X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Fintegration-api%2Fcore.h;h=f2a9f7a3a823abcde6f9d348bccf8a8487d07b7a;hb=79881246746f65474b24ea4fe14151ccef8df3f4;hp=d8ba428d12cb92eedea9c2df925fff1d54965b83;hpb=7c2a4bd1c1734fd4dc9c5e43c32443deabdc9228;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/dali/integration-api/core.h b/dali/integration-api/core.h index d8ba428..f2a9f7a 100644 --- a/dali/integration-api/core.h +++ b/dali/integration-api/core.h @@ -2,7 +2,7 @@ #define DALI_INTEGRATION_CORE_H /* - * Copyright (c) 2018 Samsung Electronics Co., Ltd. + * Copyright (c) 2020 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. @@ -25,11 +25,13 @@ #include #include #include -#include namespace Dali { +class Layer; +class RenderTaskList; + namespace Internal { class Core; @@ -37,14 +39,14 @@ class Core; namespace Integration { - class Core; -class GestureManager; class GlAbstraction; class GlSyncAbstraction; +class GlContextHelperAbstraction; class PlatformAbstraction; +class Processor; class RenderController; -class SystemOverlay; +class Scene; struct Event; struct TouchData; @@ -177,22 +179,6 @@ private: bool needsPostRender :1; ///< True if post-render is required to be run. }; -/** - * Interface to enable classes to be processed after the event loop. Classes are processed - * in the order they are registered. - */ -class DALI_CORE_API Processor -{ -public: - /** - * @brief Run the processor - */ - virtual void Process() = 0; - -protected: - virtual ~Processor() { } -}; - /** * Integration::Core is used for integration with the native windowing system. @@ -212,8 +198,6 @@ protected: * * 6) Provide an implementation of the GlAbstraction interface, used to access OpenGL services. * - * 7) Provide an implementation of the GestureManager interface, used to register gestures provided by the platform. - * * Multi-threading notes: * * The Dali API methods are not reentrant. If you access the API from multiple threads simultaneously, then the results @@ -240,10 +224,7 @@ public: * @param[in] platformAbstraction The interface providing platform specific services. * @param[in] glAbstraction The interface providing OpenGL services. * @param[in] glSyncAbstraction The interface providing OpenGL sync objects. - * @param[in] gestureManager The interface providing gesture manager services. - * @param[in] policy The data retention policy. This depends on application setting - * and platform support. Dali should honour this policy when deciding to discard - * intermediate resource data. + * @param[in] glContextHelperAbstraction The interface providing OpenGL context helper objects. * @param[in] renderToFboEnabled Whether rendering into the Frame Buffer Object is enabled. * @param[in] depthBufferAvailable Whether the depth buffer is available * @param[in] stencilBufferAvailable Whether the stencil buffer is available @@ -253,8 +234,7 @@ public: PlatformAbstraction& platformAbstraction, GlAbstraction& glAbstraction, GlSyncAbstraction& glSyncAbstraction, - GestureManager& gestureManager, - ResourcePolicy::DataRetention policy, + GlContextHelperAbstraction& glContextHelperAbstraction, RenderToFrameBuffer renderToFboEnabled, DepthBufferAvailable depthBufferAvailable, StencilBufferAvailable stencilBufferAvailable ); @@ -264,6 +244,11 @@ public: */ ~Core(); + /** + * Initialize the core + */ + void Initialize(); + // GL Context Lifecycle /** @@ -298,37 +283,6 @@ public: */ void RecoverFromContextLoss(); - /** - * Notify the Core that the GL surface has been resized. - * This should be done at least once i.e. after the first call to ContextCreated(). - * The Core will use the surface size for camera calculations, and to set the GL viewport. - * Multi-threading note: this method should be called from the main thread - * @param[in] width The new surface width. - * @param[in] height The new surface height. - */ - void SurfaceResized( uint32_t width, uint32_t height ); - - /** - * Notify the Core about the top margin size. - * Available stage size is reduced by this size. - * The stage is located below the size at the top of the display - * It is mainly useful for indicator in mobile device - * @param[in] margin margin size - */ - void SetTopMargin( uint32_t margin ); - - // Core setters - - /** - * Notify the Core about the display's DPI values. - * This should be done after the display is initialized and a Core instance is created. - * The Core will use the DPI values for font rendering. - * Multi-threading note: this method should be called from the main thread - * @param[in] dpiHorizontal Horizontal DPI value. - * @param[in] dpiVertical Vertical DPI value. - */ - void SetDpi( uint32_t dpiHorizontal, uint32_t dpiVertical ); - // Core Lifecycle /** @@ -384,21 +338,36 @@ public: bool isRenderingToFbo ); /** - * Render the next frame. This method should be preceded by a call up Update. + * This is called before rendering any scene in the next frame. This method should be preceded + * by a call up Update. * Multi-threading note: this method should be called from a dedicated rendering thread. * @pre The GL context must have been created, and made current. * @param[out] status showing whether update is required to run. * @param[in] forceClear force the Clear on the framebuffer even if nothing is rendered. + * @param[in] uploadOnly uploadOnly Upload the resource only without rendering. + */ + void PreRender( RenderStatus& status, bool forceClear, bool uploadOnly ); + + /** + * Render a scene in the next frame. This method should be preceded by a call up PreRender. + * This method should be called twice. The first pass to render off-screen frame buffers if any, + * and the second pass to render the surface. + * Multi-threading note: this method should be called from a dedicated rendering thread. + * @pre The GL context must have been created, and made current. + * @param[in] scene The scene to be rendered. + * @param[in] renderToFbo True to render off-screen frame buffers only if any, and False to render the surface only. */ - void Render( RenderStatus& status, bool forceClear ); + void RenderScene( Integration::Scene& scene, bool renderToFbo ); - // System-level overlay /** - * Use the SystemOverlay to draw content for system-level indicators, dialogs etc. - * @return The SystemOverlay. + * This is called after rendering all the scenes in the next frame. This method should be + * followed by a call up RenderScene. + * Multi-threading note: this method should be called from a dedicated rendering thread. + * @pre The GL context must have been created, and made current. + * @param[in] uploadOnly uploadOnly Upload the resource only without rendering. */ - SystemOverlay& GetSystemOverlay(); + void PostRender( bool uploadOnly ); /** * @brief Register a processor