WindowSystems: Adapt new getCurrentRenderOrder
authorNobuhiko Tanibata <ntanibata@jp.adit-jv.com>
Wed, 9 Jan 2013 04:31:41 +0000 (13:31 +0900)
committerTimo Lotterbach <timo.lotterbach@bmw-carit.de>
Wed, 9 Jan 2013 13:06:35 +0000 (05:06 -0800)
Signed-off-by: Nobuhiko Tanibata <ntanibata@jp.adit-jv.com>
LayerManagerPlugins/Renderers/Graphic/src/WindowSystems/BaseWindowSystem.cpp
LayerManagerPlugins/Renderers/Graphic/src/WindowSystems/NullWindowSystem.cpp
LayerManagerPlugins/Renderers/Graphic/src/WindowSystems/WaylandBaseWindowSystem.cpp
LayerManagerPlugins/Renderers/Graphic/src/WindowSystems/X11WindowSystem.cpp

index 913f854..d0ff53b 100644 (file)
@@ -21,7 +21,7 @@
 
 void BaseWindowSystem::ClearDamage()
 {
-    LayerList layers = m_pScene->getCurrentRenderOrder();
+    LayerList layers = m_pScene->getCurrentRenderOrder(0);
     for (LayerListIterator layer = layers.begin(); layer != layers.end(); layer++)
     {
         SurfaceList surfaces = (*layer)->getAllSurfaces();
index 4c46e87..0ca86b8 100644 (file)
@@ -44,7 +44,7 @@ void NullWindowSystem::printDebug(int posx, int posy)
     std::stringstream debugmessage;
     debugmessage << "Layer:  ID |   X  |   Y  |   W  |   H  | Al. \n";
     // loop the layers
-    std::list<Layer*> list = layerlist->getCurrentRenderOrder();
+    std::list<Layer*> list = layerlist->getCurrentRenderOrder(0);
     for(std::list<Layer*>::const_iterator currentLayer = list.begin(); currentLayer != list.end(); ++currentLayer)
     {
         Rectangle dest = (*currentLayer)->getDestinationRegion();
@@ -94,7 +94,7 @@ void NullWindowSystem::Redraw()
 //    LOG_INFO("NullWindowSystem","redraw");
     // draw all the layers
     graphicSystem->clearBackground();
-    std::list<Layer*> layers = layerlist->getCurrentRenderOrder();
+    std::list<Layer*> layers = layerlist->getCurrentRenderOrder(0);
     for(std::list<Layer*>::const_iterator current = layers.begin(); current != layers.end(); ++current)
     {
         Layer* currentLayer = (Layer*)*current;
@@ -169,7 +169,7 @@ void* NullWindowSystem::EventLoop(void * ptr)
         defaultLayer->setOpacity(1.0);
         defaultLayer->setDestinationRegion(Rectangle(0,0,windowsys->resolutionWidth,windowsys->resolutionHeight));
         defaultLayer->setSourceRegion(Rectangle(0,0,windowsys->resolutionWidth,windowsys->resolutionHeight));
-        windowsys->layerlist->getCurrentRenderOrder().push_back(defaultLayer);
+        windowsys->layerlist->getCurrentRenderOrder(0).push_back(defaultLayer);
     }
     LOG_DEBUG("NullWindowSystem", "Enter render loop");
     while (running)
index 57c15d0..d6cccaf 100644 (file)
@@ -162,7 +162,7 @@ void WaylandBaseWindowSystem::printDebug()
     std::stringstream debugmessage;
     debugmessage << "Layer:  ID |   X  |   Y  |   W  |   H  | Al. \n";
 
-    LayerList list = m_pScene->getCurrentRenderOrder();
+    LayerList list = m_pScene->getCurrentRenderOrder(0);
 
     // loop the layers
     LayerListConstIterator iter = list.begin();
@@ -246,7 +246,7 @@ WaylandBaseWindowSystem::getNativeSurfaceFromSurface(Surface* surface)
 void WaylandBaseWindowSystem::checkForNewSurfaceNativeContent()
 {
     m_pScene->lockScene();
-    LayerList layers = m_pScene->getCurrentRenderOrder();
+    LayerList layers = m_pScene->getCurrentRenderOrder(0);
     for(LayerListConstIterator current = layers.begin(); current != layers.end(); current++)
     {
         SurfaceList surfaces = (*current)->getAllSurfaces();
@@ -291,7 +291,7 @@ void WaylandBaseWindowSystem::calculateFps()
 
     // we have rendered a frame
     Frame ++;
-    std::list<Layer*> layers = m_pScene->getCurrentRenderOrder();
+    std::list<Layer*> layers = m_pScene->getCurrentRenderOrder(0);
     // every 3 seconds, calculate & print fps
     gettimeofday(&tv, NULL);
     timeSinceLastCalc = (float)(tv.tv_sec-tv0.tv_sec) + 0.000001*((float)(tv.tv_usec-tv0.tv_usec));
@@ -324,7 +324,7 @@ void WaylandBaseWindowSystem::calculateFps()
 
 void WaylandBaseWindowSystem::RedrawAllLayers(bool clear, bool swap)
 {
-    LayerList layers = m_pScene->getCurrentRenderOrder();
+    LayerList layers = m_pScene->getCurrentRenderOrder(0);
     LayerList swLayers;
     // TODO: bRedraw is overly conservative if layers includes a hardware layer
     bool bRedraw = m_forceComposition || graphicSystem->needsRedraw(layers) || (m_systemState == REDRAW_STATE);
index 4fc7382..076f731 100644 (file)
@@ -163,7 +163,7 @@ void X11WindowSystem::printDebug(){
     std::stringstream debugmessage;
     debugmessage << "Layer:  ID |   X  |   Y  |   W  |   H  | Al. \n";
 
-    LayerList list = m_pScene->getCurrentRenderOrder();
+    LayerList list = m_pScene->getCurrentRenderOrder(0);
 
     // loop the layers
     LayerListConstIterator iter = list.begin();
@@ -230,7 +230,7 @@ Surface* X11WindowSystem::getSurfaceForWindow(Window w)
 void X11WindowSystem::checkForNewSurfaceNativeContent()
 {
     m_pScene->lockScene();
-    LayerList layers = m_pScene->getCurrentRenderOrder();
+    LayerList layers = m_pScene->getCurrentRenderOrder(0);
     for(LayerListConstIterator current = layers.begin(); current != layers.end(); current++)
     {
         SurfaceList surfaces = (*current)->getAllSurfaces();
@@ -574,7 +574,7 @@ void X11WindowSystem::calculateFps()
 {
     // we have rendered a frame
     Frame ++;
-    std::list<Layer*> layers = m_pScene->getCurrentRenderOrder();
+    std::list<Layer*> layers = m_pScene->getCurrentRenderOrder(0);
     // every 3 seconds, calculate & print fps
     gettimeofday(&tv, NULL);
     timeSinceLastCalc = (float)(tv.tv_sec-tv0.tv_sec) + 0.000001*((float)(tv.tv_usec-tv0.tv_usec));
@@ -602,7 +602,7 @@ void X11WindowSystem::calculateFps()
 
 void X11WindowSystem::RedrawAllLayers(bool clear, bool swap)
 {
-    LayerList layers = m_pScene->getCurrentRenderOrder();
+    LayerList layers = m_pScene->getCurrentRenderOrder(0);
     LayerList swLayers;
 
     // Refresh HW Layers, find SW Layers
@@ -809,7 +809,7 @@ init_complete:
         defaultLayer->setOpacity(1.0);
         defaultLayer->setDestinationRegion(Rectangle(0,0,this->resolutionWidth,this->resolutionHeight));
         defaultLayer->setSourceRegion(Rectangle(0,0,this->resolutionWidth,this->resolutionHeight));
-        this->m_pScene->getCurrentRenderOrder().push_back(defaultLayer);
+        this->m_pScene->getCurrentRenderOrder(0).push_back(defaultLayer);
     }
     LOG_INFO("X11WindowSystem", "Enter render loop");