godot/platform/android/java/lib/src/org/godotengine/godot/vulkan/VkRenderer.kt

109 lines
4.2 KiB
Kotlin

/*************************************************************************/
/* VkRenderer.kt */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/*************************************************************************/
@file:JvmName("VkRenderer")
package org.godotengine.godot.vulkan
import android.view.Surface
import org.godotengine.godot.Godot
import org.godotengine.godot.GodotLib
import org.godotengine.godot.plugin.GodotPlugin
import org.godotengine.godot.plugin.GodotPluginRegistry
/**
* Responsible to setting up and driving the Vulkan rendering logic.
*
* <h3>Threading</h3>
* The renderer will be called on a separate thread, so that rendering
* performance is decoupled from the UI thread. Clients typically need to
* communicate with the renderer from the UI thread, because that's where
* input events are received. Clients can communicate using any of the
* standard Java techniques for cross-thread communication, or they can
* use the [VkSurfaceView.queueOnVkThread] convenience method.
*
* @see [VkSurfaceView.startRenderer]
*/
internal class VkRenderer {
private val pluginRegistry: GodotPluginRegistry = GodotPluginRegistry.getPluginRegistry()
/**
* Called when the surface is created and signals the beginning of rendering.
*/
fun onVkSurfaceCreated(surface: Surface) {
GodotLib.newcontext(surface)
for (plugin in pluginRegistry.getAllPlugins()) {
plugin.onVkSurfaceCreated(surface)
}
}
/**
* Called after the surface is created and whenever its size changes.
*/
fun onVkSurfaceChanged(surface: Surface, width: Int, height: Int) {
GodotLib.resize(surface, width, height)
for (plugin in pluginRegistry.getAllPlugins()) {
plugin.onVkSurfaceChanged(surface, width, height)
}
}
/**
* Called to draw the current frame.
*/
fun onVkDrawFrame() {
GodotLib.step()
for (plugin in pluginRegistry.getAllPlugins()) {
plugin.onVkDrawFrame()
}
}
/**
* Called when the rendering thread is resumed.
*/
fun onVkResume() {
GodotLib.onRendererResumed()
}
/**
* Called when the rendering thread is paused.
*/
fun onVkPause() {
GodotLib.onRendererPaused()
}
/**
* Called when the rendering thread is destroyed and used as signal to tear down the Vulkan logic.
*/
fun onVkDestroy() {
}
}