// Ensure any messages queued during pause callbacks are processed by doing another update.
RequestUpdateOnce();
+
+ DALI_LOG_RELEASE_INFO( "Adaptor::Pause: Paused\n" );
+ }
+ else
+ {
+ DALI_LOG_RELEASE_INFO( "Adaptor::Pause: Not paused [%d]\n", mState );
}
}
// Do at end to ensure our first update/render after resumption includes the processed messages as well
mThreadController->Resume();
+
+ DALI_LOG_RELEASE_INFO( "Adaptor::Resume: Resumed\n");
+ }
+ else
+ {
+ DALI_LOG_RELEASE_INFO( "Adaptor::Resume: Not resumed [%d]\n", mState );
}
}
mCallbackManager->Stop();
mState = STOPPED;
+
+ DALI_LOG_RELEASE_INFO( "Adaptor::Stop\n" );
}
}
// Force a render task
RequestUpdateOnce();
}
+ else
+ {
+ DALI_LOG_RELEASE_INFO( "Adaptor::OnWindowShown: Not shown [%d]\n", mState );
+ }
}
void Adaptor::OnWindowHidden()
// Adaptor cannot be resumed until the window is shown
mState = PAUSED_WHILE_HIDDEN;
}
+ else
+ {
+ DALI_LOG_RELEASE_INFO( "Adaptor::OnWindowHidden: Not hidden [%d]\n", mState );
+ }
}
// Dali::Internal::Adaptor::Adaptor::OnDamaged
{
GetCore().SceneCreated();
+ // Flush the event queue to give the update-render thread chance
+ // to start processing messages for new camera setup etc as soon as possible
+ ProcessCoreEvents();
+
// Start thread controller after the scene has been created
mThreadController->Start();
SurfaceInitialized();
mState = RUNNING;
+
+ DALI_LOG_RELEASE_INFO( "Adaptor::NotifySceneCreated\n" );
}
void Adaptor::NotifyLanguageChanged()