NicosiaSceneIntegration.cpp [plain text]
#include "config.h"
#include "NicosiaSceneIntegration.h"
#include "NicosiaPlatformLayer.h"
#include "NicosiaScene.h"
namespace Nicosia {
SceneIntegration::SceneIntegration(Scene& scene, Client& client)
{
m_client.scene = makeRef(scene);
m_client.object = &client;
}
SceneIntegration::~SceneIntegration()
{
ASSERT(!m_client.object);
}
void SceneIntegration::setClient(Client& client)
{
LockHolder locker(m_client.lock);
m_client.object = &client;
}
void SceneIntegration::invalidate()
{
LockHolder locker(m_client.lock);
m_client.scene = nullptr;
m_client.object = nullptr;
}
void SceneIntegration::requestUpdate()
{
LockHolder locker(m_client.lock);
if (m_client.object)
m_client.object->requestUpdate();
}
std::unique_ptr<SceneIntegration::UpdateScope> SceneIntegration::createUpdateScope()
{
return makeUnique<UpdateScope>(makeRef(*this));
}
SceneIntegration::Client::~Client() = default;
SceneIntegration::UpdateScope::UpdateScope(Ref<SceneIntegration>&& sceneIntegration)
: m_sceneIntegration(WTFMove(sceneIntegration))
, m_locker(m_sceneIntegration->m_client.lock)
{
}
SceneIntegration::UpdateScope::~UpdateScope()
{
if (!m_sceneIntegration->m_client.scene)
return;
m_sceneIntegration->m_client.scene->accessState(
[](Nicosia::Scene::State& state)
{
for (auto& compositionLayer : state.layers)
compositionLayer->flushState([](auto&) { });
});
auto& sceneIntegrationObj = m_sceneIntegration.get();
if (sceneIntegrationObj.m_client.object)
sceneIntegrationObj.m_client.object->requestUpdate();
}
}