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( NULL ),
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 mWorldPosition( TRANSFORM_PROPERTY_WORLD_POSITION, Vector3( 0.0f,0.0f,0.0f ) ), // Zero initialized by default
94 mWorldScale( TRANSFORM_PROPERTY_WORLD_SCALE, Vector3( 1.0f,1.0f,1.0f ) ),
95 mWorldOrientation(), // Initialized to identity by default
97 mWorldColor( Color::WHITE ),
98 mClippingSortModifier( 0u ),
99 mId( ++mNodeCounter ),
101 mExclusiveRenderTask( NULL ),
103 mClippingDepth( 0u ),
106 mDirtyFlags( NodePropertyFlags::ALL ),
107 mRegenerateUniformMap( 0 ),
108 mDrawMode( DrawMode::NORMAL ),
109 mColorMode( DEFAULT_COLOR_MODE ),
110 mClippingMode( ClippingMode::DISABLED ),
113 mPositionUsesAnchorPoint( true )
115 mUniformMapChanged[0] = 0u;
116 mUniformMapChanged[1] = 0u;
126 if( mTransformId != INVALID_TRANSFORM_ID )
128 mTransformManager->RemoveTransform(mTransformId);
136 void Node::OnDestroy()
138 // Animators, Constraints etc. should be disconnected from the child's properties.
139 PropertyOwner::Destroy();
142 uint32_t Node::GetId() const
147 void Node::CreateTransform( SceneGraph::TransformManager* transformManager )
149 //Create a new transform
150 mTransformManager = transformManager;
151 mTransformId = transformManager->CreateTransform();
153 //Initialize all the animatable properties
154 mPosition.Initialize( transformManager, mTransformId );
155 mScale.Initialize( transformManager, mTransformId );
156 mOrientation.Initialize( transformManager, mTransformId );
157 mSize.Initialize( transformManager, mTransformId );
158 mParentOrigin.Initialize( transformManager, mTransformId );
159 mAnchorPoint.Initialize( transformManager, mTransformId );
161 //Initialize all the input properties
162 mWorldPosition.Initialize( transformManager, mTransformId );
163 mWorldScale.Initialize( transformManager, mTransformId );
164 mWorldOrientation.Initialize( transformManager, mTransformId );
165 mWorldMatrix.Initialize( transformManager, mTransformId );
167 //Set whether the position should use the anchor point
168 transformManager->SetPositionUsesAnchorPoint( mTransformId, mPositionUsesAnchorPoint );
171 void Node::SetRoot(bool isRoot)
173 DALI_ASSERT_DEBUG(!isRoot || mParent == NULL); // Root nodes cannot have a parent
178 void Node::AddUniformMapping( OwnerPointer< UniformPropertyMapping >& map )
180 PropertyOwner::AddUniformMapping( map );
181 mRegenerateUniformMap = 2;
184 void Node::RemoveUniformMapping( const std::string& uniformName )
186 PropertyOwner::RemoveUniformMapping( uniformName );
187 mRegenerateUniformMap = 2;
190 void Node::PrepareRender( BufferIndex bufferIndex )
192 if( mRegenerateUniformMap != 0 )
194 if( mRegenerateUniformMap == 2 )
196 CollectedUniformMap& localMap = mCollectedUniformMap[ bufferIndex ];
199 for( UniformMap::SizeType i = 0, count=mUniformMaps.Count(); i<count; ++i )
201 localMap.PushBack( &mUniformMaps[i] );
204 else if( mRegenerateUniformMap == 1 )
206 CollectedUniformMap& localMap = mCollectedUniformMap[ bufferIndex ];
207 CollectedUniformMap& oldMap = mCollectedUniformMap[ 1-bufferIndex ];
209 localMap.Resize( oldMap.Count() );
211 CollectedUniformMap::SizeType index = 0;
212 for( CollectedUniformMap::Iterator iter = oldMap.Begin(), end = oldMap.End() ; iter != end ; ++iter, ++index )
214 localMap[index] = *iter;
217 --mRegenerateUniformMap;
218 mUniformMapChanged[bufferIndex] = 1u;
222 void Node::ConnectChild( Node* childNode )
224 DALI_ASSERT_ALWAYS( this != childNode );
225 DALI_ASSERT_ALWAYS( IsRoot() || NULL != mParent ); // Parent should be connected first
226 DALI_ASSERT_ALWAYS( !childNode->IsRoot() && NULL == childNode->GetParent() ); // Child should be disconnected
228 childNode->SetParent( *this );
230 // Everything should be reinherited when reconnected to scene-graph
231 childNode->SetAllDirtyFlags();
233 // Add the node to the end of the child list.
234 mChildren.PushBack( childNode );
236 // Inform property observers of new connection
237 childNode->ConnectToSceneGraph();
240 void Node::DisconnectChild( BufferIndex updateBufferIndex, Node& childNode )
242 DALI_ASSERT_ALWAYS( this != &childNode );
243 DALI_ASSERT_ALWAYS( childNode.GetParent() == this );
245 // Find the childNode and remove it
248 const NodeIter endIter = mChildren.End();
249 for ( NodeIter iter = mChildren.Begin(); iter != endIter; ++iter )
251 Node* current = *iter;
252 if ( current == &childNode )
255 mChildren.Erase( iter ); // order matters here
256 break; // iter is no longer valid
259 DALI_ASSERT_ALWAYS( NULL != found );
261 found->RecursiveDisconnectFromSceneGraph( updateBufferIndex );
264 void Node::AddRenderer( Renderer* renderer )
266 // If it is the first renderer added, make sure the world transform will be calculated
267 // in the next update as world transform is not computed if node has no renderers.
268 if( mRenderer.Empty() )
270 mDirtyFlags |= NodePropertyFlags::TRANSFORM;
274 // Check that it has not been already added.
275 for( auto&& existingRenderer : mRenderer )
277 if( existingRenderer == renderer )
279 // Renderer is already in the list.
285 mRenderer.PushBack( renderer );
288 void Node::RemoveRenderer( const Renderer* renderer )
290 RendererContainer::SizeType rendererCount( mRenderer.Size() );
291 for( RendererContainer::SizeType i = 0; i < rendererCount; ++i )
293 if( mRenderer[i] == renderer )
295 mRenderer.Erase( mRenderer.Begin()+i);
301 NodePropertyFlags Node::GetDirtyFlags() const
303 // get initial dirty flags, they are reset ResetDefaultProperties, but setters may have made the node dirty already
304 NodePropertyFlags flags = mDirtyFlags;
306 // Check whether the visible property has changed
307 if ( !mVisible.IsClean() )
309 flags |= NodePropertyFlags::VISIBLE;
312 // Check whether the color property has changed
313 if ( !mColor.IsClean() )
315 flags |= NodePropertyFlags::COLOR;
321 NodePropertyFlags Node::GetInheritedDirtyFlags( NodePropertyFlags parentFlags ) const
323 // Size is not inherited. VisibleFlag is inherited
324 static const NodePropertyFlags InheritedDirtyFlags = NodePropertyFlags::TRANSFORM | NodePropertyFlags::VISIBLE | NodePropertyFlags::COLOR;
325 using UnderlyingType = typename std::underlying_type<NodePropertyFlags>::type;
327 return static_cast<NodePropertyFlags>( static_cast<UnderlyingType>( mDirtyFlags ) |
328 ( static_cast<UnderlyingType>( parentFlags ) & static_cast<UnderlyingType>( InheritedDirtyFlags ) ) );
331 void Node::ResetDirtyFlags( BufferIndex updateBufferIndex )
333 mDirtyFlags = NodePropertyFlags::NOTHING;
336 void Node::SetParent( Node& parentNode )
338 DALI_ASSERT_ALWAYS(this != &parentNode);
339 DALI_ASSERT_ALWAYS(!mIsRoot);
340 DALI_ASSERT_ALWAYS(mParent == NULL);
342 mParent = &parentNode;
344 if( mTransformId != INVALID_TRANSFORM_ID )
346 mTransformManager->SetParent( mTransformId, parentNode.GetTransformId() );
350 void Node::RecursiveDisconnectFromSceneGraph( BufferIndex updateBufferIndex )
352 DALI_ASSERT_ALWAYS(!mIsRoot);
353 DALI_ASSERT_ALWAYS(mParent != NULL);
355 const NodeIter endIter = mChildren.End();
356 for ( NodeIter iter = mChildren.Begin(); iter != endIter; ++iter )
358 (*iter)->RecursiveDisconnectFromSceneGraph( updateBufferIndex );
361 // Animators, Constraints etc. should be disconnected from the child's properties.
362 PropertyOwner::DisconnectFromSceneGraph( updateBufferIndex );
364 // Remove back-pointer to parent
367 // Remove all child pointers
370 if( mTransformId != INVALID_TRANSFORM_ID )
372 mTransformManager->SetParent( mTransformId, INVALID_TRANSFORM_ID );
376 } // namespace SceneGraph
378 } // namespace Internal