2 * Copyright (c) 2019 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/event/common/scene-impl.h>
22 #include <dali/internal/event/actors/layer-impl.h>
23 #include <dali/internal/event/actors/layer-list.h>
24 #include <dali/internal/event/actors/camera-actor-impl.h>
25 #include <dali/internal/event/common/thread-local-storage.h>
26 #include <dali/internal/event/render-tasks/render-task-list-impl.h>
27 #include <dali/internal/event/render-tasks/render-task-impl.h>
28 #include <dali/internal/event/common/object-registry-impl.h>
29 #include <dali/internal/update/nodes/node.h>
30 #include <dali/internal/update/manager/update-manager.h>
31 #include <dali/public-api/object/type-registry.h>
32 #include <dali/public-api/render-tasks/render-task-list.h>
33 #include <dali/internal/event/rendering/frame-buffer-impl.h>
34 #include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
36 using Dali::Internal::SceneGraph::Node;
47 const Vector4 DEFAULT_BACKGROUND_COLOR(0.0f, 0.0f, 0.0f, 1.0f); // Default background color
51 ScenePtr Scene::New( const Size& size )
53 ScenePtr scene = new Scene( size );
55 // Second-phase construction
61 Scene::Scene( const Size& size )
62 : mSurface( nullptr ),
64 mSurfaceSize( Vector2::ZERO ),
65 mDpi( Vector2::ZERO ),
66 mBackgroundColor( DEFAULT_BACKGROUND_COLOR ),
67 mDepthTreeDirty( false ),
68 mEventProcessor( *this, ThreadLocalStorage::GetInternal()->GetGestureEventProcessor() )
76 // its enough to release the handle so the object is released
77 // don't need to remove it from root actor as root actor will delete the object
78 mDefaultCamera.Reset();
83 // we are closing down so just delete the root, no point emit disconnect
84 // signals or send messages to update
90 mRenderTaskList.Reset();
93 if( ThreadLocalStorage::Created() )
95 ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
96 tls->RemoveScene( this );
100 void Scene::Initialize()
102 ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
104 DALI_ASSERT_ALWAYS( tls && "Attempt to create scene before core exists!" );
106 tls->AddScene( this );
108 SceneGraph::UpdateManager& updateManager = tls->GetUpdateManager();
110 // Create the ordered list of layers
111 mLayerList = LayerList::New( updateManager );
113 // The scene owns the default layer
114 mRootLayer = Layer::NewRoot( *mLayerList, updateManager );
115 mRootLayer->SetName("RootLayer");
116 mRootLayer->SetScene( *this );
118 // The root layer needs to have a fixed resize policy (as opposed to the default USE_NATURAL_SIZE).
119 // This stops actors parented to the stage having their relayout requests propagating
120 // up to the root layer, and down through other children unnecessarily.
121 mRootLayer->SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
123 // Create the default camera actor first; this is needed by the RenderTaskList
124 // The default camera attributes and position is such that children of the default layer,
125 // can be positioned at (0,0) and be at the top-left of the viewport.
126 mDefaultCamera = CameraActor::New( mSize );
127 mDefaultCamera->SetParentOrigin(ParentOrigin::CENTER);
128 Add(*(mDefaultCamera.Get()));
130 // Create the list of render-tasks
131 mRenderTaskList = RenderTaskList::New();
133 // Create the default render-task
134 mRenderTaskList->CreateTask( mRootLayer.Get(), mDefaultCamera.Get() );
137 void Scene::Add(Actor& actor)
139 mRootLayer->Add( actor );
142 void Scene::Remove(Actor& actor)
144 mRootLayer->Remove( actor );
147 Size Scene::GetSize() const
152 void Scene::SetDpi(Vector2 dpi)
157 Vector2 Scene::GetDpi() const
162 RenderTaskList& Scene::GetRenderTaskList() const
164 return *mRenderTaskList;
167 Dali::Layer Scene::GetRootLayer() const
169 return Dali::Layer( mRootLayer.Get() );
172 LayerList& Scene::GetLayerList() const
177 uint32_t Scene::GetLayerCount() const
179 return mLayerList->GetLayerCount();
182 Dali::Layer Scene::GetLayer( uint32_t depth ) const
184 return Dali::Layer(mLayerList->GetLayer( depth ));
187 CameraActor& Scene::GetDefaultCameraActor()
189 return *mDefaultCamera;
192 Actor& Scene::GetDefaultRootActor()
197 void Scene::SetSurface( Integration::RenderSurface& surface )
202 RenderTaskPtr defaultRenderTask = mRenderTaskList->GetTask( 0u );
204 mFrameBuffer = Dali::Internal::FrameBuffer::New( surface, Dali::FrameBuffer::Attachment::NONE );
205 defaultRenderTask->SetFrameBuffer( mFrameBuffer );
211 void Scene::SurfaceResized()
215 const float fWidth = static_cast<float>( mSurface->GetPositionSize().width );
216 const float fHeight = static_cast<float>( mSurface->GetPositionSize().height );
218 if( ( fabsf( mSurfaceSize.width - fWidth ) > Math::MACHINE_EPSILON_1 ) || ( fabsf( mSurfaceSize.height - fHeight ) > Math::MACHINE_EPSILON_1 ) )
220 Rect<int32_t> newSize( 0, 0, static_cast<int32_t>( mSurface->GetPositionSize().width ), static_cast<int32_t>( mSurface->GetPositionSize().height ) );
222 mSurfaceSize.width = fWidth;
223 mSurfaceSize.height = fHeight;
225 mSize.width = mSurfaceSize.width;
226 mSize.height = mSurfaceSize.height;
228 // Calculates the aspect ratio, near and far clipping planes, field of view and camera Z position.
229 mDefaultCamera->SetPerspectiveProjection( mSurfaceSize );
231 mRootLayer->SetSize( mSize.width, mSize.height );
233 ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
234 SceneGraph::UpdateManager& updateManager = tls->GetUpdateManager();
235 SetDefaultSurfaceRectMessage( updateManager, newSize ); // truncated
237 RenderTaskPtr defaultRenderTask = mRenderTaskList->GetTask( 0u );
239 // if single render task to screen then set its viewport parameters
240 if( 1 == mRenderTaskList->GetTaskCount() )
242 if( !defaultRenderTask->GetTargetFrameBuffer() )
244 defaultRenderTask->SetViewport( newSize ); // truncated
248 defaultRenderTask->GetFrameBuffer()->SetSize( static_cast<uint32_t>( newSize.width ), static_cast<uint32_t>( newSize.height ) );
253 Integration::RenderSurface* Scene::GetSurface() const
258 void Scene::RequestRebuildDepthTree()
260 mDepthTreeDirty = true;
263 void Scene::QueueEvent( const Integration::Event& event )
265 mEventProcessor.QueueEvent( event );
268 void Scene::ProcessEvents()
270 mEventProcessor.ProcessEvents();
273 void Scene::RebuildDepthTree()
275 // If the depth tree needs rebuilding, do it in this frame only.
276 if( mDepthTreeDirty )
278 ActorPtr actor( mRootLayer.Get() );
279 actor->RebuildDepthTree();
280 mDepthTreeDirty = false;
284 void Scene::SetBackgroundColor( const Vector4& color )
286 mBackgroundColor = color;
290 mRenderTaskList->GetTask( 0u )->GetFrameBuffer()->SetBackgroundColor( color );
294 Vector4 Scene::GetBackgroundColor() const
296 return mBackgroundColor;
299 void Scene::EmitKeyEventSignal(const KeyEvent& event)
301 mKeyEventSignal.Emit( event );
304 void Scene::EmitEventProcessingFinishedSignal()
306 mEventProcessingFinishedSignal.Emit();
309 void Scene::EmitTouchedSignal( const TouchEvent& touchEvent, const Dali::TouchData& touch )
311 mTouchedSignal.Emit( touchEvent );
312 mTouchSignal.Emit( touch );
315 void Scene::EmitWheelEventSignal(const WheelEvent& event)
317 mWheelEventSignal.Emit( event );
320 Integration::Scene::KeyEventSignalType& Scene::KeyEventSignal()
322 return mKeyEventSignal;
325 Integration::Scene::EventProcessingFinishedSignalType& Scene::EventProcessingFinishedSignal()
327 return mEventProcessingFinishedSignal;
330 Scene::TouchedSignalType& Scene::TouchedSignal()
332 return mTouchedSignal;
335 Integration::Scene::TouchSignalType& Scene::TouchSignal()
340 Integration::Scene::WheelEventSignalType& Scene::WheelEventSignal()
342 return mWheelEventSignal;