1 #ifndef DALI_INTEGRATION_CORE_H
2 #define DALI_INTEGRATION_CORE_H
5 * Copyright (c) 2017 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
22 #include <dali/public-api/common/dali-common.h>
23 #include <dali/public-api/common/view-mode.h>
24 #include <dali/integration-api/context-notifier.h>
25 #include <dali/integration-api/core-enumerations.h>
26 #include <dali/integration-api/resource-policies.h>
42 class GlSyncAbstraction;
43 class PlatformAbstraction;
44 class RenderController;
51 * The reasons why further updates are required.
53 namespace KeepUpdating
57 NOT_REQUESTED = 0, ///< Zero means that no further updates are required
58 STAGE_KEEP_RENDERING = 1<<1, ///< - Stage::KeepRendering() is being used
59 ANIMATIONS_RUNNING = 1<<2, ///< - Animations are ongoing
60 MONITORING_PERFORMANCE = 1<<3, ///< - The --enable-performance-monitor option is being used
61 RENDER_TASK_SYNC = 1<<4 ///< - A render task is waiting for render sync
66 * The status of the Core::Update operation.
76 : keepUpdating(false),
77 needsNotification(false),
78 secondsFromLastFrame( 0.0f )
85 * Query whether the Core has further frames to update & render e.g. when animations are ongoing.
86 * @return A bitmask of KeepUpdating values
88 unsigned int KeepUpdating() { return keepUpdating; }
91 * Query whether the Core requires an Notification event.
92 * This should be sent through the same mechanism (e.g. event loop) as input events.
93 * @return True if an Notification event should be sent.
95 bool NeedsNotification() { return needsNotification; }
98 * Query wheter the default surface rect is changed or not.
99 * @return true if the default surface rect is changed.
101 bool SurfaceRectChanged() { return surfaceRectChanged; }
104 * This method is provided so that FPS can be easily calculated with a release version
106 * @return the seconds from last frame as float
108 float SecondsFromLastFrame() { return secondsFromLastFrame; }
112 unsigned int keepUpdating; ///< A bitmask of KeepUpdating values
113 bool needsNotification;
114 bool surfaceRectChanged;
115 float secondsFromLastFrame;
119 * The status of the Core::Render operation.
129 : needsUpdate( false ),
130 needsPostRender( false )
135 * Set whether update needs to run following a render.
136 * @param[in] updateRequired Set to true if an update is required to be run
138 void SetNeedsUpdate( bool updateRequired )
140 needsUpdate = updateRequired;
144 * Query the update status following rendering of a frame.
145 * @return True if update is required to be run
147 bool NeedsUpdate() const
153 * Sets if a post-render should be run.
154 * If nothing is rendered this frame, we can skip post-render.
155 * @param[in] postRenderRequired Set to True if post-render is required to be run
157 void SetNeedsPostRender( bool postRenderRequired )
159 needsPostRender = postRenderRequired;
163 * Queries if a post-render should be run.
164 * @return True if post-render is required to be run
166 bool NeedsPostRender() const
168 return needsPostRender;
173 bool needsUpdate :1; ///< True if update is required to be run
174 bool needsPostRender :1; ///< True if post-render is required to be run.
178 * Integration::Core is used for integration with the native windowing system.
179 * The following integration tasks must be completed:
181 * 1) Handle GL context creation, and notify the Core when this occurs.
183 * 2) Provide suspend/resume behaviour (see below for more details).
185 * 3) Run an event loop, for passing events to the Core e.g. multi-touch input events.
186 * Notification events should be sent after a frame is updated (see UpdateStatus).
188 * 4) Run a rendering loop, instructing the Core to render each frame.
189 * A separate rendering thread is recommended; see multi-threading options below.
191 * 5) Provide an implementation of the PlatformAbstraction interface, used to access platform specific services.
193 * 6) Provide an implementation of the GlAbstraction interface, used to access OpenGL services.
195 * 7) Provide an implementation of the GestureManager interface, used to register gestures provided by the platform.
197 * Multi-threading notes:
199 * The Dali API methods are not reentrant. If you access the API from multiple threads simultaneously, then the results
200 * are undefined. This means that your application might segfault, or behave unpredictably.
202 * Rendering strategies:
204 * 1) Single-threaded. Call every Core method from the same thread. Event handling and rendering will occur in the same thread.
205 * This is not recommended, since processing input (slowly) can affect the smooth flow of animations.
207 * 2) Multi-threaded. The Core update & render operations can be processed in separate threads.
208 * See the method descriptions in Core to see which thread they should be called from.
209 * This is the recommended option, so that input processing will not affect the smoothness of animations.
210 * Note that the rendering thread must be halted, before destroying the GL context.
212 class DALI_IMPORT_API Core
218 * This object is used for integration with the native windowing system.
219 * @param[in] renderController The interface to an object which controls rendering.
220 * @param[in] platformAbstraction The interface providing platform specific services.
221 * @param[in] glAbstraction The interface providing OpenGL services.
222 * @param[in] glSyncAbstraction The interface providing OpenGL sync objects.
223 * @param[in] gestureManager The interface providing gesture manager services.
224 * @param[in] policy The data retention policy. This depends on application setting
225 * and platform support. Dali should honour this policy when deciding to discard
226 * intermediate resource data.
227 * @param[in] renderToFboEnabled Whether rendering into the Frame Buffer Object is enabled.
228 * @param[in] depthBufferAvailable Whether the depth buffer is available
229 * @param[in] stencilBufferAvailable Whether the stencil buffer is available
230 * @return A newly allocated Core.
232 static Core* New( RenderController& renderController,
233 PlatformAbstraction& platformAbstraction,
234 GlAbstraction& glAbstraction,
235 GlSyncAbstraction& glSyncAbstraction,
236 GestureManager& gestureManager,
237 ResourcePolicy::DataRetention policy,
238 RenderToFrameBuffer renderToFboEnabled,
239 DepthBufferAvailable depthBufferAvailable,
240 StencilBufferAvailable stencilBufferAvailable );
243 * Non-virtual destructor. Core is not intended as a base class.
247 // GL Context Lifecycle
250 * Get the object that will notify the application/toolkit when context is lost/regained
252 ContextNotifierInterface* GetContextNotifier();
255 * Notify the Core that the GL context has been created.
256 * The context must be created before the Core can render.
257 * Multi-threading note: this method should be called from the rendering thread only
258 * @post The Core is aware of the GL context.
260 void ContextCreated();
263 * Notify the Core that that GL context is about to be destroyed.
264 * The Core will free any previously allocated GL resources.
265 * Multi-threading note: this method should be called from the rendering thread only
266 * @post The Core is unaware of any GL context.
268 void ContextDestroyed();
271 * Notify the Core that the GL context has been re-created, e.g. after ReplaceSurface
274 * In the case of ReplaceSurface, both ContextToBeDestroyed() and ContextCreated() will have
275 * been called on the render thread before this is called on the event thread.
277 * Multi-threading note: this method should be called from the main thread
279 void RecoverFromContextLoss();
282 * Notify the Core that the GL surface has been resized.
283 * This should be done at least once i.e. after the first call to ContextCreated().
284 * The Core will use the surface size for camera calculations, and to set the GL viewport.
285 * Multi-threading note: this method should be called from the main thread
286 * @param[in] width The new surface width.
287 * @param[in] height The new surface height.
289 void SurfaceResized(unsigned int width, unsigned int height);
293 * Notify the Core that the GL surface has been resized and rotated.
294 * This should be done at least once i.e. after the first call to ContextCreated().
295 * The Core will use the surface size or orientation for camera calculations, and to set the GL viewport.
296 * Multi-threading note: this method should be called from the main thread
297 * @param[in] width The new surface width.
298 * @param[in] height The new surface height.
299 * @param[in] orientation The new surface orientation.
301 void SurfaceResized( unsigned int width, unsigned int height, int orientation );
304 * Notify the Core about the top margin size.
305 * Available stage size is reduced by this size.
306 * The stage is located below the size at the top of the display
307 * It is mainly useful for indicator in mobile device
308 * @param[in] margin margin size
310 void SetTopMargin( unsigned int margin );
315 * Notify the Core about the display's DPI values.
316 * This should be done after the display is initialized and a Core instance is created.
317 * The Core will use the DPI values for font rendering.
318 * Multi-threading note: this method should be called from the main thread
319 * @param[in] dpiHorizontal Horizontal DPI value.
320 * @param[in] dpiVertical Vertical DPI value.
322 void SetDpi(unsigned int dpiHorizontal, unsigned int dpiVertical);
327 * Notify Core that the scene has been created.
332 * Queue an event with Core.
333 * Pre-processing of events may be beneficial e.g. a series of motion events could be throttled, so that only the last event is queued.
334 * Multi-threading note: this method should be called from the main thread.
335 * @param[in] event The new event.
337 void QueueEvent(const Event& event);
340 * Process the events queued with QueueEvent().
341 * Multi-threading note: this method should be called from the main thread.
342 * @pre ProcessEvents should not be called during ProcessEvents.
344 void ProcessEvents();
347 * The Core::Update() method prepares a frame for rendering. This method determines how many frames
348 * may be prepared, ahead of the rendering.
349 * For example if the maximum update count is 2, then Core::Update() for frame N+1 may be processed
350 * whilst frame N is being rendered. However the Core::Update() for frame N+2 may not be called, until
351 * the Core::Render() method for frame N has returned.
352 * @return The maximum update count (>= 1).
354 unsigned int GetMaximumUpdateCount() const;
357 * Update the scene for the next frame. This method must be called before each frame is rendered.
358 * Multi-threading notes: this method should be called from a dedicated update-thread.
359 * The update for frame N+1 may be processed whilst frame N is being rendered.
360 * However the update-thread must wait until frame N has been rendered, before processing frame N+2.
361 * After this method returns, messages may be queued internally for the main thread.
362 * In order to process these messages, a notification is sent via the main thread's event loop.
363 * @param[in] elapsedSeconds Number of seconds since the last call
364 * @param[in] lastVSyncTimeMilliseconds The last vsync time in milliseconds
365 * @param[in] nextVSyncTimeMilliseconds The time of the next predicted VSync in milliseconds
366 * @param[out] status showing whether further updates are required. This also shows
367 * whether a Notification event should be sent, regardless of whether the multi-threading is used.
368 * @param[in] renderToFboEnabled Whether rendering into the Frame Buffer Object is enabled.
369 * @param[in] isRenderingToFbo Whether this frame is being rendered into the Frame Buffer Object.
371 void Update( float elapsedSeconds,
372 unsigned int lastVSyncTimeMilliseconds,
373 unsigned int nextVSyncTimeMilliseconds,
374 UpdateStatus& status,
375 bool renderToFboEnabled,
376 bool isRenderingToFbo );
379 * Render the next frame. This method should be preceded by a call up Update.
380 * Multi-threading note: this method should be called from a dedicated rendering thread.
381 * @pre The GL context must have been created, and made current.
382 * @param[out] status showing whether update is required to run.
384 void Render( RenderStatus& status );
386 // System-level overlay
389 * Use the SystemOverlay to draw content for system-level indicators, dialogs etc.
390 * @return The SystemOverlay.
392 SystemOverlay& GetSystemOverlay();
395 * Set the stereoscopic 3D view mode
396 * @param[in] viewMode The new view mode
398 void SetViewMode( ViewMode viewMode );
401 * Get the current view mode
402 * @return The current view mode
405 ViewMode GetViewMode() const;
408 * Set the stereo base (eye seperation) for stereoscopic 3D
409 * @param[in] stereoBase The stereo base (eye seperation) for stereoscopic 3D (mm)
411 void SetStereoBase( float stereoBase );
414 * Get the stereo base (eye seperation) for stereoscopic 3D
415 * @return The stereo base (eye seperation) for stereoscopic 3D (mm)
417 float GetStereoBase() const;
422 * Private constructor; see also Core::New()
427 * Undefined copy-constructor.
428 * This avoids accidental calls to a default copy-constructor.
429 * @param[in] core A reference to the object to copy.
431 Core(const Core& core);
434 * Undefined assignment operator.
435 * This avoids accidental calls to a default assignment operator.
436 * @param[in] rhs A reference to the object to copy.
438 Core& operator=(const Core& rhs);
442 Internal::Core* mImpl;
446 } // namespace Integration
450 #endif // DALI_INTEGRATION_CORE_H