#include <dali/integration-api/platform-abstraction.h>
#include <dali/integration-api/processor-interface.h>
#include <dali/integration-api/render-controller.h>
-#include <dali/integration-api/render-surface.h>
#include <dali/internal/event/actors/actor-impl.h>
#include <dali/internal/event/animation/animation-playlist.h>
mRenderManager->ContextDestroyed();
}
-void Core::SurfaceDeleted( Integration::RenderSurface* surface )
-{
- for( auto scene : mScenes )
- {
- if( scene->GetSurface() == surface )
- {
- scene->SurfaceDeleted();
- break;
- }
- }
-}
-
void Core::Update( float elapsedSeconds, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds, Integration::UpdateStatus& status, bool renderToFboEnabled, bool isRenderingToFbo )
{
// set the time delta so adaptor can easily print FPS with a release build with 0 as
// Any message to update will wake it up anyways
}
-void Core::Render( RenderStatus& status, bool forceClear, bool uploadOnly )
+void Core::PreRender( RenderStatus& status, bool forceClear, bool uploadOnly )
+{
+ mRenderManager->PreRender( status, forceClear, uploadOnly );
+}
+
+void Core::RenderScene( Integration::Scene& scene, bool renderToFbo )
+{
+ mRenderManager->RenderScene( scene, renderToFbo );
+}
+
+void Core::PostRender( bool uploadOnly )
{
- mRenderManager->Render( status, forceClear, uploadOnly );
+ mRenderManager->PostRender( uploadOnly );
}
void Core::SceneCreated()