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 : mOrientation(), // Initialized to identity by default
85 mColor( Color::WHITE ),
86 mUpdateSizeHint( Vector3::ZERO ),
87 mWorldPosition( TRANSFORM_PROPERTY_WORLD_POSITION, Vector3( 0.0f,0.0f,0.0f ) ), // Zero initialized by default
88 mWorldScale( TRANSFORM_PROPERTY_WORLD_SCALE, Vector3( 1.0f,1.0f,1.0f ) ),
89 mWorldOrientation(), // Initialized to identity by default
91 mWorldColor( Color::WHITE ),
92 mClippingSortModifier( 0u ),
93 mId( ++mNodeCounter ),
95 mExclusiveRenderTask( nullptr ),
100 mDirtyFlags( NodePropertyFlags::ALL ),
101 mRegenerateUniformMap( 0 ),
102 mDrawMode( DrawMode::NORMAL ),
103 mColorMode( DEFAULT_COLOR_MODE ),
104 mClippingMode( ClippingMode::DISABLED ),
107 mPositionUsesAnchorPoint( true )
109 mUniformMapChanged[0] = 0u;
110 mUniformMapChanged[1] = 0u;
119 if( mTransformManagerData.Id() != INVALID_TRANSFORM_ID )
121 mTransformManagerData.Manager()->RemoveTransform(mTransformManagerData.Id());
129 void Node::OnDestroy()
131 // Animators, Constraints etc. should be disconnected from the child's properties.
132 PropertyOwner::Destroy();
135 uint32_t Node::GetId() const
140 void Node::CreateTransform( SceneGraph::TransformManager* transformManager )
142 //Create a new transform
143 mTransformManagerData.mManager = transformManager;
144 mTransformManagerData.mId = transformManager->CreateTransform();
146 //Initialize all the animatable properties
147 mPosition.Initialize( &mTransformManagerData );
148 mScale.Initialize( &mTransformManagerData );
149 mOrientation.Initialize( &mTransformManagerData );
150 mSize.Initialize( &mTransformManagerData );
151 mParentOrigin.Initialize( &mTransformManagerData );
152 mAnchorPoint.Initialize( &mTransformManagerData );
154 //Initialize all the input properties
155 mWorldPosition.Initialize( &mTransformManagerData );
156 mWorldScale.Initialize( &mTransformManagerData );
157 mWorldOrientation.Initialize( &mTransformManagerData );
158 mWorldMatrix.Initialize( &mTransformManagerData);
160 //Set whether the position should use the anchor point
161 transformManager->SetPositionUsesAnchorPoint( mTransformManagerData.Id(), mPositionUsesAnchorPoint );
164 void Node::SetRoot(bool isRoot)
166 DALI_ASSERT_DEBUG(!isRoot || mParent == NULL); // Root nodes cannot have a parent
171 void Node::AddUniformMapping(const UniformPropertyMapping& map)
173 PropertyOwner::AddUniformMapping( map );
174 mRegenerateUniformMap = 2;
177 void Node::RemoveUniformMapping( const ConstString& uniformName )
179 PropertyOwner::RemoveUniformMapping( uniformName );
180 mRegenerateUniformMap = 2;
183 bool Node::IsAnimationPossible() const
185 return mIsConnectedToSceneGraph;
188 void Node::PrepareRender( BufferIndex bufferIndex )
190 if( mRegenerateUniformMap != 0 )
192 if( mRegenerateUniformMap == 2 )
194 CollectedUniformMap& localMap = mCollectedUniformMap[ bufferIndex ];
197 for( UniformMap::SizeType i = 0, count=mUniformMaps.Count(); i<count; ++i )
199 localMap.PushBack(mUniformMaps[i]);
202 else if( mRegenerateUniformMap == 1 )
204 CollectedUniformMap& localMap = mCollectedUniformMap[ bufferIndex ];
205 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-bufferIndex ];
207 localMap.Resize( oldMap.Count() );
209 CollectedUniformMap::SizeType index = 0;
210 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
212 localMap[index] = *iter;
215 --mRegenerateUniformMap;
216 mUniformMapChanged[bufferIndex] = 1u;
220 void Node::ConnectChild( Node* childNode )
222 DALI_ASSERT_ALWAYS( this != childNode );
223 DALI_ASSERT_ALWAYS( IsRoot() || nullptr != mParent ); // Parent should be connected first
224 DALI_ASSERT_ALWAYS( !childNode->IsRoot() && nullptr == childNode->GetParent() ); // Child should be disconnected
226 childNode->SetParent( *this );
228 // Everything should be reinherited when reconnected to scene-graph
229 childNode->SetAllDirtyFlags();
231 // Add the node to the end of the child list.
232 mChildren.PushBack( childNode );
234 // Inform property observers of new connection
235 childNode->ConnectToSceneGraph();
238 void Node::DisconnectChild( BufferIndex updateBufferIndex, Node& childNode )
240 DALI_ASSERT_ALWAYS( this != &childNode );
241 DALI_ASSERT_ALWAYS( childNode.GetParent() == this );
243 // Find the childNode and remove it
244 Node* found( nullptr );
246 const NodeIter endIter = mChildren.End();
247 for ( NodeIter iter = mChildren.Begin(); iter != endIter; ++iter )
249 Node* current = *iter;
250 if ( current == &childNode )
253 mChildren.Erase( iter ); // order matters here
254 break; // iter is no longer valid
257 DALI_ASSERT_ALWAYS( nullptr != found );
259 found->RecursiveDisconnectFromSceneGraph( updateBufferIndex );
262 void Node::AddRenderer( Renderer* renderer )
264 // If it is the first renderer added, make sure the world transform will be calculated
265 // in the next update as world transform is not computed if node has no renderers.
266 if( mRenderer.Empty() )
268 mDirtyFlags |= NodePropertyFlags::TRANSFORM;
272 // Check that it has not been already added.
273 for( auto&& existingRenderer : mRenderer )
275 if( existingRenderer == renderer )
277 // Renderer is already in the list.
283 mRenderer.PushBack( renderer );
286 void Node::RemoveRenderer( const Renderer* renderer )
288 RendererContainer::SizeType rendererCount( mRenderer.Size() );
289 for( RendererContainer::SizeType i = 0; i < rendererCount; ++i )
291 if( mRenderer[i] == renderer )
293 mRenderer.Erase( mRenderer.Begin()+i);
299 NodePropertyFlags Node::GetDirtyFlags() const
301 // get initial dirty flags, they are reset ResetDefaultProperties, but setters may have made the node dirty already
302 NodePropertyFlags flags = mDirtyFlags;
304 // Check whether the visible property has changed
305 if ( !mVisible.IsClean() )
307 flags |= NodePropertyFlags::VISIBLE;
310 // Check whether the color property has changed
311 if ( !mColor.IsClean() )
313 flags |= NodePropertyFlags::COLOR;
319 NodePropertyFlags Node::GetInheritedDirtyFlags( NodePropertyFlags parentFlags ) const
321 // Size is not inherited. VisibleFlag is inherited
322 static const NodePropertyFlags InheritedDirtyFlags = NodePropertyFlags::TRANSFORM | NodePropertyFlags::VISIBLE | NodePropertyFlags::COLOR;
323 using UnderlyingType = typename std::underlying_type<NodePropertyFlags>::type;
325 return static_cast<NodePropertyFlags>( static_cast<UnderlyingType>( mDirtyFlags ) |
326 ( static_cast<UnderlyingType>( parentFlags ) & static_cast<UnderlyingType>( InheritedDirtyFlags ) ) );
329 void Node::ResetDirtyFlags( BufferIndex updateBufferIndex )
331 mDirtyFlags = NodePropertyFlags::NOTHING;
334 void Node::SetParent( Node& parentNode )
336 DALI_ASSERT_ALWAYS(this != &parentNode);
337 DALI_ASSERT_ALWAYS(!mIsRoot);
338 DALI_ASSERT_ALWAYS(mParent == nullptr);
340 mParent = &parentNode;
342 if( mTransformManagerData.Id() != INVALID_TRANSFORM_ID )
344 mTransformManagerData.Manager()->SetParent( mTransformManagerData.Id(), parentNode.GetTransformId() );
348 void Node::RecursiveDisconnectFromSceneGraph( BufferIndex updateBufferIndex )
350 DALI_ASSERT_ALWAYS(!mIsRoot);
351 DALI_ASSERT_ALWAYS(mParent != nullptr);
353 const NodeIter endIter = mChildren.End();
354 for ( NodeIter iter = mChildren.Begin(); iter != endIter; ++iter )
356 (*iter)->RecursiveDisconnectFromSceneGraph( updateBufferIndex );
359 // Animators, Constraints etc. should be disconnected from the child's properties.
360 PropertyOwner::DisconnectFromSceneGraph( updateBufferIndex );
362 // Remove back-pointer to parent
365 // Remove all child pointers
368 if( mTransformManagerData.Id() != INVALID_TRANSFORM_ID )
370 mTransformManagerData.Manager()->SetParent( mTransformManagerData.Id(), INVALID_TRANSFORM_ID );
374 } // namespace SceneGraph
376 } // namespace Internal