2 * Copyright (c) 2016 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>
28 namespace //Unnamed namespace
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;
44 const PositionInheritanceMode Node::DEFAULT_POSITION_INHERITANCE_MODE( INHERIT_PARENT_POSITION );
45 const ColorMode Node::DEFAULT_COLOR_MODE( USE_OWN_MULTIPLY_PARENT_ALPHA );
50 return new ( gNodeMemoryPool.AllocateRawThreadSafe() ) Node();
53 void Node::Delete( Node* node )
55 // check we have a node not a layer
58 // Manually call the destructor
61 // Mark the memory it used as free in the memory pool
62 gNodeMemoryPool.FreeThreadSafe( node );
66 // not in the pool, just delete it.
72 : mTransformManager(0),
73 mTransformId( INVALID_TRANSFORM_ID ),
74 mParentOrigin( TRANSFORM_PROPERTY_PARENT_ORIGIN ),
75 mAnchorPoint( TRANSFORM_PROPERTY_ANCHOR_POINT ),
76 mSize( TRANSFORM_PROPERTY_SIZE ), // Zero initialized by default
77 mPosition( TRANSFORM_PROPERTY_POSITION ), // Zero initialized by default
78 mOrientation(), // Initialized to identity by default
79 mScale( TRANSFORM_PROPERTY_SCALE ),
81 mColor( Color::WHITE ),
82 mWorldPosition( TRANSFORM_PROPERTY_WORLD_POSITION, Vector3( 0.0f,0.0f,0.0f ) ), // Zero initialized by default
83 mWorldScale( TRANSFORM_PROPERTY_WORLD_SCALE, Vector3( 1.0f,1.0f,1.0f ) ),
84 mWorldOrientation(), // Initialized to identity by default
86 mWorldColor( Color::WHITE ),
87 mClippingSortModifier( 0u ),
89 mExclusiveRenderTask( NULL ),
93 mRegenerateUniformMap( 0 ),
94 mDirtyFlags( AllFlags ),
95 mDrawMode( DrawMode::NORMAL ),
96 mColorMode( DEFAULT_COLOR_MODE ),
97 mClippingMode( ClippingMode::DISABLED ),
101 mUniformMapChanged[0] = 0u;
102 mUniformMapChanged[1] = 0u;
107 if( mTransformId != INVALID_TRANSFORM_ID )
109 mTransformManager->RemoveTransform(mTransformId);
113 void Node::OnDestroy()
115 // Animators, Constraints etc. should be disconnected from the child's properties.
116 PropertyOwner::Destroy();
119 void Node::CreateTransform( SceneGraph::TransformManager* transformManager )
121 //Create a new transform
122 mTransformManager = transformManager;
123 mTransformId = transformManager->CreateTransform();
125 //Initialize all the animatable properties
126 mPosition.Initialize( transformManager, mTransformId );
127 mScale.Initialize( transformManager, mTransformId );
128 mOrientation.Initialize( transformManager, mTransformId );
129 mSize.Initialize( transformManager, mTransformId );
130 mParentOrigin.Initialize( transformManager, mTransformId );
131 mAnchorPoint.Initialize( transformManager, mTransformId );
133 //Initialize all the input properties
134 mWorldPosition.Initialize( transformManager, mTransformId );
135 mWorldScale.Initialize( transformManager, mTransformId );
136 mWorldOrientation.Initialize( transformManager, mTransformId );
137 mWorldMatrix.Initialize( transformManager, mTransformId );
140 void Node::SetRoot(bool isRoot)
142 DALI_ASSERT_DEBUG(!isRoot || mParent == NULL); // Root nodes cannot have a parent
147 void Node::AddUniformMapping( UniformPropertyMapping* map )
149 PropertyOwner::AddUniformMapping( map );
150 mRegenerateUniformMap = 2;
153 void Node::RemoveUniformMapping( const std::string& uniformName )
155 PropertyOwner::RemoveUniformMapping( uniformName );
156 mRegenerateUniformMap = 2;
159 void Node::PrepareRender( BufferIndex bufferIndex )
161 if(mRegenerateUniformMap != 0 )
163 if( mRegenerateUniformMap == 2 )
165 CollectedUniformMap& localMap = mCollectedUniformMap[ bufferIndex ];
168 for( unsigned int i=0, count=mUniformMaps.Count(); i<count; ++i )
170 localMap.PushBack( &mUniformMaps[i] );
173 else if( mRegenerateUniformMap == 1 )
175 CollectedUniformMap& localMap = mCollectedUniformMap[ bufferIndex ];
176 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-bufferIndex ];
178 localMap.Resize( oldMap.Count() );
180 unsigned int index=0;
181 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
183 localMap[index] = *iter;
186 --mRegenerateUniformMap;
187 mUniformMapChanged[bufferIndex] = 1u;
191 void Node::ConnectChild( Node* childNode )
193 DALI_ASSERT_ALWAYS( this != childNode );
194 DALI_ASSERT_ALWAYS( IsRoot() || NULL != mParent ); // Parent should be connected first
195 DALI_ASSERT_ALWAYS( !childNode->IsRoot() && NULL == childNode->GetParent() ); // Child should be disconnected
197 childNode->SetParent( *this );
199 // Everything should be reinherited when reconnected to scene-graph
200 childNode->SetAllDirtyFlags();
202 // Add the node to the end of the child list.
203 mChildren.PushBack( childNode );
205 // Inform property observers of new connection
206 childNode->ConnectToSceneGraph();
209 void Node::DisconnectChild( BufferIndex updateBufferIndex, Node& childNode )
211 DALI_ASSERT_ALWAYS( this != &childNode );
212 DALI_ASSERT_ALWAYS( childNode.GetParent() == this );
214 // Find the childNode and remove it
217 const NodeIter endIter = mChildren.End();
218 for ( NodeIter iter = mChildren.Begin(); iter != endIter; ++iter )
220 Node* current = *iter;
221 if ( current == &childNode )
224 mChildren.Erase( iter ); // order matters here
225 break; // iter is no longer valid
228 DALI_ASSERT_ALWAYS( NULL != found );
230 found->RecursiveDisconnectFromSceneGraph( updateBufferIndex );
233 void Node::RemoveRenderer( Renderer* renderer )
235 unsigned int rendererCount( mRenderer.Size() );
236 for( unsigned int i(0); i<rendererCount; ++i )
238 if( mRenderer[i] == renderer )
240 mRenderer.Erase( mRenderer.Begin()+i);
246 int Node::GetDirtyFlags() const
248 // get initial dirty flags, they are reset ResetDefaultProperties, but setters may have made the node dirty already
249 int flags = mDirtyFlags;
251 // Check whether the visible property has changed
252 if ( !mVisible.IsClean() )
254 flags |= VisibleFlag;
257 // Check whether the color property has changed
258 if ( !mColor.IsClean() )
266 void Node::ResetDefaultProperties( BufferIndex updateBufferIndex )
268 mVisible.ResetToBaseValue( updateBufferIndex );
269 mColor.ResetToBaseValue( updateBufferIndex );
271 mDirtyFlags = NothingFlag;
274 void Node::SetParent(Node& parentNode)
276 DALI_ASSERT_ALWAYS(this != &parentNode);
277 DALI_ASSERT_ALWAYS(!mIsRoot);
278 DALI_ASSERT_ALWAYS(mParent == NULL);
280 mParent = &parentNode;
282 if( mTransformId != INVALID_TRANSFORM_ID )
284 mTransformManager->SetParent( mTransformId, parentNode.GetTransformId() );
288 void Node::RecursiveDisconnectFromSceneGraph( BufferIndex updateBufferIndex )
290 DALI_ASSERT_ALWAYS(!mIsRoot);
291 DALI_ASSERT_ALWAYS(mParent != NULL);
293 const NodeIter endIter = mChildren.End();
294 for ( NodeIter iter = mChildren.Begin(); iter != endIter; ++iter )
296 (*iter)->RecursiveDisconnectFromSceneGraph( updateBufferIndex );
299 // Animators, Constraints etc. should be disconnected from the child's properties.
300 PropertyOwner::DisconnectFromSceneGraph( updateBufferIndex );
302 // Remove back-pointer to parent
305 // Remove all child pointers
308 if( mTransformId != INVALID_TRANSFORM_ID )
310 mTransformManager->SetParent( mTransformId, INVALID_TRANSFORM_ID );
314 } // namespace SceneGraph
317 void OwnerPointer<Dali::Internal::SceneGraph::Node>::Reset()
319 if( mObject != NULL )
321 Dali::Internal::SceneGraph::Node::Delete( mObject );
326 } // namespace Internal
329 void OwnerContainer<Dali::Internal::SceneGraph::Node*>::Delete(Dali::Internal::SceneGraph::Node* pointer)
331 Dali::Internal::SceneGraph::Node::Delete( pointer );