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#ifndef Magnum_Platform_Sdl2Application_h
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#define Magnum_Platform_Sdl2Application_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013 Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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/** @file
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* @brief Class @ref Magnum::Platform::Sdl2Application
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*/
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#include <Containers/EnumSet.h>
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#include "Platform/Platform.h"
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#include "Math/Vector2.h"
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#include "Magnum.h"
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#ifdef _WIN32 /* Windows version of SDL2 redefines main(), we don't want that */
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#define SDL_MAIN_HANDLED
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#endif
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#include <SDL.h>
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#include <SDL_scancode.h>
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#include <Containers/EnumSet.h>
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#include <Corrade.h>
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namespace Magnum {
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class Context;
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namespace Platform {
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/** @nosubgrouping
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@brief SDL2 application
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Application using [Simple DirectMedia Layer](www.libsdl.org/) toolkit. Supports
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keyboard and mouse handling.
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This application library is available on desktop OpenGL (Linux, Windows, OS X)
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and in @ref CORRADE_TARGET_EMSCRIPTEN "Emscripten". It depends on **SDL2**
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library (Emscripten has it built in) and is built if `WITH_SDL2APPLICATION` is
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enabled in CMake. To use it, you need to copy `FindSDL2.cmake` from `modules/`
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directory in %Magnum source to `modules/` dir in your project (so CMake is able
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to find SDL2), request `%Sdl2Application` component in CMake, add
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`${MAGNUM_SDL2APPLICATION_INCLUDE_DIRS}` to include path and link to
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`${MAGNUM_SDL2APPLICATION_LIBRARIES}`. If no other application is requested,
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you can also use generic `${MAGNUM_APPLICATION_INCLUDE_DIRS}` and
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`${MAGNUM_APPLICATION_LIBRARIES}` aliases to simplify porting. See
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@ref building, @ref cmake and @ref platform for more information.
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@section Sdl2Application-usage Usage
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You need to implement at least @ref drawEvent() and @ref viewportEvent() to be
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able to draw on the screen. The subclass can be then used directly in `main()`
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-- see convenience macro @ref MAGNUM_SDL2APPLICATION_MAIN().
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@code
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class MyApplication: public Platform::Sdl2Application {
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// implement required methods...
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};
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MAGNUM_SDL2APPLICATION_MAIN(MyApplication)
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@endcode
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If no other application header is included, this class is also aliased to
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`Platform::Application` and the macro is aliased to `MAGNUM_APPLICATION_MAIN()`
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to simplify porting.
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@section Sdl2Application-html Usage with Emscripten
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If you are targetting @ref CORRADE_TARGET_EMSCRIPTEN "Emscripten", you need to
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provide HTML markup for your application. Template one is below, you can modify
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it to your liking. The markup references two files, `EmscriptenApplication.js`
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and `WebApplication.css`, both are in `Platform/` directory in the source tree
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and are also installed into `share/magnum/` inside your Emscripten toolchain.
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Change `<application>` to name of your executable.
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@code
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<!DOCTYPE html>
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<html xmlns="http://www.w3.org/1999/xhtml">
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<head>
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<title>Magnum Emscripten Application</title>
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<meta charset="utf-8" />
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<link rel="stylesheet" href="WebApplication.css" />
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</head>
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<body>
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<h1>Magnum Emscripten Application</h1>
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<div id="listener">
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<canvas id="module"></canvas>
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<div id="status">Initialization...</div>
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<div id="statusDescription" />
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<script src="EmscriptenApplication.js"></script>
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<script async="async" src="<application>.js"></script>
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</div>
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</body>
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</html>
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@endcode
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You can modify all the files to your liking, but the HTML file must contain at
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least the `<canvas>` enclosed in listener `<div>`. The JavaScript
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file contains event listeners which print loading status on the page. The
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status displayed in the remaining two `<div>`s, if they are available.
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The CSS file contains rudimentary style to avoid eye bleeding.
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The application redirects @ref Corrade::Utility::Debug "Debug",
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@ref Corrade::Utility::Warning "Warning" and @ref Corrade::Utility::Error "Error"
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output to JavaScript console.
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*/
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class Sdl2Application {
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public:
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/** @brief Application arguments */
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struct Arguments {
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int& argc; /**< @brief Argument count */
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char** argv; /**< @brief Argument values */
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};
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class Configuration;
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class InputEvent;
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class KeyEvent;
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class MouseEvent;
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class MouseMoveEvent;
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/**
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* @brief Default constructor
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* @param arguments Application arguments
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* @param configuration %Configuration
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*
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* Creates application with default or user-specified configuration.
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* See @ref Configuration for more information. The program exits if
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* the context cannot be created, see below for an alternative.
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*/
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#ifdef DOXYGEN_GENERATING_OUTPUT
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explicit Sdl2Application(const Arguments& arguments, const Configuration& configuration = Configuration());
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#else
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/* To avoid "invalid use of incomplete type" */
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explicit Sdl2Application(const Arguments& arguments, const Configuration& configuration);
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explicit Sdl2Application(const Arguments& arguments);
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#endif
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/**
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* @brief Constructor
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* @param arguments Application arguments
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*
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* Unlike above, the context is not created and must be created later
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* with @ref createContext() or @ref tryCreateContext().
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*/
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explicit Sdl2Application(const Arguments& arguments, std::nullptr_t);
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/** @brief Copying is not allowed */
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Sdl2Application(const Sdl2Application&) = delete;
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/** @brief Moving is not allowed */
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Sdl2Application(Sdl2Application&&) = delete;
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/** @brief Copying is not allowed */
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Sdl2Application& operator=(const Sdl2Application&) = delete;
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/** @brief Moving is not allowed */
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Sdl2Application& operator=(Sdl2Application&&) = delete;
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/**
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* @brief Execute main loop
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* @return Value for returning from `main()`.
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*/
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int exec();
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/** @brief Exit application main loop */
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void exit();
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protected:
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/* Nobody will need to have (and delete) Sdl2Application*, thus this is
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faster than public pure virtual destructor */
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~Sdl2Application();
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/**
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* @brief Create context with given configuration
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*
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* Must be called if and only if the context wasn't created by the
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* constructor itself. The program exits if the context cannot be
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* created, see @ref tryCreateContext() for an alternative.
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*/
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#ifdef DOXYGEN_GENERATING_OUTPUT
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void createContext(const Configuration& configuration = Configuration());
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#else
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/* To avoid "invalid use of incomplete type" */
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void createContext(const Configuration& configuration);
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void createContext();
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#endif
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/**
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* @brief Try to create context with given configuration
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*
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* Unlike @ref createContext() returns `false` if the context cannot be
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* created, `true` otherwise.
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*/
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bool tryCreateContext(const Configuration& configuration);
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/** @{ @name Screen handling */
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/**
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* @brief Swap buffers
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*
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* Paints currently rendered framebuffer on screen.
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*/
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void swapBuffers();
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/**
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* @brief Redraw immediately
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*
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* Marks the window for redrawing, resulting in call to @ref drawEvent()
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* in the next iteration.
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*/
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void redraw() { flags |= Flag::Redraw; }
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#ifdef DOXYGEN_GENERATING_OUTPUT
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protected:
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#else
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private:
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#endif
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/**
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* @brief Viewport event
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*
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* Called when window size changes. You should pass the new size to
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* @ref DefaultFramebuffer::setViewport() and possibly elsewhere
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* (cameras, other framebuffers...).
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*
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* Note that this function might not get called at all if the window
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* size doesn't change. You are responsible for configuring the initial
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* state yourself, viewport of default framebuffer can be retrieved
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* from @ref DefaultFramebuffer::viewport().
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*/
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virtual void viewportEvent(const Vector2i& size) = 0;
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/**
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* @brief Draw event
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*
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* Called when the screen is redrawn. You should clean the framebuffer
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* using @ref DefaultFramebuffer::clear() and then add your own drawing
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* functions. After drawing is finished, call @ref swapBuffers(). If
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* you want to draw immediately again, call also @ref redraw().
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*/
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virtual void drawEvent() = 0;
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/*@}*/
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/** @{ @name Keyboard handling */
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/**
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* @brief Key press event
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*
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* Called when an key is pressed. Default implementation does nothing.
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*/
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virtual void keyPressEvent(KeyEvent& event);
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/**
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* @brief Key release event
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*
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* Called when an key is released. Default implementation does nothing.
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*/
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virtual void keyReleaseEvent(KeyEvent& event);
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/*@}*/
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/** @{ @name Mouse handling */
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public:
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/** @brief Whether mouse is locked */
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bool isMouseLocked() const { return SDL_GetRelativeMouseMode(); }
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/**
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* @brief Enable or disable mouse locking
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*
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* When mouse is locked, the cursor is hidden and only
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* @ref MouseMoveEvent::relativePosition() is changing, absolute
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* position stays the same.
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*/
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void setMouseLocked(bool enabled);
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#ifdef DOXYGEN_GENERATING_OUTPUT
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protected:
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#else
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private:
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#endif
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/**
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* @brief Mouse press event
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*
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* Called when mouse button is pressed. Default implementation does
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* nothing.
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*/
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virtual void mousePressEvent(MouseEvent& event);
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/**
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* @brief Mouse release event
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*
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* Called when mouse button is released. Default implementation does
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* nothing.
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*/
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virtual void mouseReleaseEvent(MouseEvent& event);
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/**
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* @brief Mouse move event
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*
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* Called when mouse is moved. Default implementation does nothing.
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*/
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virtual void mouseMoveEvent(MouseMoveEvent& event);
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/*@}*/
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private:
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enum class Flag: UnsignedByte {
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Redraw = 1 << 0,
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#ifndef CORRADE_TARGET_EMSCRIPTEN
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Exit = 1 << 1
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#endif
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};
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typedef Containers::EnumSet<Flag, UnsignedByte> Flags;
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CORRADE_ENUMSET_FRIEND_OPERATORS(Flags)
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#ifdef CORRADE_TARGET_EMSCRIPTEN
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static Sdl2Application* instance;
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static void staticMainLoop();
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#endif
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void initialize();
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void mainLoop();
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#ifndef CORRADE_TARGET_EMSCRIPTEN
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SDL_Window* window;
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SDL_GLContext context;
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#else
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SDL_Surface* context;
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#endif
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Context* c;
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Flags flags;
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};
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CORRADE_ENUMSET_OPERATORS(Sdl2Application::Flags)
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/**
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@brief %Configuration
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Centered non-resizable window with double-buffered OpenGL context and 24bit
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depth buffer.
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@see @ref Sdl2Application(), @ref createContext(), @ref tryCreateContext()
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*/
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class Sdl2Application::Configuration {
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public:
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/**
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* @brief Window flag
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*
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* @see @ref Flags, @ref setFlags()
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*/
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enum class Flag: Uint32 {
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Resizable = SDL_WINDOW_RESIZABLE, /**< Resizable window */
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Fullscreen = SDL_WINDOW_FULLSCREEN, /**< Fullscreen window */
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Hidden = SDL_WINDOW_HIDDEN, /**< Hidden window */
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Maximized = SDL_WINDOW_MAXIMIZED, /**< Maximized window */
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Minimized = SDL_WINDOW_MINIMIZED, /**< Minimized window */
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MouseLocked = SDL_WINDOW_INPUT_GRABBED /**< Window with mouse locked */
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};
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/**
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* @brief Window flags
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*
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* @see @ref setFlags()
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*/
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typedef Containers::EnumSet<Flag, Uint32, SDL_WINDOW_RESIZABLE|
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SDL_WINDOW_FULLSCREEN|SDL_WINDOW_HIDDEN|SDL_WINDOW_MAXIMIZED|
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SDL_WINDOW_MINIMIZED|SDL_WINDOW_INPUT_GRABBED> Flags;
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/*implicit*/ Configuration();
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~Configuration();
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/** @brief Window title */
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std::string title() const { return _title; }
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/**
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* @brief Set window title
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* @return Reference to self (for method chaining)
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*
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* Default is `"Magnum SDL2 Application"`.
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*/
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Configuration& setTitle(std::string title) {
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_title = std::move(title);
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return *this;
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}
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/** @brief Window size */
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Vector2i size() const { return _size; }
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/**
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* @brief Set window size
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* @return Reference to self (for method chaining)
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*
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* Default is `{800, 600}`.
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*/
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Configuration& setSize(const Vector2i& size) {
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_size = size;
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return *this;
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}
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/** @brief Window flags */
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Flags flags() const { return _flags; }
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/**
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* @brief Set window flags
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* @return Reference to self (for method chaining)
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*
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* Default is @ref Flag::Resizable.
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*/
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Configuration& setFlags(const Flags flags) {
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_flags = flags;
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return *this;
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}
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/** @brief Sample count */
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Int sampleCount() const { return _sampleCount; }
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/**
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* @brief Set sample count
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* @return Reference to self (for method chaining)
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*
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* Default is `0`, thus no multisampling. See also
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* @ref Renderer::Feature::Multisampling.
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*/
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Configuration& setSampleCount(Int count) {
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_sampleCount = count;
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return *this;
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}
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private:
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std::string _title;
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Vector2i _size;
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Flags _flags;
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Int _sampleCount;
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};
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CORRADE_ENUMSET_OPERATORS(Sdl2Application::Configuration::Flags)
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/**
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@brief Base for input events
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@see @ref KeyEvent, @ref MouseEvent, @ref MouseMoveEvent, @ref keyPressEvent(),
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@ref keyReleaseEvent(), @ref mousePressEvent(), @ref mouseReleaseEvent(),
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@ref mouseMoveEvent()
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*/
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class Sdl2Application::InputEvent {
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public:
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/**
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* @brief %Modifier
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*
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* @see @ref Modifiers, @ref KeyEvent::modifiers(),
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* @ref MouseEvent::modifiers(), @ref MouseMoveEvent::modifiers()
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*/
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enum class Modifier: Uint16 {
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Shift = KMOD_SHIFT, /**< Shift */
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Ctrl = KMOD_CTRL, /**< Ctrl */
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Alt = KMOD_ALT, /**< Alt */
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AltGr = KMOD_MODE, /**< AltGr */
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CapsLock = KMOD_CAPS, /**< Caps lock */
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NumLock = KMOD_NUM /**< Num lock */
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};
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/**
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* @brief Set of modifiers
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*
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* @see @ref KeyEvent::modifiers(), @ref MouseEvent::modifiers(),
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* @ref MouseMoveEvent::modifiers()
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*/
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typedef Containers::EnumSet<Modifier, Uint16> Modifiers;
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/** @brief Copying is not allowed */
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InputEvent(const InputEvent&) = delete;
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/** @brief Moving is not allowed */
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InputEvent(InputEvent&&) = delete;
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/** @brief Copying is not allowed */
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InputEvent& operator=(const InputEvent&) = delete;
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/** @brief Moving is not allowed */
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InputEvent& operator=(InputEvent&&) = delete;
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/**
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* @brief Set event as accepted
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*
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* If the event is ignored (i.e., not set as accepted), it might be
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* propagated elsewhere, for example to another screen when using
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* @ref BasicScreenedApplication "ScreenedApplication". By default is
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* each event ignored and thus propagated.
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*/
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void setAccepted(bool accepted = true) { _accepted = accepted; }
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/** @brief Whether the event is accepted */
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constexpr bool isAccepted() const { return _accepted; }
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#ifndef DOXYGEN_GENERATING_OUTPUT
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protected:
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constexpr explicit InputEvent(): _accepted(false) {}
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~InputEvent() = default;
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#endif
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private:
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bool _accepted;
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};
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/**
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@brief Key event
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@see @ref keyPressEvent(), @ref keyReleaseEvent()
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*/
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class Sdl2Application::KeyEvent: public Sdl2Application::InputEvent {
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friend class Sdl2Application;
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public:
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/**
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* @brief Key
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*
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* @see @ref key()
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*/
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enum class Key: SDL_Keycode {
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Enter = SDLK_RETURN, /**< Enter */
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Esc = SDLK_ESCAPE, /**< Escape */
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Up = SDLK_UP, /**< Up arrow */
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Down = SDLK_DOWN, /**< Down arrow */
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Left = SDLK_LEFT, /**< Left arrow */
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Right = SDLK_RIGHT, /**< Right arrow */
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F1 = SDLK_F1, /**< F1 */
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F2 = SDLK_F2, /**< F2 */
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F3 = SDLK_F3, /**< F3 */
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F4 = SDLK_F4, /**< F4 */
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F5 = SDLK_F5, /**< F5 */
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F6 = SDLK_F6, /**< F6 */
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F7 = SDLK_F7, /**< F7 */
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F8 = SDLK_F8, /**< F8 */
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F9 = SDLK_F9, /**< F9 */
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F10 = SDLK_F10, /**< F10 */
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F11 = SDLK_F11, /**< F11 */
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F12 = SDLK_F12, /**< F12 */
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Home = SDLK_HOME, /**< Home */
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End = SDLK_END, /**< End */
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PageUp = SDLK_PAGEUP, /**< Page up */
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PageDown = SDLK_PAGEDOWN, /**< Page down */
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Space = SDLK_SPACE, /**< Space */
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Comma = SDLK_COMMA, /**< Comma */
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Period = SDLK_PERIOD, /**< Period */
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Minus = SDLK_MINUS, /**< Minus */
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Plus = SDLK_PLUS, /**< Plus */
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Slash = SDLK_SLASH, /**< Slash */
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Percent = SDLK_PERCENT, /**< Percent */
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Equal = SDLK_EQUALS, /**< Equal */
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Zero = SDLK_0, /**< Zero */
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One = SDLK_1, /**< One */
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Two = SDLK_2, /**< Two */
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Three = SDLK_3, /**< Three */
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Four = SDLK_4, /**< Four */
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Five = SDLK_5, /**< Five */
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Six = SDLK_6, /**< Six */
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Seven = SDLK_7, /**< Seven */
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Eight = SDLK_8, /**< Eight */
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Nine = SDLK_9, /**< Nine */
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A = SDLK_a, /**< Letter A */
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B = SDLK_b, /**< Letter B */
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C = SDLK_c, /**< Letter C */
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D = SDLK_d, /**< Letter D */
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E = SDLK_e, /**< Letter E */
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F = SDLK_f, /**< Letter F */
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G = SDLK_g, /**< Letter G */
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H = SDLK_h, /**< Letter H */
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I = SDLK_i, /**< Letter I */
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J = SDLK_j, /**< Letter J */
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K = SDLK_k, /**< Letter K */
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L = SDLK_l, /**< Letter L */
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M = SDLK_m, /**< Letter M */
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N = SDLK_n, /**< Letter N */
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O = SDLK_o, /**< Letter O */
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P = SDLK_p, /**< Letter P */
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Q = SDLK_q, /**< Letter Q */
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R = SDLK_r, /**< Letter R */
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S = SDLK_s, /**< Letter S */
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T = SDLK_t, /**< Letter T */
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U = SDLK_u, /**< Letter U */
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V = SDLK_v, /**< Letter V */
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W = SDLK_w, /**< Letter W */
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X = SDLK_x, /**< Letter X */
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Y = SDLK_y, /**< Letter Y */
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Z = SDLK_z /**< Letter Z */
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};
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/** @brief Key */
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constexpr Key key() const { return _key; }
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/** @brief Modifiers */
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constexpr Modifiers modifiers() const { return _modifiers; }
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private:
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constexpr KeyEvent(Key key, Modifiers modifiers): _key(key), _modifiers(modifiers) {}
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const Key _key;
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const Modifiers _modifiers;
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};
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/**
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@brief Mouse event
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@see @ref MouseMoveEvent, @ref mousePressEvent(), @ref mouseReleaseEvent()
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*/
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class Sdl2Application::MouseEvent: public Sdl2Application::InputEvent {
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friend class Sdl2Application;
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public:
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/**
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* @brief Mouse button
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*
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* @see @ref button()
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*/
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enum class Button: Uint8 {
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Left = SDL_BUTTON_LEFT, /**< Left button */
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Middle = SDL_BUTTON_MIDDLE, /**< Middle button */
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Right = SDL_BUTTON_RIGHT, /**< Right button */
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WheelUp = SDL_BUTTON_X1, /**< Wheel up */
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WheelDown = SDL_BUTTON_X2 /**< Wheel down */
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};
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/** @brief Button */
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constexpr Button button() const { return _button; }
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/** @brief Position */
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constexpr Vector2i position() const { return _position; }
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/**
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* @brief Modifiers
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*
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* Lazily populated on first request.
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*/
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Modifiers modifiers();
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private:
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constexpr MouseEvent(Button button, const Vector2i& position): _button(button), _position(position), modifiersLoaded(false) {}
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const Button _button;
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const Vector2i _position;
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bool modifiersLoaded;
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Modifiers _modifiers;
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};
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/**
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@brief Mouse move event
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@see @ref MouseEvent, @ref mouseMoveEvent()
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*/
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class Sdl2Application::MouseMoveEvent: public Sdl2Application::InputEvent {
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friend class Sdl2Application;
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public:
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/**
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* @brief Mouse button
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*
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* @see @ref Buttons, @ref buttons()
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*/
|
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enum class Button: Uint32 {
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Left = SDL_BUTTON_LMASK, /**< Left button */
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Middle = SDL_BUTTON_MMASK, /**< Middle button */
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Right = SDL_BUTTON_RMASK, /**< Right button */
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WheelUp = SDL_BUTTON_X1MASK, /**< Wheel up */
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WheelDown = SDL_BUTTON_X2MASK /**< Wheel down */
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};
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/**
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* @brief Set of mouse buttons
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*
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* @see @ref buttons()
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*/
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typedef Containers::EnumSet<Button, Uint32> Buttons;
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/** @brief Position */
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constexpr Vector2i position() const { return _position; }
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/**
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* @brief Relative position
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*
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* Position relative to previous event.
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*/
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constexpr Vector2i relativePosition() const { return _relativePosition; }
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/** @brief Mouse buttons */
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constexpr Buttons buttons() const { return _buttons; }
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/**
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* @brief Modifiers
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*
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* Lazily populated on first request.
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*/
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Modifiers modifiers();
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private:
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constexpr MouseMoveEvent(const Vector2i& position, const Vector2i& relativePosition, Buttons buttons): _position(position), _relativePosition(relativePosition), modifiersLoaded(false), _buttons(buttons) {}
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const Vector2i _position, _relativePosition;
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bool modifiersLoaded;
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Buttons _buttons;
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Modifiers _modifiers;
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};
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/** @hideinitializer
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|
@brief Entry point for SDL2-based applications
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|
|
@param className Class name
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|
Can be used with @ref Magnum::Platform::Sdl2Application "Platform::Sdl2Application"
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|
subclasses as equivalent to the following code to achieve better portability,
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|
|
see @ref portability-applications for more information.
|
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|
|
@code
|
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|
|
int main(int argc, char** argv) {
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|
|
|
className app({argc, argv});
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|
|
return app.exec();
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|
|
}
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|
|
@endcode
|
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|
|
|
When no other application header is included this macro is also aliased to
|
|
|
|
|
`MAGNUM_APPLICATION_MAIN()`.
|
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|
|
|
*/
|
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|
|
|
#define MAGNUM_SDL2APPLICATION_MAIN(className) \
|
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|
|
int main(int argc, char** argv) { \
|
|
|
|
|
className app({argc, argv}); \
|
|
|
|
|
return app.exec(); \
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifndef DOXYGEN_GENERATING_OUTPUT
|
|
|
|
|
#ifndef MAGNUM_APPLICATION_MAIN
|
|
|
|
|
typedef Sdl2Application Application;
|
|
|
|
|
typedef BasicScreen<Sdl2Application> Screen;
|
|
|
|
|
typedef BasicScreenedApplication<Sdl2Application> ScreenedApplication;
|
|
|
|
|
#define MAGNUM_APPLICATION_MAIN(className) MAGNUM_SDL2APPLICATION_MAIN(className)
|
|
|
|
|
#else
|
|
|
|
|
#undef MAGNUM_APPLICATION_MAIN
|
|
|
|
|
#endif
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
CORRADE_ENUMSET_OPERATORS(Sdl2Application::InputEvent::Modifiers)
|
|
|
|
|
CORRADE_ENUMSET_OPERATORS(Sdl2Application::MouseMoveEvent::Buttons)
|
|
|
|
|
|
|
|
|
|
}}
|
|
|
|
|
|
|
|
|
|
#endif
|