/*
- * Copyright (c) 2021 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2024 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
{
Dali::Toolkit::GlView GlView::New(Dali::Toolkit::GlView::ColorFormat colorFormat)
{
- GlView* impl = new GlView(colorFormat);
+ auto* impl = new Dali::Toolkit::Internal::GlView(colorFormat);
Dali::Toolkit::GlView handle = Dali::Toolkit::GlView(*impl);
impl->Initialize();
return handle;
}
GlView::GlView(Dali::Toolkit::GlView::ColorFormat colorFormat)
-: Control(ControlBehaviour(ACTOR_BEHAVIOUR_DEFAULT | DISABLE_STYLE_CHANGE_SIGNALS)),
+: Dali::Toolkit::Internal::GlViewImpl(Toolkit::GlView::BackendMode::EGL_IMAGE_OFFSCREEN_RENDERING),
mRenderThread(nullptr),
mNativeImageQueue(nullptr),
mRenderingMode(Toolkit::GlView::RenderingMode::CONTINUOUS),
}
}
+void GlView::BindTextureResources(std::vector<Dali::Texture> textures)
+{
+ // Not supported in the indirect mode
+}
+
void GlView::OnInitialize()
{
//Create NativeImageSourceQueue with the size of 1,1
}
//Adding VisibilityChange Signal.
- Dali::DevelActor::VisibilityChangedSignal(self).Connect(this, &GlView::OnControlVisibilityChanged);
+ self.InheritedVisibilityChangedSignal().Connect(this, &GlView::OnControlInheritedVisibilityChanged);
}
void GlView::OnSizeSet(const Vector3& targetSize)
mNativeImageQueue->ApplyNativeFragmentShader(fragmentShader);
}
- return Shader::New(SHADER_GL_VIEW_VERT, fragmentShader);
+ return Shader::New(SHADER_GL_VIEW_VERT, fragmentShader, Shader::Hint::NONE, "GL_VIEW");
}
-void GlView::OnControlVisibilityChanged(Dali::Actor actor, bool visible, Dali::DevelActor::VisibilityChange::Type type)
+void GlView::OnControlInheritedVisibilityChanged(Dali::Actor actor, bool visible)
{
Actor self = Self();
- if(self.GetProperty<bool>(Actor::Property::CONNECTED_TO_SCENE))
+ if(mRenderThread)
{
- if(mRenderThread)
+ if(visible && DevelWindow::Get(self).IsVisible())
{
- if(visible && DevelWindow::Get(self).IsVisible())
- {
- mRenderThread->Resume();
- }
- else
- {
- mRenderThread->Pause();
- }
+ mRenderThread->Resume();
+ }
+ else
+ {
+ mRenderThread->Pause();
}
}
}
if(window)
{
+ mPlacementWindow = window;
DevelWindow::VisibilityChangedSignal(window).Connect(this, &GlView::OnWindowVisibilityChanged);
}
-
- if(mRenderThread)
- {
- if(self.GetProperty<bool>(Actor::Property::VISIBLE) && window.IsVisible())
- {
- mRenderThread->Resume();
- }
- }
}
void GlView::OnSceneDisconnection()
{
Control::OnSceneDisconnection();
- if(mRenderThread)
+ Window window = mPlacementWindow.GetHandle();
+ if(window)
{
- mRenderThread->Pause();
+ DevelWindow::VisibilityChangedSignal(window).Disconnect(this, &GlView::OnWindowVisibilityChanged);
+ mPlacementWindow.Reset();
}
}