X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Fintegration-api%2Fscene.h;h=51a857236ab20dccf3fe63d618f6ce11c9689107;hb=eacc080fe975c523d722dd17c044652317ddd6e8;hp=9211ae18ad5d860099a5e0673f1bae3b6f2c1c3f;hpb=7a9c422ff92a7275567e22455e702c232fb15095;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/dali/integration-api/scene.h b/dali/integration-api/scene.h old mode 100755 new mode 100644 index 9211ae1..51a8572 --- a/dali/integration-api/scene.h +++ b/dali/integration-api/scene.h @@ -2,7 +2,7 @@ #define DALI_SCENE_H /* - * Copyright (c) 2020 Samsung Electronics Co., Ltd. + * Copyright (c) 2022 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. @@ -18,29 +18,38 @@ * */ +// EXTERNAL INCLUDES +#include + // INTERNAL INCLUDES -#include +#include +#include +#include #include #include +#include namespace Dali { - class Actor; -struct KeyEvent; +class KeyEvent; class Layer; class RenderTaskList; -class TouchData; -struct WheelEvent; +class TouchEvent; +class WheelEvent; namespace Internal DALI_INTERNAL { - class Scene; +class Scene; } -namespace Integration +namespace Graphics { +class RenderTarget; +} +namespace Integration +{ struct Event; /** @@ -52,20 +61,25 @@ struct Event; class DALI_CORE_API Scene : public BaseHandle { public: - typedef Signal< void () > EventProcessingFinishedSignalType; ///< Event Processing finished signal type - typedef Signal< void (const Dali::KeyEvent&) > KeyEventSignalType; ///< Key event signal type - typedef Signal< bool (const Dali::KeyEvent&) > KeyEventGeneratedSignalType; ///< key event generated signal type - typedef Signal< void (const Dali::TouchData&) > TouchSignalType; ///< Touch signal type - typedef Signal< void (const Dali::WheelEvent&) > WheelEventSignalType; ///< Touched signal type + using EventProcessingFinishedSignalType = Signal; ///< Event Processing finished signal type + using KeyEventSignalType = Signal; ///< Key event signal type + using KeyEventGeneratedSignalType = Signal; ///< key event generated signal type + using TouchEventSignalType = Signal; ///< Touch signal type + using WheelEventSignalType = Signal; ///< WheelEvent signal type + using WheelEventGeneratedSignalType = Signal; ///< WheelEvent generated signal type + + using FrameCallbackContainer = std::vector, int32_t> >; /** * @brief Create an initialized Scene handle. * * @param[in] size The size of the set surface for this scene + * @param[in] windowOrientation The rotated angle of the set surface for this scene + * @param[in] screenOrientation The rotated angle of the screen * * @return a handle to a newly allocated Dali resource. */ - static Scene New( Size size ); + static Scene New(Size size, int32_t windowOrientation = 0, int32_t screenOrientation = 0); /** * @brief Downcast an Object handle to Scene handle. @@ -75,7 +89,7 @@ public: * @param[in] handle to An object * @return handle to a Scene object or an uninitialized handle */ - static Scene DownCast( BaseHandle handle ); + static Scene DownCast(BaseHandle handle); /** * @brief Create an uninitialized Scene handle. @@ -108,6 +122,21 @@ public: Scene& operator=(const Scene& rhs); /** + * @brief This move constructor is required for (smart) pointer semantics. + * + * @param [in] handle A reference to the moved handle + */ + Scene(Scene&& handle); + + /** + * @brief This move assignment operator is required for (smart) pointer semantics. + * + * @param [in] rhs A reference to the moved handle + * @return A reference to this + */ + Scene& operator=(Scene&& rhs); + + /** * @brief Adds a child Actor to the Scene. * * The child will be referenced. @@ -140,7 +169,7 @@ public: * Sets horizontal and vertical pixels per inch value that is used by the display * @param[in] dpi Horizontal and vertical dpi value */ - void SetDpi( Vector2 dpi ); + void SetDpi(Vector2 dpi); /** * @brief Retrieves the DPI of the display device to which the scene is connected. @@ -154,7 +183,7 @@ public: * * @param[in] color The new background color */ - void SetBackgroundColor( const Vector4& color ); + void SetBackgroundColor(const Vector4& color); /** * @brief Gets the background color of the render surface. @@ -178,6 +207,14 @@ public: Layer GetRootLayer() const; /** + * @brief Returns the Scene's Overlay Layer. + * If there is no overlay layer yet, this creates the layer and an associated render task. + * + * @return The overlay layer + */ + Layer GetOverlayLayer(); + + /** * @brief Queries the number of on-stage layers. * * Note that a default layer is always provided (count >= 1). @@ -192,7 +229,7 @@ public: * @return The layer found at the given depth * @pre Depth is less than layer count; see GetLayerCount(). */ - Layer GetLayer( uint32_t depth ) const; + Layer GetLayer(uint32_t depth) const; /** * @brief Informs the scene that the set surface has been resized. @@ -200,7 +237,7 @@ public: * @param[in] width The new width of the set surface * @param[in] height The new height of the set surface */ - void SurfaceResized( float width, float height ); + void SurfaceResized(float width, float height); /** * @brief Informs the scene that the surface has been replaced. @@ -213,16 +250,23 @@ public: void Discard(); /** + * @brief Sets the render target for the surface. + * + * @param[in] renderTarget The render target create info for the surface + */ + void SetSurfaceRenderTarget(const Graphics::RenderTargetCreateInfo& createInfo); + + /** * @brief Retrieve the Scene that the given actor belongs to. * @return The Scene. */ - static Integration::Scene Get( Actor actor ); + static Integration::Scene Get(Actor actor); /** * This function is called when an event is queued. * @param[in] event A event to queue. */ - void QueueEvent( const Integration::Event& event ); + void QueueEvent(const Integration::Event& event); /** * This function is called by Core when events are processed. @@ -230,6 +274,117 @@ public: void ProcessEvents(); /** + * @brief Adds a callback that is called when the frame rendering is done by the graphics driver. + * + * @param[in] callback The function to call + * @param[in] frameId The Id to specify the frame. It will be passed when the callback is called. + * + * @note A callback of the following type may be used: + * @code + * void MyFunction( int32_t frameId ); + * @endcode + * This callback will be deleted once it is called. + * + * @note Ownership of the callback is passed onto this class. + */ + void AddFrameRenderedCallback(std::unique_ptr callback, int32_t frameId); + + /** + * @brief Adds a callback that is called when the frame is displayed on the display. + * + * @param[in] callback The function to call + * @param[in] frameId The Id to specify the frame. It will be passed when the callback is called. + * + * @note A callback of the following type may be used: + * @code + * void MyFunction( int32_t frameId ); + * @endcode + * This callback will be deleted once it is called. + * + * @note Ownership of the callback is passed onto this class. + */ + void AddFramePresentedCallback(std::unique_ptr callback, int32_t frameId); + + /** + * @brief Gets the callback list that is called when the frame rendering is done by the graphics driver. + * + * @param[out] callbacks The callback list + * + * @note This is called in the update thread. + */ + void GetFrameRenderedCallback(FrameCallbackContainer& callbacks); + + /** + * @brief Gets the callback list that is called when the frame is displayed on the display. + * + * @param[out] callbacks The callback list + * + * @note This is called in the update thread. + */ + void GetFramePresentedCallback(FrameCallbackContainer& callbacks); + + /** + * @brief Informs the scene that the set surface has been rotated. + * + * @param[in] width The width of rotated surface + * @param[in] height The height of rotated surface + * @param[in] windowOrientation the current window orientation + * @param[in] screenOrientation the current screen orientation + */ + void SurfaceRotated(float width, float height, int32_t windowOrientation, int32_t screenOrientation); + + /** + * @brief Gets the current surface orientation. It gets the value from the scene object. + * + * @return The current surface orientation. + */ + int32_t GetCurrentSurfaceOrientation() const; + + /** + * @brief Gets the current screen orientation. It gets the value from the scene object. + * + * @return The current screen orientation. + */ + int32_t GetCurrentScreenOrientation() const; + + /** + * @brief Gets the current surface rectangle. It gets the value from the scene object. + * + * @return The current surface rectangle + */ + const Rect& GetCurrentSurfaceRect() const; + + /** + * Query wheter the surface rect is changed or not. + * @return true if the surface rect is changed. + */ + bool IsSurfaceRectChanged() const; + + /** + * @brief Send message to acknowledge for completing window rotation with current window orientation. + * + * If this function is called, the message is sent to render thread, then mSurfaceRectChanged in scene-graph-scene is set with true. + * After that, render thread checks whether window rotation event is received, mSurfaceRectChanged and the neccessary flag are set. + * If they are all true, rotation done function is called to complete window rotation. + */ + void SetRotationCompletedAcknowledgement(); + + /** + * @brief Query wheter is set to acknowledge for completing surface rotation. + * @return true it should be acknowledged. + * + * If SetRotationCompletedAcknowledgement() is called and the related message is received to scene-graph-scene, + * then mSurfaceRectChanged in scene-graph-scene is set with true. + * + * When this function is called, the mSurfaceRectChanged in scene-graph-scene is return. + * Then, the flag will be reset. + * + * @note This function should be not called the application's main thread. + * Because this function should be called in windwow surface's postrender() function to complete window rotation manually. + */ + bool IsRotationCompletedAcknowledgementSet() const; + + /** * @brief This signal is emitted just after the event processing is finished. * * @return The signal to connect to @@ -264,6 +419,21 @@ public: KeyEventGeneratedSignalType& KeyEventGeneratedSignal(); /** + * @brief The user would connect to this signal to intercept a KeyEvent at window. + * + * Intercepts KeyEvents in the window before dispatching KeyEvents to the control. + * If a KeyEvent is consumed, no KeyEvent is delivered to the control. + * + * A callback of the following type may be connected: + * @code + * bool YourCallbackName(const KeyEvent& event); + * @endcode + * + * @return The return is true if KeyEvent is consumed, otherwise false. + */ + KeyEventGeneratedSignalType& InterceptKeyEventSignal(); + + /** * @brief This signal is emitted when the screen is touched and when the touch ends * (i.e. the down & up touch events only). * @@ -272,13 +442,13 @@ public: * An interrupted event will also be emitted (if it occurs). * A callback of the following type may be connected: * @code - * void YourCallbackName( TouchData event ); + * void YourCallbackName( TouchEvent event ); * @endcode * * @return The touch signal to connect to * @note Motion events are not emitted. */ - TouchSignalType& TouchSignal(); + TouchEventSignalType& TouchedSignal(); /** * @brief This signal is emitted when wheel event is received. @@ -291,8 +461,24 @@ public: */ WheelEventSignalType& WheelEventSignal(); -public: // Not intended for application developers + /** + * @brief When a custom wheel event occurs, it need to process the focused actor first. + * + * Therefore, KeyboardFocusManager first checks whether WheelEvent is generated as WheelEventGeneratedSignal. + * After that wheelEventProcessor must invoke WheelEvent only if wheelEventGeneratedSignal () is not consumed. + * + * This is only valid for custom wheel events. + * + * A callback of the following type may be connected: + * @code + * bool YourCallbackName(const WheelEvent& event); + * @endcode + * + * @return The return is true if WheelEvent is consumed, otherwise false. + */ + WheelEventGeneratedSignalType& WheelEventGeneratedSignal(); +public: // Not intended for application developers /** * @brief This constructor is used by Dali::New() methods. *