*/
void SurfaceResized(unsigned int width, unsigned int height);
+
+ /**
+ * Notify the Core that the GL surface has been resized and rotated.
+ * This should be done at least once i.e. after the first call to ContextCreated().
+ * The Core will use the surface size or orientation for camera calculations, and to set the GL viewport.
+ * Multi-threading note: this method should be called from the main thread
+ * @param[in] width The new surface width.
+ * @param[in] height The new surface height.
+ * @param[in] orientation The new surface orientation.
+ */
+ void SurfaceResized( unsigned int width, unsigned int height, int orientation );
+
/**
* Notify the Core about the top margin size.
* Available stage size is reduced by this size.
// Create the default render-task
Dali::RenderTask defaultRenderTask = mRenderTaskList->CreateTask();
+
+ // init current default camera orientation
+ mNeedToRotation = false;
+ mCurrentOrientation = 0;
}
void Stage::Uninitialize()
void Stage::SurfaceResized( float width, float height )
{
- if( ( fabs( width - mSurfaceSize.width ) > Math::MACHINE_EPSILON_1000 ) || ( fabs( height - mSurfaceSize.height ) > Math::MACHINE_EPSILON_1000 ) )
+ if( ( fabs( width - mSurfaceSize.width ) > Math::MACHINE_EPSILON_1000 ) || ( fabs( height - mSurfaceSize.height ) > Math::MACHINE_EPSILON_1000 )
+ || mNeedToRotation )
{
+ mNeedToRotation = false;
+
mSurfaceSize.width = width;
mSurfaceSize.height = height;
mSystemOverlay->GetImpl()->SetSize( width, height );
}
- SetDefaultSurfaceRectMessage( mUpdateManager, Rect<int>( 0, 0, width, height ) );
+ if( mCurrentOrientation == 90 || mCurrentOrientation == 270)
+ {
+ SetDefaultSurfaceRectMessage( mUpdateManager, Rect<int>( 0, 0, height, width ) );
+ }
+ else
+ {
+ SetDefaultSurfaceRectMessage( mUpdateManager, Rect<int>( 0, 0, width, height ) );
+ }
// if single render task to screen then set its viewport parameters
if( 1 == mRenderTaskList->GetTaskCount() )
if(!defaultRenderTask.GetTargetFrameBuffer())
{
- defaultRenderTask.SetViewport( Viewport(0, 0, width, height) );
+ if( mCurrentOrientation == 90 || mCurrentOrientation == 270)
+ {
+ defaultRenderTask.SetViewport( Viewport(0, 0, height, width) );
+ }
+ else
+ {
+ defaultRenderTask.SetViewport( Viewport(0, 0, width, height) );
+ }
}
}
}
}
+void Stage::SurfaceResized( float width, float height, int orientation )
+{
+ // Calculates the angle of rotation.
+ int rotDelta = ( 360 + orientation - mCurrentOrientation ) % 360;
+ Quaternion rotateAngle;
+
+ switch( rotDelta )
+ {
+ case 90:
+ {
+ rotateAngle = Quaternion( Dali::ANGLE_270, Vector3::ZAXIS );
+ break;
+ }
+ case 270:
+ {
+ rotateAngle = Quaternion( Dali::ANGLE_90, Vector3::ZAXIS );
+ break;
+ }
+ case 180:
+ {
+ rotateAngle = Quaternion( Dali::ANGLE_180, Vector3::ZAXIS );
+ break;
+ }
+ default:
+ rotateAngle = Quaternion( Dali::ANGLE_0, Vector3::ZAXIS );
+ break;
+ }
+
+ // set current orientation
+ mCurrentOrientation = orientation;
+ if( rotDelta )
+ {
+ mNeedToRotation = true;
+ }
+
+ // do surface resized
+ SurfaceResized( width, height );
+
+ // If we need to rotate, rotate the camera.
+ if( rotDelta )
+ {
+ // Calculates the aspect ratio, near and far clipping planes, field of view and camera Z position depending on the orientation
+ if( mCurrentOrientation == 90 || mCurrentOrientation == 270 )
+ {
+ mDefaultCamera->SetPerspectiveProjection( Vector2( height, width ) );
+ if( mSystemOverlay )
+ {
+ mSystemOverlay->GetImpl()->GetDefaultCameraActor().SetPerspectiveProjection( Vector2( height, width ) );
+ }
+ }
+
+ mDefaultCamera->RotateBy( rotateAngle );
+
+ if( mSystemOverlay )
+ {
+ mSystemOverlay->GetImpl()->GetDefaultCameraActor().RotateBy( rotateAngle );
+ }
+ }
+}
+
Vector2 Stage::GetSize() const
{
return mSize;
void SurfaceResized( float width, float height );
/**
+ * Used to calculate the size and orientation of the stage and indirectly, the root actor.
+ * @param [in] width The new surface width.
+ * @param [in] height The new surface height.
+ * @param [in] orientation The new surface orientation.
+ */
+ void SurfaceResized( float width, float height, int orientation );
+
+ /**
* Sets the top margin size.
* Available stage size is reduced by this size.
* The stage is located below the size at the top of the display
bool mDepthTreeDirty:1; ///< True if the depth tree needs recalculating
bool mForceNextUpdate:1; ///< True if the next rendering is really required.
bool mRenderToFbo:1; ///< Whether to render to a Frame Buffer Object.
+
+ bool mNeedToRotation:1;
+ int mCurrentOrientation;
};
} // namespace Internal