node::New()
{
- return new ( gNodeMemoryPool.AllocateRawThreadSafe() ) Node( id );
+ return new ( gNodeMemoryPool.AllocateRawThreadSafe() ) Node;
}
void Node::Delete( Node* node )
}
}
-Node::Node( uint32_t id )
+Node::Node()
: mTransformManager( NULL ),
mTransformId( INVALID_TRANSFORM_ID ),
mParentOrigin( TRANSFORM_PROPERTY_PARENT_ORIGIN ),
mWorldMatrix(),
mWorldColor( Color::WHITE ),
mClippingSortModifier( 0u ),
- mId( id ),
+ mId( ++mNodeCounter ),
mParent( NULL ),
mExclusiveRenderTask( NULL ),
mChildren(),
PropertyOwner::Destroy();
}
+uint32_t Node::GetId() const
+{
+ return mId;
+}
+
void Node::CreateTransform( SceneGraph::TransformManager* transformManager )
{
//Create a new transform
mRenderer.PushBack( renderer );
}
-void Node::RemoveRenderer( Renderer* renderer )
+void Node::RemoveRenderer( const Renderer* renderer )
{
RendererContainer::SizeType rendererCount( mRenderer.Size() );
for( RendererContainer::SizeType i = 0; i < rendererCount; ++i )