X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Fpublic-api%2Frender-tasks%2Frender-task.h;h=0d9321c3b003d80dd26a8170918c6a6203152eda;hb=refs%2Fchanges%2F57%2F114957%2F2;hp=cc0f0d6a40290ff21d7f456207bdf8b8b45e5fb1;hpb=33f8bbc3fc57d8a4f45f842854dfbf0da8f992b1;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/dali/public-api/render-tasks/render-task.h b/dali/public-api/render-tasks/render-task.h index cc0f0d6..0d9321c 100644 --- a/dali/public-api/render-tasks/render-task.h +++ b/dali/public-api/render-tasks/render-task.h @@ -34,6 +34,7 @@ namespace Dali class Actor; class CameraActor; class FrameBufferImage; +class FrameBuffer; struct Vector4; namespace Internal DALI_INTERNAL @@ -65,9 +66,9 @@ class RenderTask; * * All RenderTasks which target a frame-buffer (i.e. off screen) will be rendered before all RenderTasks * which target the default GL surface. This allows the user to render intermediate targets which are used - * later when targetting the screen. + * later when targeting the screen. * - * A RenderTask targetting a frame-buffer can still be hit-tested, provided that the + * A RenderTask targeting a frame-buffer can still be hit-tested, provided that the * screen->frame-buffer coordinate conversion is successful; see SetScreenToFrameBufferFunction(). * * If the refresh rate id REFRESH_ONCE and a "Finish" signal is connected, it will be emitted when the RenderTask is completed. @@ -85,11 +86,15 @@ class DALI_IMPORT_API RenderTask : public Handle public: /** - * @brief An enumeration of properties belonging to the RenderTask class. + * @brief Enumeration for instances of properties belonging to the RenderTask class. * @SINCE_1_0.0 */ struct Property { + /** + * @brief Enumeration for instances of properties belonging to the RenderTask class. + * @SINCE_1_0.0 + */ enum { /** @@ -112,8 +117,8 @@ public: * @details By default, the sync object is not created. * When native image source is used as render target, in order to track when the render to pixmap is completed, the GL sync should be enabled. * Thus the RENDER_ONCE finished signal can be emit at the correct timing. - * @note The use of GL sync might cause deadlock with multiple access to the single pixmap happening in the same time. * @SINCE_1_1.29 + * @note The use of GL sync might cause deadlock with multiple access to the single pixmap happening in the same time. */ REQUIRES_SYNC, }; @@ -128,16 +133,16 @@ public: /** * @brief A pointer to a function for converting screen to frame-buffer coordinates. * @SINCE_1_0.0 - * @param[in,out] coordinates The screen coordinates to convert where (0,0) is the top-left of the screen. - * @return True if the conversion was successful, otherwise coordinates should be unmodified. + * @param[in,out] coordinates The screen coordinates to convert where (0,0) is the top-left of the screen + * @return True if the conversion was successful, otherwise coordinates should be unmodified */ typedef bool (* ScreenToFrameBufferFunction)( Vector2& coordinates ); /** * @brief A pointer to a function for converting screen to frame-buffer coordinates. * @SINCE_1_0.0 - * @param[in,out] coordinates The screen coordinates to convert where (0,0) is the top-left of the screen. - * @return True if the conversion was successful, otherwise coordinates should be unmodified. + * @param[in,out] coordinates The screen coordinates to convert where (0,0) is the top-left of the screen + * @return True if the conversion was successful, otherwise coordinates should be unmodified */ typedef bool (* const ConstScreenToFrameBufferFunction)( Vector2& coordinates ); @@ -157,7 +162,7 @@ public: static ConstScreenToFrameBufferFunction FULLSCREEN_FRAMEBUFFER_FUNCTION; /** - * @brief The refresh-rate of the RenderTask. + * @brief Enumeration for the refresh-rate of the RenderTask. * @SINCE_1_0.0 */ enum RefreshRate @@ -174,7 +179,7 @@ public: static const unsigned int DEFAULT_REFRESH_RATE; ///< REFRESH_ALWAYS /** - * @brief Create an empty RenderTask handle. + * @brief Creates an empty RenderTask handle. * * This can be initialised with RenderTaskList::CreateRenderTask(). * @SINCE_1_0.0 @@ -182,18 +187,18 @@ public: RenderTask(); /** - * @brief Downcast a handle to RenderTask handle. + * @brief Downcasts a handle to RenderTask handle. * - * If handle points to a RenderTask the - * downcast produces valid handle. If not the returned handle is left uninitialized. + * If handle points to a RenderTask, the + * downcast produces valid handle. If not, the returned handle is left uninitialized. * @SINCE_1_0.0 - * @param[in] handle A handle to an object. - * @return A handle to a RenderTask or an uninitialized handle. + * @param[in] handle A handle to an object + * @return A handle to a RenderTask or an uninitialized handle */ static RenderTask DownCast( BaseHandle handle ); /** - * @brief Destructor + * @brief Destructor. * * This is non-virtual since derived Handle types must not contain data or virtual methods. * @SINCE_1_0.0 @@ -204,7 +209,7 @@ public: * @brief This copy constructor is required for (smart) pointer semantics. * * @SINCE_1_0.0 - * @param [in] handle A reference to the copied handle + * @param[in] handle A reference to the copied handle */ RenderTask(const RenderTask& handle); @@ -212,123 +217,137 @@ public: * @brief This assignment operator is required for (smart) pointer semantics. * * @SINCE_1_0.0 - * @param [in] rhs A reference to the copied handle + * @param[in] rhs A reference to the copied handle * @return A reference to this */ RenderTask& operator=(const RenderTask& rhs); /** - * @brief Set the actors to be rendered. + * @brief Sets the actors to be rendered. * @SINCE_1_0.0 * @param[in] actor This actor and its children will be rendered. - * If actor is an empty handle, then nothing will be rendered. + * If actor is an empty handle, then nothing will be rendered */ void SetSourceActor( Actor actor ); /** - * @brief Retrieve the actors to be rendered. + * @brief Retrieves the actors to be rendered. * @SINCE_1_0.0 - * @return This actor and its children will be rendered. + * @return This actor and its children will be rendered */ Actor GetSourceActor() const; /** - * @brief Set whether the RenderTask has exclusive access to the source actors; the default is false. + * @brief Sets whether the RenderTask has exclusive access to the source actors; the default is false. * @SINCE_1_0.0 - * @param[in] exclusive True if the source actors will only be rendered by this render-task. + * @param[in] exclusive True if the source actors will only be rendered by this render-task */ void SetExclusive( bool exclusive ); /** - * @brief Query whether the RenderTask has exclusive access to the source actors. + * @brief Queries whether the RenderTask has exclusive access to the source actors. * @SINCE_1_0.0 - * @return True if the source actors will only be rendered by this render-task. + * @return True if the source actors will only be rendered by this render-task */ bool IsExclusive() const; /** - * @brief Set whether the render-task should be considered for input handling; the default is true. + * @brief Sets whether the render-task should be considered for input handling; the default is true. * * The task used for input handling will be last task in the RenderTaskList which has input enabled, * and has a valid source & camera actor. * A RenderTask targetting a frame-buffer can still be hit-tested, provided that the screen->frame-buffer * coordinate conversion is successful; see also SetScreenToFrameBufferFunction(). * @SINCE_1_0.0 - * @param[in] enabled True if the render-task should be considered for input handling. + * @param[in] enabled True if the render-task should be considered for input handling */ void SetInputEnabled( bool enabled ); /** - * @brief Query whether the render-task should be considered for input handling. + * @brief Queries whether the render-task should be considered for input handling. * @SINCE_1_0.0 - * @return True if the render-task should be considered for input handling. + * @return True if the render-task should be considered for input handling */ bool GetInputEnabled() const; /** - * @brief Set the actor from which the scene is viewed. + * @brief Sets the actor from which the scene is viewed. * @SINCE_1_0.0 - * @param[in] cameraActor The scene is viewed from the perspective of this actor. + * @param[in] cameraActor The scene is viewed from the perspective of this actor */ void SetCameraActor( CameraActor cameraActor ); /** - * @brief Retrieve the actor from which the scene is viewed. + * @brief Retrieves the actor from which the scene is viewed. * @SINCE_1_0.0 - * @return The scene is viewed from the perspective of this actor. + * @return The scene is viewed from the perspective of this actor */ CameraActor GetCameraActor() const; /** - * @brief Set the frame-buffer used as a render target. + * @brief Sets the frame-buffer used as a render target. * @SINCE_1_0.0 - * @param[in] frameBuffer A valid frame-buffer handle to enable off-screen rendering, or an uninitialized handle to disable. + * @param[in] frameBuffer A valid frame-buffer handle to enable off-screen rendering, or an uninitialized handle to disable */ void SetTargetFrameBuffer( FrameBufferImage frameBuffer ); /** - * @brief Retrieve the frame-buffer used as a render target. + * @brief Retrieves the frame-buffer used as a render target. * @SINCE_1_0.0 - * @return A valid frame-buffer handle, or an uninitialised handle if off-screen rendering is disabled. + * @return A valid frame-buffer handle, or an uninitialised handle if off-screen rendering is disabled */ FrameBufferImage GetTargetFrameBuffer() const; /** - * @brief Set the function used to convert screen coordinates to frame-buffer coordinates. + * @brief Sets the frame-buffer used as a render target. + * @SINCE_1_1.38 + * @param[in] frameBuffer er A valid FrameBuffer handle to enable off-screen rendering, or an uninitialized handle to disable it + */ + void SetFrameBuffer( FrameBuffer frameBuffer ); + + /** + * @brief Retrieves the frame-buffer used as a render target. + * @SINCE_1_1.38 + * @return The framebuffer + */ + FrameBuffer GetFrameBuffer() const; + + /** + * @brief Sets the function used to convert screen coordinates to frame-buffer coordinates. * * This is useful for hit-testing actors which are rendered off-screen. * @SINCE_1_0.0 - * @param[in] conversionFunction The conversion function. + * @param[in] conversionFunction The conversion function */ void SetScreenToFrameBufferFunction( ScreenToFrameBufferFunction conversionFunction ); /** - * @brief Retrieve the function used to convert screen coordinates to frame-buffer coordinates. + * @brief Retrieves the function used to convert screen coordinates to frame-buffer coordinates. * @SINCE_1_0.0 - * @return The conversion function. + * @return The conversion function */ ScreenToFrameBufferFunction GetScreenToFrameBufferFunction() const; /** - * @brief Set the actor used to convert screen coordinates to frame-buffer coordinates. + * @brief Sets the actor used to convert screen coordinates to frame-buffer coordinates. * * The local coordinates of the actor are mapped as frame-buffer coordinates. * This is useful for hit-testing actors which are rendered off-screen. - * Note: The mapping actor needs to be rendered by the default render task to make the mapping work properly. * @SINCE_1_0.0 - * @param[in] mappingActor The actor used for conversion. + * @param[in] mappingActor The actor used for conversion + * @note The mapping actor needs to be rendered by the default render task to make the mapping work properly. */ void SetScreenToFrameBufferMappingActor( Actor mappingActor ); /** - * @brief Retrieve the actor used to convert screen coordinates to frame-buffer coordinates. + * @brief Retrieves the actor used to convert screen coordinates to frame-buffer coordinates. * @SINCE_1_0.0 - * @return The actor used for conversion. + * @return The actor used for conversion */ Actor GetScreenToFrameBufferMappingActor() const; /** - * @brief Set the GL viewport position used when rendering. + * @brief Sets the GL viewport position used when rendering. * * This specifies the transformation between normalized device coordinates and target window (or frame-buffer) coordinates. * By default this will match the target window or frame-buffer size. @@ -339,14 +358,14 @@ public: void SetViewportPosition( Vector2 position ); /** - * @brief Retrieve the GL viewport position used when rendering. + * @brief Retrieves the GL viewport position used when rendering. * @SINCE_1_0.0 - * @return The viewport. + * @return The viewport */ Vector2 GetCurrentViewportPosition() const; /** - * @brief Set the GL viewport size used when rendering. + * @brief Sets the GL viewport size used when rendering. * * This specifies the transformation between normalized device coordinates and target window (or frame-buffer) coordinates. * By default this will match the target window or frame-buffer size. @@ -356,52 +375,52 @@ public: void SetViewportSize( Vector2 size ); /** - * @brief Retrieve the GL viewport size used when rendering. + * @brief Retrieves the GL viewport size used when rendering. * @SINCE_1_0.0 - * @return The viewport. + * @return The viewport */ Vector2 GetCurrentViewportSize() const; /** - * @brief Set the GL viewport used when rendering. + * @brief Sets the GL viewport used when rendering. * * This specifies the transformation between normalized device coordinates and target window (or frame-buffer) coordinates. * By default this will match the target window or frame-buffer size. * @SINCE_1_0.0 - * @param[in] viewport The new viewport. + * @param[in] viewport The new viewport * @note Unlike the glViewport method, the x & y coordinates refer to the top-left of the viewport rectangle. */ void SetViewport( Viewport viewport ); /** - * @brief Retrieve the GL viewport used when rendering. + * @brief Retrieves the GL viewport used when rendering. * @SINCE_1_0.0 - * @return The viewport. + * @return The viewport */ Viewport GetViewport() const; /** - * @brief Set the clear color used when SetClearEnabled(true) is used. + * @brief Sets the clear color used when SetClearEnabled(true) is used. * @SINCE_1_0.0 - * @param[in] color The new clear color. + * @param[in] color The new clear color */ void SetClearColor( const Vector4& color ); /** - * @brief Retrieve the clear color used when SetClearEnabled(true) is used. + * @brief Retrieves the clear color used when SetClearEnabled(true) is used. * @SINCE_1_0.0 - * @return The clear color. + * @return The clear color * @note This property can be animated; the return value may not match the value written with SetClearColor(). */ Vector4 GetClearColor() const; /** - * @brief Set whether the render-task will clear the results of previous render-tasks. + * @brief Sets whether the render-task will clear the results of previous render-tasks. * * The default is false. * * @SINCE_1_0.0 - * @param[in] enabled True if the render-task should clear. + * @param[in] enabled True if the render-task should clear * @note The default GL surface is cleared automatically at the * beginning of each frame; this setting is only useful when 2+ * render-tasks are used, and the result of the first task needs to @@ -411,24 +430,25 @@ public: void SetClearEnabled( bool enabled ); /** - * @brief Query whether the render-task will clear the results of previous render-tasks. + * @brief Queries whether the render-task will clear the results of previous render-tasks. * @SINCE_1_0.0 - * @return True if the render-task should clear. + * @return True if the render-task should clear */ bool GetClearEnabled() const; /** - * @brief Set whether the render task will cull the actors to the camera's view frustum. + * @brief Sets whether the render task will cull the actors to the camera's view frustum. * - * Note that this will only affect image actors that use the default vertex shader. - * The default mode is to cull actors. * @SINCE_1_0.0 - * @param[in] cullMode True if the renderers should be culled. + * @param[in] cullMode True if the renderers should be culled + * @note The default mode is to cull actors. + * @note If the shader uses @ref Shader::Hint::MODIFIES_GEOMETRY then culling optimizations are disabled. + * @see Shader::Hint */ void SetCullMode( bool cullMode ); /** - * @brief Get the cull mode. + * @brief Gets the cull mode. * * @SINCE_1_0.0 * @return True if the render task should cull the actors to the camera's view frustum @@ -436,13 +456,13 @@ public: bool GetCullMode() const; /** - * @brief Set the refresh-rate of the RenderTask. + * @brief Sets the refresh-rate of the RenderTask. * * The default is REFRESH_ALWAYS (1), meaning that the RenderTask * will be processed every frame if the scene graph is changing. It * may be desirable to process less frequently. For example, * SetRefreshRate(3) will process once every 3 frames if the scene - * graph is changing. If the scene graph is not changing, then the + * graph is changing. If the scene graph is not changing, then the * render task will not be rendered, regardless of this value. * * The REFRESH_ONCE value means that the RenderTask will be @@ -451,39 +471,37 @@ public: * snap-shots to be taken. * * @SINCE_1_0.0 - * @param[in] refreshRate The new refresh rate. + * @param[in] refreshRate The new refresh rate */ void SetRefreshRate( unsigned int refreshRate ); /** - * @brief Query the refresh-rate of the RenderTask. + * @brief Queries the refresh-rate of the RenderTask. * @SINCE_1_0.0 - * @return The refresh-rate. + * @return The refresh-rate */ unsigned int GetRefreshRate() const; /* - * @brief Get viewport coordinates for given world position + * @brief Gets viewport coordinates for given world position. * * @SINCE_1_1.13 - * - * @param[in] position The world position. - * @param[out] viewportX The viewport x position. - * @param[out] viewportY The viewport y position. + * @param[in] position The world position + * @param[out] viewportX The viewport x position + * @param[out] viewportY The viewport y position * @return true if the position has a screen coordinate */ bool WorldToViewport(const Vector3 &position, float& viewportX, float& viewportY) const; /* - * @brief Get actor local coordinates for given viewport coordinates + * @brief Gets actor local coordinates for given viewport coordinates. * * @SINCE_1_1.13 - * - * @param[in] actor The actor describing local coordinate system. - * @param[in] viewportX The viewport x position. - * @param[in] viewportY The viewport y position. - * @param[out] localX The local x position. - * @param[out] localY The local y position. + * @param[in] actor The actor describing local coordinate system + * @param[in] viewportX The viewport x position + * @param[in] viewportY The viewport y position + * @param[out] localX The local x position + * @param[out] localY The local y position * @return true if the screen position has a local coordinate */ bool ViewportToLocal(Actor actor, float viewportX, float viewportY, float &localX, float &localY) const; @@ -493,15 +511,17 @@ public: // Signals /** * @brief If the refresh rate is REFRESH_ONCE, connect to this signal to be notified when a RenderTask has finished. * @SINCE_1_0.0 + * @return The signal to connect to */ RenderTaskSignalType& FinishedSignal(); public: // Not intended for application developers /** + * @internal * @brief This constructor is used by Dali New() methods. * @SINCE_1_0.0 - * @param [in] renderTask A pointer to a newly allocated render-task + * @param[in] renderTask A pointer to a newly allocated render-task */ explicit DALI_INTERNAL RenderTask( Internal::RenderTask* renderTask ); };