2 * Copyright (c) 2018 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/update/nodes/node.h>
22 #include <dali/internal/common/internal-constants.h>
23 #include <dali/internal/common/memory-pool-object-allocator.h>
24 #include <dali/internal/update/common/discard-queue.h>
25 #include <dali/public-api/common/dali-common.h>
26 #include <dali/public-api/common/constants.h>
30 //Memory pool used to allocate new nodes. Memory used by this pool will be released when process dies
31 // or DALI library is unloaded
32 Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::Node> gNodeMemoryPool;
34 // keep track of nodes alive, to ensure we have 0 when the process exits or DALi library is unloaded
35 int32_t gNodeCount = 0;
37 // Called when the process is about to exit, Node count should be zero at this point.
38 void __attribute__ ((destructor)) ShutDown(void)
40 DALI_ASSERT_DEBUG( (gNodeCount == 0) && "Node memory leak");
43 } // Unnamed namespace
54 const ColorMode Node::DEFAULT_COLOR_MODE( USE_OWN_MULTIPLY_PARENT_ALPHA );
56 uint32_t Node::mNodeCounter = 0; ///< A counter to provide unique node ids, up-to 4 billion
60 return new ( gNodeMemoryPool.AllocateRawThreadSafe() ) Node;
63 void Node::Delete( Node* node )
65 // check we have a node not a layer
68 // Manually call the destructor
71 // Mark the memory it used as free in the memory pool
72 gNodeMemoryPool.FreeThreadSafe( node );
76 // not in the pool, just delete it.
82 : mTransformManager( nullptr ),
83 mTransformId( INVALID_TRANSFORM_ID ),
84 mParentOrigin( TRANSFORM_PROPERTY_PARENT_ORIGIN ),
85 mAnchorPoint( TRANSFORM_PROPERTY_ANCHOR_POINT ),
86 mSize( TRANSFORM_PROPERTY_SIZE ), // Zero initialized by default
87 mPosition( TRANSFORM_PROPERTY_POSITION ), // Zero initialized by default
88 mOrientation(), // Initialized to identity by default
89 mScale( TRANSFORM_PROPERTY_SCALE ),
92 mColor( Color::WHITE ),
93 mUpdateSizeHint( Vector3::ZERO ),
94 mWorldPosition( TRANSFORM_PROPERTY_WORLD_POSITION, Vector3( 0.0f,0.0f,0.0f ) ), // Zero initialized by default
95 mWorldScale( TRANSFORM_PROPERTY_WORLD_SCALE, Vector3( 1.0f,1.0f,1.0f ) ),
96 mWorldOrientation(), // Initialized to identity by default
98 mWorldColor( Color::WHITE ),
99 mClippingSortModifier( 0u ),
100 mId( ++mNodeCounter ),
102 mExclusiveRenderTask( nullptr ),
104 mClippingDepth( 0u ),
107 mDirtyFlags( NodePropertyFlags::ALL ),
108 mRegenerateUniformMap( 0 ),
109 mDrawMode( DrawMode::NORMAL ),
110 mColorMode( DEFAULT_COLOR_MODE ),
111 mClippingMode( ClippingMode::DISABLED ),
114 mPositionUsesAnchorPoint( true )
116 mUniformMapChanged[0] = 0u;
117 mUniformMapChanged[1] = 0u;
127 if( mTransformId != INVALID_TRANSFORM_ID )
129 mTransformManager->RemoveTransform(mTransformId);
137 void Node::OnDestroy()
139 // Animators, Constraints etc. should be disconnected from the child's properties.
140 PropertyOwner::Destroy();
143 uint32_t Node::GetId() const
148 void Node::CreateTransform( SceneGraph::TransformManager* transformManager )
150 //Create a new transform
151 mTransformManager = transformManager;
152 mTransformId = transformManager->CreateTransform();
154 //Initialize all the animatable properties
155 mPosition.Initialize( transformManager, mTransformId );
156 mScale.Initialize( transformManager, mTransformId );
157 mOrientation.Initialize( transformManager, mTransformId );
158 mSize.Initialize( transformManager, mTransformId );
159 mParentOrigin.Initialize( transformManager, mTransformId );
160 mAnchorPoint.Initialize( transformManager, mTransformId );
162 //Initialize all the input properties
163 mWorldPosition.Initialize( transformManager, mTransformId );
164 mWorldScale.Initialize( transformManager, mTransformId );
165 mWorldOrientation.Initialize( transformManager, mTransformId );
166 mWorldMatrix.Initialize( transformManager, mTransformId );
168 //Set whether the position should use the anchor point
169 transformManager->SetPositionUsesAnchorPoint( mTransformId, mPositionUsesAnchorPoint );
172 void Node::SetRoot(bool isRoot)
174 DALI_ASSERT_DEBUG(!isRoot || mParent == NULL); // Root nodes cannot have a parent
179 void Node::AddUniformMapping(const UniformPropertyMapping& map)
181 PropertyOwner::AddUniformMapping( map );
182 mRegenerateUniformMap = 2;
185 void Node::RemoveUniformMapping( const ConstString& uniformName )
187 PropertyOwner::RemoveUniformMapping( uniformName );
188 mRegenerateUniformMap = 2;
191 bool Node::IsAnimationPossible() const
193 return mIsConnectedToSceneGraph;
196 void Node::PrepareRender( BufferIndex bufferIndex )
198 if( mRegenerateUniformMap != 0 )
200 if( mRegenerateUniformMap == 2 )
202 CollectedUniformMap& localMap = mCollectedUniformMap[ bufferIndex ];
205 for( UniformMap::SizeType i = 0, count=mUniformMaps.Count(); i<count; ++i )
207 localMap.PushBack(mUniformMaps[i]);
210 else if( mRegenerateUniformMap == 1 )
212 CollectedUniformMap& localMap = mCollectedUniformMap[ bufferIndex ];
213 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-bufferIndex ];
215 localMap.Resize( oldMap.Count() );
217 CollectedUniformMap::SizeType index = 0;
218 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
220 localMap[index] = *iter;
223 --mRegenerateUniformMap;
224 mUniformMapChanged[bufferIndex] = 1u;
228 void Node::ConnectChild( Node* childNode )
230 DALI_ASSERT_ALWAYS( this != childNode );
231 DALI_ASSERT_ALWAYS( IsRoot() || nullptr != mParent ); // Parent should be connected first
232 DALI_ASSERT_ALWAYS( !childNode->IsRoot() && nullptr == childNode->GetParent() ); // Child should be disconnected
234 childNode->SetParent( *this );
236 // Everything should be reinherited when reconnected to scene-graph
237 childNode->SetAllDirtyFlags();
239 // Add the node to the end of the child list.
240 mChildren.PushBack( childNode );
242 // Inform property observers of new connection
243 childNode->ConnectToSceneGraph();
246 void Node::DisconnectChild( BufferIndex updateBufferIndex, Node& childNode )
248 DALI_ASSERT_ALWAYS( this != &childNode );
249 DALI_ASSERT_ALWAYS( childNode.GetParent() == this );
251 // Find the childNode and remove it
252 Node* found( nullptr );
254 const NodeIter endIter = mChildren.End();
255 for ( NodeIter iter = mChildren.Begin(); iter != endIter; ++iter )
257 Node* current = *iter;
258 if ( current == &childNode )
261 mChildren.Erase( iter ); // order matters here
262 break; // iter is no longer valid
265 DALI_ASSERT_ALWAYS( nullptr != found );
267 found->RecursiveDisconnectFromSceneGraph( updateBufferIndex );
270 void Node::AddRenderer( Renderer* renderer )
272 // If it is the first renderer added, make sure the world transform will be calculated
273 // in the next update as world transform is not computed if node has no renderers.
274 if( mRenderer.Empty() )
276 mDirtyFlags |= NodePropertyFlags::TRANSFORM;
280 // Check that it has not been already added.
281 for( auto&& existingRenderer : mRenderer )
283 if( existingRenderer == renderer )
285 // Renderer is already in the list.
291 mRenderer.PushBack( renderer );
294 void Node::RemoveRenderer( const Renderer* renderer )
296 RendererContainer::SizeType rendererCount( mRenderer.Size() );
297 for( RendererContainer::SizeType i = 0; i < rendererCount; ++i )
299 if( mRenderer[i] == renderer )
301 mRenderer.Erase( mRenderer.Begin()+i);
307 NodePropertyFlags Node::GetDirtyFlags() const
309 // get initial dirty flags, they are reset ResetDefaultProperties, but setters may have made the node dirty already
310 NodePropertyFlags flags = mDirtyFlags;
312 // Check whether the visible property has changed
313 if ( !mVisible.IsClean() )
315 flags |= NodePropertyFlags::VISIBLE;
318 // Check whether the color property has changed
319 if ( !mColor.IsClean() )
321 flags |= NodePropertyFlags::COLOR;
327 NodePropertyFlags Node::GetInheritedDirtyFlags( NodePropertyFlags parentFlags ) const
329 // Size is not inherited. VisibleFlag is inherited
330 static const NodePropertyFlags InheritedDirtyFlags = NodePropertyFlags::TRANSFORM | NodePropertyFlags::VISIBLE | NodePropertyFlags::COLOR;
331 using UnderlyingType = typename std::underlying_type<NodePropertyFlags>::type;
333 return static_cast<NodePropertyFlags>( static_cast<UnderlyingType>( mDirtyFlags ) |
334 ( static_cast<UnderlyingType>( parentFlags ) & static_cast<UnderlyingType>( InheritedDirtyFlags ) ) );
337 void Node::ResetDirtyFlags( BufferIndex updateBufferIndex )
339 mDirtyFlags = NodePropertyFlags::NOTHING;
342 void Node::SetParent( Node& parentNode )
344 DALI_ASSERT_ALWAYS(this != &parentNode);
345 DALI_ASSERT_ALWAYS(!mIsRoot);
346 DALI_ASSERT_ALWAYS(mParent == nullptr);
348 mParent = &parentNode;
350 if( mTransformId != INVALID_TRANSFORM_ID )
352 mTransformManager->SetParent( mTransformId, parentNode.GetTransformId() );
356 void Node::RecursiveDisconnectFromSceneGraph( BufferIndex updateBufferIndex )
358 DALI_ASSERT_ALWAYS(!mIsRoot);
359 DALI_ASSERT_ALWAYS(mParent != nullptr);
361 const NodeIter endIter = mChildren.End();
362 for ( NodeIter iter = mChildren.Begin(); iter != endIter; ++iter )
364 (*iter)->RecursiveDisconnectFromSceneGraph( updateBufferIndex );
367 // Animators, Constraints etc. should be disconnected from the child's properties.
368 PropertyOwner::DisconnectFromSceneGraph( updateBufferIndex );
370 // Remove back-pointer to parent
373 // Remove all child pointers
376 if( mTransformId != INVALID_TRANSFORM_ID )
378 mTransformManager->SetParent( mTransformId, INVALID_TRANSFORM_ID );
382 } // namespace SceneGraph
384 } // namespace Internal