GestureManager& gestureManager, ResourcePolicy::DataRetention dataRetentionPolicy)
: mRenderController( renderController ),
mPlatform(platform),
- mGestureEventProcessor(NULL),
- mEventProcessor(NULL),
- mUpdateManager(NULL),
- mRenderManager(NULL),
- mDiscardQueue(NULL),
- mNotificationManager(NULL),
- mShaderFactory(NULL),
mIsActive(true),
mProcessingEvent(false)
{
// remove (last?) reference to stage
mStage.Reset();
- delete mEventProcessor;
- delete mGestureEventProcessor;
- delete mNotificationManager;
- delete mShaderFactory;
- delete mDiscardQueue;
- delete mUpdateManager;
- delete mRenderManager;
- delete mRenderTaskProcessor;
}
Integration::ContextNotifierInterface* Core::GetContextNotifier()
Integration::PlatformAbstraction& mPlatform; ///< The interface providing platform specific services.
IntrusivePtr<Stage> mStage; ///< The current stage
- GestureEventProcessor* mGestureEventProcessor; ///< The gesture event processor
- EventProcessor* mEventProcessor; ///< The event processor
- SceneGraph::UpdateManager* mUpdateManager; ///< Update manager
- SceneGraph::RenderManager* mRenderManager; ///< Render manager
- SceneGraph::DiscardQueue* mDiscardQueue; ///< Used to cleanup nodes & resources when no longer in use.
- NotificationManager* mNotificationManager; ///< Notification manager
AnimationPlaylistOwner mAnimationPlaylist; ///< For 'Fire and forget' animation support
OwnerPointer<PropertyNotificationManager> mPropertyNotificationManager; ///< For safe signal emmision of property changed notifications
- ShaderFactory* mShaderFactory; ///< Shader resource factory
IntrusivePtr< RelayoutController > mRelayoutController; ///< Size negotiation relayout controller
- SceneGraph::RenderTaskProcessor* mRenderTaskProcessor; ///< Handles the processing of render tasks
bool mIsActive : 1; ///< Whether Core is active or suspended
bool mProcessingEvent : 1; ///< True during ProcessEvents()
+ OwnerPointer<SceneGraph::RenderTaskProcessor> mRenderTaskProcessor; ///< Handles the processing of render tasks
+ OwnerPointer<SceneGraph::RenderManager> mRenderManager; ///< Render manager
+ OwnerPointer<SceneGraph::UpdateManager> mUpdateManager; ///< Update manager
+ OwnerPointer<SceneGraph::DiscardQueue> mDiscardQueue; ///< Used to cleanup nodes & resources when no longer in use.
+ OwnerPointer<ShaderFactory> mShaderFactory; ///< Shader resource factory
+ OwnerPointer<NotificationManager> mNotificationManager; ///< Notification manager
+ OwnerPointer<GestureEventProcessor> mGestureEventProcessor; ///< The gesture event processor
+ OwnerPointer<EventProcessor> mEventProcessor; ///< The event processor
+
friend class ThreadLocalStorage;
};