void RenderTaskBase::renderTask()
{
    if (enable_bind_shader_ == true)
        shader_.bindAndConfigBasicUniforms();

    //config global uniforms
    GlobalUniformConfig & global_uniform_config = GlobalUniformConfig::getSingleton();
    global_uniform_config.configGlobalUniforms();

    //set model transform
    const Matrix4f & model_trans = transform_.transformMatrix();
    openGLSetCurBindShaderMat4("model_trans", model_trans);

    glVerify(glPushAttrib(GL_ALL_ATTRIB_BITS));

    renderTaskImpl();

    glVerify(glPopAttrib());

    if (enable_bind_shader_ == true)
        shader_.unBind();
}
void PinchGestureProcessor::Process( const Integration::PinchGestureEvent& pinchEvent )
{
  switch ( pinchEvent.state )
  {
    case Gesture::Started:
    {
      // The pinch gesture should only be sent to the gesture detector which first received it so that
      // it can be told when the gesture ends as well.

      mCurrentPinchEmitters.clear();
      ResetActor();

      HitTestAlgorithm::Results hitTestResults;
      if( HitTest( mStage, pinchEvent.centerPoint, hitTestResults ) )
      {
        // Record the current render-task for Screen->Actor coordinate conversions
        mCurrentRenderTask = hitTestResults.renderTask;

        PinchEventFunctor functor( pinchEvent, *this ); // Sets mCurrentGesturedActor
        GestureDetectorContainer gestureDetectors;
        UpCastContainer<PinchGestureDetector>( mGestureDetectors, gestureDetectors );
        ProcessAndEmit( hitTestResults, gestureDetectors, functor );
      }
      break;
    }

    case Gesture::Continuing:
    case Gesture::Finished:
    case Gesture::Cancelled:
    {
      // Only send subsequent pinch gesture signals if we processed the pinch gesture when it started.
      // Check if actor is still touchable.

      if ( mCurrentGesturedActor )
      {
        if ( mCurrentGesturedActor->IsHittable() && !mCurrentPinchEmitters.empty() && mCurrentRenderTask )
        {
          // Ensure actor is still attached to the emitters, if it is not then remove the emitter.
          PinchGestureDetectorContainer::iterator endIter = std::remove_if( mCurrentPinchEmitters.begin(), mCurrentPinchEmitters.end(), IsNotAttachedFunctor(mCurrentGesturedActor) );
          mCurrentPinchEmitters.erase( endIter, mCurrentPinchEmitters.end() );

          if ( !mCurrentPinchEmitters.empty() )
          {
            Vector2 actorCoords;
            RenderTask& renderTaskImpl( GetImplementation(mCurrentRenderTask) );
            mCurrentGesturedActor->ScreenToLocal( renderTaskImpl, actorCoords.x, actorCoords.y, pinchEvent.centerPoint.x, pinchEvent.centerPoint.y );

            EmitPinchSignal( Dali::Actor(mCurrentGesturedActor), mCurrentPinchEmitters, pinchEvent, actorCoords );
          }
          else
          {
            // If we have no current emitters then clear pinched actor as well.
            ResetActor();
          }

          // Clear current emitters if pinch gesture has ended or been cancelled.
          if ( pinchEvent.state == Gesture::Finished || pinchEvent.state == Gesture::Cancelled )
          {
            mCurrentPinchEmitters.clear();
            ResetActor();
          }
        }
        else
        {
          mCurrentPinchEmitters.clear();
          ResetActor();
        }
      }
      break;
    }

    case Gesture::Clear:
      DALI_ASSERT_ALWAYS( false && "Incorrect state received from Integration layer: Clear\n" );
      break;

    case Gesture::Possible:
      DALI_ASSERT_ALWAYS( false && "Incorrect state received from Integration layer: Possible\n" );
      break;
  }
}
bool PanGestureProcessor::CheckGestureDetector( GestureDetector* detector, Actor* actor )
{
    DALI_ASSERT_DEBUG( mCurrentPanEvent );

    bool retVal( false );
    PanGestureDetector* panDetector( static_cast< PanGestureDetector* >( detector ) );

    if ( ( mCurrentPanEvent->numberOfTouches >= panDetector->GetMinimumTouchesRequired() ) &&
            ( mCurrentPanEvent->numberOfTouches <= panDetector->GetMaximumTouchesRequired() ) )
    {
        // Check if the detector requires directional panning.
        if ( panDetector->RequiresDirectionalPan() && mCurrentRenderTask )
        {
            // It does, calculate the angle of the pan in local actor coordinates and ensures it fits
            // the detector's criteria.
            RenderTask& renderTaskImpl( GetImplementation( mCurrentRenderTask ) );

            Vector2 startPosition, currentPosition;
            actor->ScreenToLocal( renderTaskImpl, startPosition.x,   startPosition.y,   mPossiblePanPosition.x,              mPossiblePanPosition.y );
            actor->ScreenToLocal( renderTaskImpl, currentPosition.x, currentPosition.y, mCurrentPanEvent->currentPosition.x, mCurrentPanEvent->currentPosition.y );
            Vector2 displacement( currentPosition - startPosition );

            Radian angle( atan( displacement.y / displacement.x ) );

            /////////////////////////////
            //            |            //
            //            |            //
            //   Q3 (-,-) | Q4 (+,-)   //
            //            |            //
            //    ----------------- +x //
            //            |            //
            //   Q2 (-,+) | Q1 (+,+)   //
            //            |            //
            //            |            //
            //           +y            //
            /////////////////////////////
            // Quadrant 1: As is
            // Quadrant 2: 180 degrees + angle
            // Quadrant 3: angle - 180 degrees
            // Quadrant 4: As is
            /////////////////////////////

            if ( displacement.x < 0.0f )
            {
                if ( displacement.y >= 0.0f )
                {
                    // Quadrant 2
                    angle.radian += Math::PI;
                }
                else
                {
                    // Quadrant 3
                    angle.radian -= Math::PI;
                }
            }

            if ( panDetector->CheckAngleAllowed( angle ) )
            {
                retVal = true;
            }
        }
        else
        {
            // Directional panning not required so we can use this actor and gesture detector.
            retVal = true;
        }
    }
    return retVal;
}
void PanGestureProcessor::EmitPanSignal( Actor* actor,
        const GestureDetectorContainer& gestureDetectors,
        const Integration::PanGestureEvent& panEvent,
        Vector2 localCurrent,
        Gesture::State state,
        Dali::RenderTask renderTask )
{
    if ( actor && !gestureDetectors.empty() )
    {
        PanGesture pan(state);
        pan.time = panEvent.time;

        pan.numberOfTouches = panEvent.numberOfTouches;
        pan.screenPosition = panEvent.currentPosition;
        pan.position = localCurrent;

        RenderTask& renderTaskImpl( GetImplementation( renderTask ) );

        Vector2 localPrevious;
        actor->ScreenToLocal( renderTaskImpl, localPrevious.x, localPrevious.y, panEvent.previousPosition.x, panEvent.previousPosition.y );

        pan.displacement = localCurrent - localPrevious;
        Vector2 previousPos( panEvent.previousPosition );
        if ( state == Gesture::Started )
        {
            previousPos = mPossiblePanPosition;
        }

        pan.screenDisplacement = panEvent.currentPosition - previousPos;

        // Avoid dividing by 0
        if ( panEvent.timeDelta > 0 )
        {
            pan.velocity.x = pan.displacement.x / panEvent.timeDelta;
            pan.velocity.y = pan.displacement.y / panEvent.timeDelta;

            pan.screenVelocity.x = pan.screenDisplacement.x / panEvent.timeDelta;
            pan.screenVelocity.y = pan.screenDisplacement.y / panEvent.timeDelta;
        }

        // When the gesture ends, we may incorrectly get a ZERO velocity (as we have lifted our finger without any movement)
        // so we should use the last recorded velocity instead in this scenario.
        if ( ( state == Gesture::Finished ) && ( pan.screenVelocity == Vector2::ZERO ) &&
                ( panEvent.timeDelta < MAXIMUM_TIME_WITH_VALID_LAST_VELOCITY ) )
        {
            pan.velocity = mLastVelocity;
            pan.screenVelocity = mLastScreenVelocity;
        }
        else
        {
            // Store the current velocity for future iterations.
            mLastVelocity = pan.velocity;
            mLastScreenVelocity = pan.screenVelocity;
        }

        if ( mSceneObject )
        {
            // We update the scene object directly rather than sending a message.
            // Sending a message could cause unnecessary delays, the scene object ensure thread safe behaviour.
            mSceneObject->AddGesture( pan );
        }

        Dali::Actor actorHandle( actor );
        const GestureDetectorContainer::const_iterator endIter = gestureDetectors.end();
        for ( GestureDetectorContainer::const_iterator iter = gestureDetectors.begin(); iter != endIter; ++iter )
        {
            static_cast< PanGestureDetector* >( *iter )->EmitPanGestureSignal( actorHandle, pan );
        }
    }
}