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/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019
Vladimír Vondruš <mosra@centrum.cz>
10 years ago
Copyright © 2016 Jonathan Hale <squareys@googlemail.com>
Copyright © 2019, 2020 Marco Melorio <m.melorio@icloud.com>
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. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
#include "GlfwApplication.h"
#include <cstring>
#include <tuple>
#include <Corrade/Containers/Array.h>
#include <Corrade/Containers/StridedArrayView.h>
#include <Corrade/Utility/Arguments.h>
#include <Corrade/Utility/String.h>
#include <Corrade/Utility/Unicode.h>
#include "Magnum/ImageView.h"
#include "Magnum/PixelFormat.h"
#include "Magnum/Math/ConfigurationValue.h"
#include "Magnum/Platform/ScreenedApplication.hpp"
#include "Magnum/Platform/Implementation/DpiScaling.h"
#ifdef MAGNUM_TARGET_GL
#include "Magnum/GL/Version.h"
#include "Magnum/Platform/GLContext.h"
#endif
namespace Magnum { namespace Platform {
#ifdef GLFW_TRUE
/* The docs say that it's the same, verify that just in case */
static_assert(GLFW_TRUE == true && GLFW_FALSE == false, "GLFW does not have sane bool values");
#endif
enum class GlfwApplication::Flag: UnsignedByte {
Redraw = 1 << 0,
TextInputActive = 1 << 1,
Exit = 1 << 2,
#ifdef CORRADE_TARGET_APPLE
HiDpiWarningPrinted = 1 << 3
#endif
};
GlfwApplication::GlfwApplication(const Arguments& arguments): GlfwApplication{arguments, Configuration{}} {}
GlfwApplication::GlfwApplication(const Arguments& arguments, const Configuration& configuration): GlfwApplication{arguments, NoCreate} {
create(configuration);
}
#ifdef MAGNUM_TARGET_GL
GlfwApplication::GlfwApplication(const Arguments& arguments, const Configuration& configuration, const GLConfiguration& glConfiguration): GlfwApplication{arguments, NoCreate} {
create(configuration, glConfiguration);
}
#endif
GlfwApplication::GlfwApplication(const Arguments& arguments, NoCreateT):
_flags{Flag::Redraw}
{
Utility::Arguments args{Implementation::windowScalingArguments()};
#ifdef MAGNUM_TARGET_GL
_context.reset(new GLContext{NoCreate, args, arguments.argc, arguments.argv});
#else
/** @todo this is duplicated here and in Sdl2Application, figure out a nice
non-duplicated way to handle this */
args.addOption("log", "default").setHelp("log", "console logging", "default|quiet|verbose")
.setFromEnvironment("log")
.parse(arguments.argc, arguments.argv);
#endif
/* Init GLFW */
glfwSetErrorCallback([](int, const char* const description) {
Error{} << description;
});
if(!glfwInit()) {
Error() << "Could not initialize GLFW";
std::exit(8);
}
/* Save command-line arguments */
if(args.value("log") == "verbose") _verboseLog = true;
const std::string dpiScaling = args.value("dpi-scaling");
if(dpiScaling == "default")
_commandLineDpiScalingPolicy = Implementation::GlfwDpiScalingPolicy::Default;
#ifdef CORRADE_TARGET_APPLE
else if(dpiScaling == "framebuffer")
_commandLineDpiScalingPolicy = Implementation::GlfwDpiScalingPolicy::Framebuffer;
#else
else if(dpiScaling == "virtual")
_commandLineDpiScalingPolicy = Implementation::GlfwDpiScalingPolicy::Virtual;
else if(dpiScaling == "physical")
_commandLineDpiScalingPolicy = Implementation::GlfwDpiScalingPolicy::Physical;
#endif
else if(dpiScaling.find_first_of(" \t\n") != std::string::npos)
_commandLineDpiScaling = args.value<Vector2>("dpi-scaling");
else
_commandLineDpiScaling = Vector2{args.value<Float>("dpi-scaling")};
}
void GlfwApplication::create() {
create(Configuration{});
}
void GlfwApplication::create(const Configuration& configuration) {
if(!tryCreate(configuration)) std::exit(1);
}
#ifdef MAGNUM_TARGET_GL
void GlfwApplication::create(const Configuration& configuration, const GLConfiguration& glConfiguration) {
if(!tryCreate(configuration, glConfiguration)) std::exit(1);
}
#endif
Vector2 GlfwApplication::dpiScaling(const Configuration& configuration) {
std::ostream* verbose = _verboseLog ? Debug::output() : nullptr;
/* Print a helpful warning in case some extra steps are needed for HiDPI
support */
#ifdef CORRADE_TARGET_APPLE
if(!Implementation::isAppleBundleHiDpiEnabled() && !(_flags & Flag::HiDpiWarningPrinted)) {
Warning{} << "Platform::GlfwApplication: warning: the executable is not a HiDPI-enabled app bundle";
_flags |= Flag::HiDpiWarningPrinted;
}
#elif defined(CORRADE_TARGET_WINDOWS)
/** @todo */
#endif
/* Use values from the configuration only if not overriden on command line
to something non-default. In any case explicit scaling has a precedence
before the policy. */
Implementation::GlfwDpiScalingPolicy dpiScalingPolicy{};
if(!_commandLineDpiScaling.isZero()) {
Debug{verbose} << "Platform::GlfwApplication: user-defined DPI scaling" << _commandLineDpiScaling.x();
return _commandLineDpiScaling;
} else if(_commandLineDpiScalingPolicy != Implementation::GlfwDpiScalingPolicy::Default) {
dpiScalingPolicy = _commandLineDpiScalingPolicy;
} else if(!configuration.dpiScaling().isZero()) {
Debug{verbose} << "Platform::GlfwApplication: app-defined DPI scaling" << _commandLineDpiScaling.x();
return configuration.dpiScaling();
} else {
dpiScalingPolicy = configuration.dpiScalingPolicy();
}
/* There's no choice on Apple, it's all controlled by the plist file. So
unless someone specified custom scaling via config or command-line
above, return the default. */
#ifdef CORRADE_TARGET_APPLE
return Vector2{1.0f};
/* Otherwise there's a choice between virtual and physical DPI scaling */
#else
/* Try to get virtual DPI scaling first, if supported and requested */
if(dpiScalingPolicy == Implementation::GlfwDpiScalingPolicy::Virtual) {
/* Use Xft.dpi on X11. This could probably be dropped for GLFW 3.3+
as glfwGetMonitorContentScale() does the same, but I'd still need to
keep it for 2.2 and below, plus the same code needs to be used for
SDL anyway. So keeping it to reduce the chance for unexpected minor
differences across app implementations. */
#ifdef _MAGNUM_PLATFORM_USE_X11
const Vector2 dpiScaling{Implementation::x11DpiScaling()};
if(!dpiScaling.isZero()) {
Debug{verbose} << "Platform::GlfwApplication: virtual DPI scaling" << dpiScaling.x();
return dpiScaling;
}
/* Check for DPI awareness on non-RT Windows and then ask for content
scale (available since GLFW 3.3). GLFW is advertising the
application to be DPI-aware on its own even without supplying an
explicit manifest -- https://github.com/glfw/glfw/blob/089ea9af227fdffdf872348923e1c12682e63029/src/win32_init.c#L564-L569
If, for some reason, the app is still not DPI-aware, tell that to
the user explicitly and don't even attempt to query the value if the
app is not DPI aware. If it's desired to get the DPI value
unconditionally, the user should use physical DPI scaling instead. */
#elif defined(CORRADE_TARGET_WINDOWS) && !defined(CORRADE_TARGET_WINDOWS_RT)
if(!Implementation::isWindowsAppDpiAware()) {
Warning{verbose} << "Platform::GlfwApplication: your application is not set as DPI-aware, DPI scaling won't be used";
return Vector2{1.0f};
}
#if GLFW_VERSION_MAJOR*100 + GLFW_VERSION_MINOR >= 303
GLFWmonitor* const monitor = glfwGetPrimaryMonitor();
Vector2 dpiScaling;
glfwGetMonitorContentScale(monitor, &dpiScaling.x(), &dpiScaling.y());
Debug{verbose} << "Platform::GlfwApplication: virtual DPI scaling" << dpiScaling;
return dpiScaling;
#else
Debug{verbose} << "Platform::GlfwApplication: sorry, virtual DPI scaling only available on GLFW 3.3+, falling back to physical DPI scaling";
#endif
/* Otherwise ¯\_(ツ)_/¯ */
#else
Debug{verbose} << "Platform::GlfwApplication: sorry, virtual DPI scaling not implemented on this platform yet, falling back to physical DPI scaling";
#endif
}
/* At this point, either the virtual DPI query failed or a physical DPI
scaling is requested */
CORRADE_INTERNAL_ASSERT(dpiScalingPolicy == Implementation::GlfwDpiScalingPolicy::Virtual || dpiScalingPolicy == Implementation::GlfwDpiScalingPolicy::Physical);
/* Physical DPI scaling. Enable only on Linux (where it gets the usually
very-off value from X11) and on non-RT Windows (where it calculates it
from actual monitor dimensions). */
#if defined(CORRADE_TARGET_UNIX) || (defined(CORRADE_TARGET_WINDOWS) && !defined(CORRADE_TARGET_WINDOWS_RT))
GLFWmonitor* const monitor = glfwGetPrimaryMonitor();
const GLFWvidmode* const mode = glfwGetVideoMode(monitor);
Vector2i monitorSize;
glfwGetMonitorPhysicalSize(monitor, &monitorSize.x(), &monitorSize.y());
if(monitorSize.isZero()) {
Warning{verbose} << "Platform::GlfwApplication: the physical monitor size is zero? DPI scaling won't be used";
return Vector2{1.0f};
}
auto dpi = Vector2{Vector2i{mode->width, mode->height}*25.4f/Vector2{monitorSize}};
const Vector2 dpiScaling{dpi/96.0f};
Debug{verbose} << "Platform::GlfwApplication: physical DPI scaling" << dpiScaling;
return dpiScaling;
/* Not implemented otherwise */
#else
Debug{verbose} << "Platform::GlfwApplication: sorry, physical DPI scaling not implemented on this platform yet";
return Vector2{1.0f};
#endif
#endif
}
void GlfwApplication::setWindowTitle(const std::string& title) {
glfwSetWindowTitle(_window, title.data());
}
#if GLFW_VERSION_MAJOR*100 + GLFW_VERSION_MINOR >= 302
void GlfwApplication::setWindowIcon(const ImageView2D& image) {
setWindowIcon({image});
}
namespace {
template<class T> inline void packPixels(const Containers::StridedArrayView2D<const T>& in, const Containers::StridedArrayView2D<Color4ub>& out) {
for(std::size_t row = 0; row != in.size()[0]; ++row)
for(std::size_t col = 0; col != in.size()[1]; ++col)
out[row][col] = in[row][col];
}
}
void GlfwApplication::setWindowIcon(std::initializer_list<ImageView2D> images) {
/* Calculate the total size needed to allocate first so we don't allocate
a ton of tiny arrays */
std::size_t size = 0;
for(const ImageView2D& image: images)
size += sizeof(GLFWimage) + 4*image.size().product();
Containers::Array<char> data{size};
/* Pack array of GLFWimages and pixel data together into the memory
allocated above */
std::size_t offset = images.size()*sizeof(GLFWimage);
Containers::ArrayView<GLFWimage> glfwImages = Containers::arrayCast<GLFWimage>(data.prefix(offset));
std::size_t i = 0;
for(const ImageView2D& image: images) {
/* Copy and tightly pack pixels. GLFW doesn't allow arbitrary formats
or strides (for subimages and/or Y flip), so we have to copy */
Containers::ArrayView<char> target = data.slice(offset, offset + 4*image.size().product());
auto out = Containers::StridedArrayView2D<Color4ub>{
Containers::arrayCast<Color4ub>(target),
{std::size_t(image.size().y()),
std::size_t(image.size().x())}}.flipped<0>();
/** @todo handle sRGB differently? */
if(image.format() == PixelFormat::RGB8Snorm ||
image.format() == PixelFormat::RGB8Unorm)
packPixels(image.pixels<Color3ub>(), out);
else if(image.format() == PixelFormat::RGBA8Snorm ||
image.format() == PixelFormat::RGBA8Unorm)
packPixels(image.pixels<Color4ub>(), out);
else CORRADE_ASSERT_UNREACHABLE("Platform::GlfwApplication::setWindowIcon(): unexpected format" << image.format(), );
/* Specify the image metadata */
glfwImages[i].width = image.size().x();
glfwImages[i].height = image.size().y();
glfwImages[i].pixels = reinterpret_cast<unsigned char*>(target.data());
++i;
offset += target.size();
}
glfwSetWindowIcon(_window, glfwImages.size(), glfwImages);
}
#endif
bool GlfwApplication::tryCreate(const Configuration& configuration) {
#ifdef MAGNUM_TARGET_GL
#ifdef GLFW_NO_API
if(!(configuration.windowFlags() & Configuration::WindowFlag::Contextless))
#endif
{
return tryCreate(configuration, GLConfiguration{});
}
#endif
CORRADE_ASSERT(!_window, "Platform::GlfwApplication::tryCreate(): window already created", false);
/* Scale window based on DPI */
_dpiScaling = dpiScaling(configuration);
const Vector2i scaledWindowSize = configuration.size()*_dpiScaling;
/* Window flags */
GLFWmonitor* monitor = nullptr; /* Needed for setting fullscreen */
if (configuration.windowFlags() >= Configuration::WindowFlag::Fullscreen) {
monitor = glfwGetPrimaryMonitor();
glfwWindowHint(GLFW_AUTO_ICONIFY, configuration.windowFlags() >= Configuration::WindowFlag::AutoIconify);
} else {
const Configuration::WindowFlags& flags = configuration.windowFlags();
glfwWindowHint(GLFW_DECORATED, !(flags >= Configuration::WindowFlag::Borderless));
glfwWindowHint(GLFW_RESIZABLE, flags >= Configuration::WindowFlag::Resizable);
glfwWindowHint(GLFW_VISIBLE, !(flags >= Configuration::WindowFlag::Hidden));
#ifdef GLFW_MAXIMIZED
glfwWindowHint(GLFW_MAXIMIZED, flags >= Configuration::WindowFlag::Maximized);
#endif
glfwWindowHint(GLFW_FLOATING, flags >= Configuration::WindowFlag::AlwaysOnTop);
}
glfwWindowHint(GLFW_FOCUSED, configuration.windowFlags() >= Configuration::WindowFlag::Focused);
#ifdef GLFW_NO_API
/* Disable implicit GL context creation */
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
#endif
/* Create the window */
_window = glfwCreateWindow(scaledWindowSize.x(), scaledWindowSize.y(), configuration.title().c_str(), monitor, nullptr);
if(!_window) {
Error() << "Platform::GlfwApplication::tryCreate(): cannot create window";
glfwTerminate();
return false;
}
/* Proceed with configuring other stuff that couldn't be done with window
hints */
if(configuration.windowFlags() >= Configuration::WindowFlag::Minimized)
glfwIconifyWindow(_window);
#ifdef MAGNUM_BUILD_DEPRECATED
CORRADE_IGNORE_DEPRECATED_PUSH
glfwSetInputMode(_window, GLFW_CURSOR, Int(configuration.cursorMode()));
CORRADE_IGNORE_DEPRECATED_POP
#endif
return true;
}
namespace {
GlfwApplication::InputEvent::Modifiers currentGlfwModifiers(GLFWwindow* window) {
static_assert(GLFW_PRESS == true && GLFW_RELEASE == false,
"GLFW press and release constants do not correspond to bool values");
GlfwApplication::InputEvent::Modifiers mods;
if(glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) ||
glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT))
mods |= GlfwApplication::InputEvent::Modifier::Shift;
if(glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) ||
glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL))
mods |= GlfwApplication::InputEvent::Modifier::Ctrl;
if(glfwGetKey(window, GLFW_KEY_LEFT_ALT) ||
glfwGetKey(window, GLFW_KEY_RIGHT_ALT))
mods |= GlfwApplication::InputEvent::Modifier::Alt;
if(glfwGetKey(window, GLFW_KEY_LEFT_SUPER) ||
glfwGetKey(window, GLFW_KEY_RIGHT_SUPER))
mods |= GlfwApplication::InputEvent::Modifier::Super;
return mods;
}
}
#ifdef MAGNUM_TARGET_GL
bool GlfwApplication::tryCreate(const Configuration& configuration, const GLConfiguration& glConfiguration) {
CORRADE_ASSERT(!_window && _context->version() == GL::Version::None, "Platform::GlfwApplication::tryCreate(): window with OpenGL context already created", false);
/* Scale window based on DPI */
_dpiScaling = dpiScaling(configuration);
const Vector2i scaledWindowSize = configuration.size()*_dpiScaling;
/* Window flags */
GLFWmonitor* monitor = nullptr; /* Needed for setting fullscreen */
if (configuration.windowFlags() >= Configuration::WindowFlag::Fullscreen) {
monitor = glfwGetPrimaryMonitor();
glfwWindowHint(GLFW_AUTO_ICONIFY, configuration.windowFlags() >= Configuration::WindowFlag::AutoIconify);
} else {
const Configuration::WindowFlags& flags = configuration.windowFlags();
glfwWindowHint(GLFW_DECORATED, !(flags >= Configuration::WindowFlag::Borderless));
glfwWindowHint(GLFW_RESIZABLE, flags >= Configuration::WindowFlag::Resizable);
glfwWindowHint(GLFW_VISIBLE, !(flags >= Configuration::WindowFlag::Hidden));
#ifdef GLFW_MAXIMIZED
glfwWindowHint(GLFW_MAXIMIZED, flags >= Configuration::WindowFlag::Maximized);
#endif
glfwWindowHint(GLFW_FLOATING, flags >= Configuration::WindowFlag::AlwaysOnTop);
}
glfwWindowHint(GLFW_FOCUSED, configuration.windowFlags() >= Configuration::WindowFlag::Focused);
/* Framebuffer setup */
glfwWindowHint(GLFW_RED_BITS, glConfiguration.colorBufferSize().r());
glfwWindowHint(GLFW_GREEN_BITS, glConfiguration.colorBufferSize().g());
glfwWindowHint(GLFW_BLUE_BITS, glConfiguration.colorBufferSize().b());
glfwWindowHint(GLFW_ALPHA_BITS, glConfiguration.colorBufferSize().a());
glfwWindowHint(GLFW_DEPTH_BITS, glConfiguration.depthBufferSize());
glfwWindowHint(GLFW_STENCIL_BITS, glConfiguration.stencilBufferSize());
glfwWindowHint(GLFW_SAMPLES, glConfiguration.sampleCount());
glfwWindowHint(GLFW_SRGB_CAPABLE, glConfiguration.isSrgbCapable());
/* Request debug context if --magnum-gpu-validation is enabled */
GLConfiguration::Flags glFlags = glConfiguration.flags();
if(_context->internalFlags() & GL::Context::InternalFlag::GpuValidation)
glFlags |= GLConfiguration::Flag::Debug;
#ifdef GLFW_CONTEXT_NO_ERROR
glfwWindowHint(GLFW_CONTEXT_NO_ERROR, glFlags >= GLConfiguration::Flag::NoError);
#endif
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, glFlags >= GLConfiguration::Flag::Debug);
glfwWindowHint(GLFW_STEREO, glFlags >= GLConfiguration::Flag::Stereo);
/* Set context version, if requested */
if(glConfiguration.version() != GL::Version::None) {
Int major, minor;
std::tie(major, minor) = version(glConfiguration.version());
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, major);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, minor);
#ifndef MAGNUM_TARGET_GLES
if(glConfiguration.version() >= GL::Version::GL320) {
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, glFlags >= GLConfiguration::Flag::ForwardCompatible);
}
#else
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#endif
/* Request usable version otherwise */
} else {
#ifndef MAGNUM_TARGET_GLES
/* First try to create core context. This is needed mainly on macOS and
Mesa, as support for recent OpenGL versions isn't implemented in
compatibility contexts (which are the default). Unlike SDL2, GLFW
requires at least version 3.2 to be able to request a core profile. */
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, glFlags >= GLConfiguration::Flag::ForwardCompatible);
#else
/* For ES the major context version is compile-time constant */
#ifdef MAGNUM_TARGET_GLES3
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
#elif defined(MAGNUM_TARGET_GLES2)
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
#else
#error unsupported OpenGL ES version
#endif
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#endif
}
/* Create window. Hide it by default so we don't have distracting window
blinking in case we have to destroy it again right away. If the creation
succeeds, make the context current so we can query GL_VENDOR below.
If we are on Wayland, this is causing a segfault; a blinking window is
acceptable in this case. */
constexpr const char waylandString[] = "wayland";
const char* const xdgSessionType = std::getenv("XDG_SESSION_TYPE");
if(!xdgSessionType || std::strncmp(xdgSessionType, waylandString, sizeof(waylandString)) != 0)
glfwWindowHint(GLFW_VISIBLE, false);
else if(_verboseLog)
Warning{} << "Platform::GlfwApplication: Wayland detected, GL context has to be created with the window visible and may cause flicker on startup";
if((_window = glfwCreateWindow(scaledWindowSize.x(), scaledWindowSize.y(), configuration.title().c_str(), monitor, nullptr)))
glfwMakeContextCurrent(_window);
#ifndef MAGNUM_TARGET_GLES
/* Fall back to (forward compatible) GL 2.1, if version is not
user-specified and either core context creation fails or we are on
binary NVidia/AMD drivers on Linux/Windows or Intel Windows drivers.
Instead of creating forward-compatible context with highest available
version, they force the version to the one specified, which is
completely useless behavior. */
#ifndef CORRADE_TARGET_APPLE
constexpr static const char nvidiaVendorString[] = "NVIDIA Corporation";
#ifdef CORRADE_TARGET_WINDOWS
constexpr static const char intelVendorString[] = "Intel";
#endif
constexpr static const char amdVendorString[] = "ATI Technologies Inc.";
const char* vendorString;
#endif
if(glConfiguration.version() == GL::Version::None && (!_window
#ifndef CORRADE_TARGET_APPLE
/* If context creation fails *really bad*, glGetString() may actually
return nullptr. Check for that to avoid crashes deep inside
strncmp(). Sorry about the UGLY code, HOPEFULLY THERE WON'T BE MORE
WORKAROUNDS */
|| (vendorString = reinterpret_cast<const char*>(glGetString(GL_VENDOR)),
vendorString && (std::strncmp(vendorString, nvidiaVendorString, sizeof(nvidiaVendorString)) == 0 ||
#ifdef CORRADE_TARGET_WINDOWS
std::strncmp(vendorString, intelVendorString, sizeof(intelVendorString)) == 0 ||
#endif
std::strncmp(vendorString, amdVendorString, sizeof(amdVendorString)) == 0)
&& !_context->isDriverWorkaroundDisabled("no-forward-compatible-core-context"))
#endif
)) {
/* Don't print any warning when doing the workaround, because the bug
will be there probably forever */
if(!_window) Warning{}
<< "Platform::GlfwApplication::tryCreate(): cannot create a window with core OpenGL context, falling back to compatibility context";
else glfwDestroyWindow(_window);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_ANY_PROFILE);
/* Discard the ForwardCompatible flag for the fallback. Having it set
makes the fallback context creation fail on Mesa's Zink (which is
just 2.1) and I assume on others as well. */
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, false);
_window = glfwCreateWindow(scaledWindowSize.x(), scaledWindowSize.y(), configuration.title().c_str(), monitor, nullptr);
}
#endif
if(!_window) {
Error() << "Platform::GlfwApplication::tryCreate(): cannot create a window with OpenGL context";
return false;
}
/* Proceed with configuring other stuff that couldn't be done with window
hints */
if(configuration.windowFlags() >= Configuration::WindowFlag::Minimized)
glfwIconifyWindow(_window);
#ifdef MAGNUM_BUILD_DEPRECATED
CORRADE_IGNORE_DEPRECATED_PUSH
glfwSetInputMode(_window, GLFW_CURSOR, Int(configuration.cursorMode()));
CORRADE_IGNORE_DEPRECATED_POP
#endif
/* If exit() was called before the window got created, be sure to propagate
it */
glfwSetWindowShouldClose(_window, !!(_flags & Flag::Exit));
/* Make the final context current */
glfwMakeContextCurrent(_window);
/* Destroy everything when the Magnum context creation fails */
if(!_context->tryCreate()) {
glfwDestroyWindow(_window);
_window = nullptr;
}
/* Show the window once we are sure that everything is okay */
if(!(configuration.windowFlags() & Configuration::WindowFlag::Hidden))
glfwShowWindow(_window);
/* Return true if the initialization succeeds */
return true;
}
#endif
void GlfwApplication::setupCallbacks() {
glfwSetWindowUserPointer(_window, this);
glfwSetWindowCloseCallback(_window, [](GLFWwindow* const window){
ExitEvent e;
static_cast<GlfwApplication*>(glfwGetWindowUserPointer(window))->exitEvent(e);
if(!e.isAccepted()) glfwSetWindowShouldClose(window, false);
});
glfwSetWindowRefreshCallback(_window, [](GLFWwindow* const window){
/* Properly redraw after the window is restored from minimized state */
static_cast<GlfwApplication*>(glfwGetWindowUserPointer(window))->drawEvent();
});
#ifdef MAGNUM_TARGET_GL
glfwSetFramebufferSizeCallback
#else
glfwSetWindowSizeCallback
#endif
(_window, [](GLFWwindow* const window, const int w, const int h) {
auto& app = *static_cast<GlfwApplication*>(glfwGetWindowUserPointer(window));
#ifdef MAGNUM_TARGET_GL
ViewportEvent e{app.windowSize(), {w, h}, app.dpiScaling()};
#else
ViewportEvent e{{w, h}, app.dpiScaling()};
#endif
app.viewportEvent(e);
});
glfwSetKeyCallback(_window, [](GLFWwindow* const window, const int key, int, const int action, const int mods) {
auto& app = *static_cast<GlfwApplication*>(glfwGetWindowUserPointer(window));
KeyEvent e(static_cast<KeyEvent::Key>(key), {static_cast<InputEvent::Modifier>(mods)}, action == GLFW_REPEAT);
if(action == GLFW_PRESS || action == GLFW_REPEAT)
app.keyPressEvent(e);
else if(action == GLFW_RELEASE)
app.keyReleaseEvent(e);
});
glfwSetMouseButtonCallback(_window, [](GLFWwindow* const window, const int button, const int action, const int mods) {
auto& app = *static_cast<GlfwApplication*>(glfwGetWindowUserPointer(window));
double x, y;
glfwGetCursorPos(window, &x, &y);
MouseEvent e(static_cast<MouseEvent::Button>(button), {Int(x), Int(y)}, {static_cast<InputEvent::Modifier>(mods)});
if(action == GLFW_PRESS) /* we don't handle GLFW_REPEAT */
app.mousePressEvent(e);
else if(action == GLFW_RELEASE)
app.mouseReleaseEvent(e);
});
glfwSetCursorPosCallback(_window, [](GLFWwindow* const window, const double x, const double y) {
auto& app = *static_cast<GlfwApplication*>(glfwGetWindowUserPointer(window));
/* Avoid bogus offset at first -- report 0 when the event is called for
the first time */
Vector2i position{Int(x), Int(y)};
MouseMoveEvent e{window, position,
app._previousMouseMovePosition == Vector2i{-1} ? Vector2i{} :
position - app._previousMouseMovePosition};
app._previousMouseMovePosition = position;
app.mouseMoveEvent(e);
});
glfwSetScrollCallback(_window, [](GLFWwindow* window, double xoffset, double yoffset) {
MouseScrollEvent e(window, Vector2{Float(xoffset), Float(yoffset)});
static_cast<GlfwApplication*>(glfwGetWindowUserPointer(window))->mouseScrollEvent(e);
});
glfwSetCharCallback(_window, [](GLFWwindow* window, unsigned int codepoint) {
auto& app = *static_cast<GlfwApplication*>(glfwGetWindowUserPointer(window));
if(!(app._flags & Flag::TextInputActive)) return;
char utf8[4]{};
const std::size_t size = Utility::Unicode::utf8(codepoint, utf8);
TextInputEvent e{{utf8, size}};
app.textInputEvent(e);
});
}
GlfwApplication::~GlfwApplication() {
glfwDestroyWindow(_window);
for(auto& cursor: _cursors)
glfwDestroyCursor(cursor);
glfwTerminate();
}
Vector2i GlfwApplication::windowSize() const {
CORRADE_ASSERT(_window, "Platform::GlfwApplication::windowSize(): no window opened", {});
Vector2i size;
glfwGetWindowSize(_window, &size.x(), &size.y());
return size;
}
void GlfwApplication::setWindowSize(const Vector2i& size) {
CORRADE_ASSERT(_window, "Platform::GlfwApplication::setWindowSize(): no window opened", );
const Vector2i newSize = _dpiScaling*size;
glfwSetWindowSize(_window, newSize.x(), newSize.y());
}
#if GLFW_VERSION_MAJOR*100 + GLFW_VERSION_MINOR >= 302
void GlfwApplication::setMinWindowSize(const Vector2i& size) {
CORRADE_ASSERT(_window, "Platform::GlfwApplication::setMinWindowSize(): no window opened", );
const Vector2i newSize = _dpiScaling*size;
glfwSetWindowSizeLimits(_window, newSize.x(), newSize.y(), _maxWindowSize.x(), _maxWindowSize.y());
_minWindowSize = newSize;
}
void GlfwApplication::setMaxWindowSize(const Vector2i& size) {
CORRADE_ASSERT(_window, "Platform::GlfwApplication::setMaxWindowSize(): no window opened", );
const Vector2i newSize = _dpiScaling*size;
glfwSetWindowSizeLimits(_window, _minWindowSize.x(), _minWindowSize.y(), newSize.x(), newSize.y());
_maxWindowSize = newSize;
}
#endif
#ifdef MAGNUM_TARGET_GL
Vector2i GlfwApplication::framebufferSize() const {
CORRADE_ASSERT(_window, "Platform::GlfwApplication::framebufferSize(): no window opened", {});
Vector2i size;
glfwGetFramebufferSize(_window, &size.x(), &size.y());
return size;
}
#endif
void GlfwApplication::setSwapInterval(const Int interval) {
glfwSwapInterval(interval);
}
void GlfwApplication::redraw() { _flags |= Flag::Redraw; }
int GlfwApplication::exec() {
while(mainLoopIteration()) {}
return _exitCode;
}
bool GlfwApplication::mainLoopIteration() {
/* If exit was requested directly in the constructor, exit immediately
without calling anything else */
if(_flags & Flag::Exit || glfwWindowShouldClose(_window)) return false;
CORRADE_ASSERT(_window, "Platform::GlfwApplication::mainLoopIteration(): no window opened", {});
/*
If callbacks are not set up yet, do that. Can't be done inside
tryCreate() because:
1. On Windows, GLFW fires a viewport event already when creating the
window, which means viewportEvent() gets called even before the
constructor exits. That's not a problem if the window is created
implicitly (because derived class vtable is not setup yet and so
the call goes into the base class no-op viewportEvent()), but when
calling create() / tryCreate() from user constructor, this might
lead to crashes as things touched by viewportEvent() might not be
initialized yet. To fix this, we ignore the first ever viewport
event. This behavior was not observed on Linux or macOS (and thus
ignoring the first viewport event there may be harmful), so keeping
this Windows-only.
2. On macOS, GLFW might sometimes (hard to reproduce) trigger a draw
event when creating the window. That's even worse than on Windows
because this leads to pure virtual drawEvent() getting called and
the application aborting due to a pure virtual method call in case
GL context is created implicitly by the base class constructor (at
which point the vtable pointers for the derived class are not set
up yet).
*/
if(glfwGetWindowUserPointer(_window) != this) setupCallbacks();
/* If redrawing, poll for events immediately after drawEvent() (which could
be setting the Redraw flag again, thus doing constant redraw). If not,
avoid spinning the CPU by waiting for the next input event. */
if(_flags & Flag::Redraw) {
_flags &= ~Flag::Redraw;
drawEvent();
glfwPollEvents();
} else glfwWaitEvents();
return !glfwWindowShouldClose(_window);
}
void GlfwApplication::exit(int exitCode) {
_flags |= Flag::Exit;
_exitCode = exitCode;
/* If the window is already created, tell GLFW that it should close. If
not, this is done in tryCreate() once the window is created */
if(_window) glfwSetWindowShouldClose(_window, true);
}
namespace {
constexpr Int CursorMap[] {
GLFW_ARROW_CURSOR,
GLFW_IBEAM_CURSOR,
GLFW_CROSSHAIR_CURSOR,
#ifdef GLFW_RESIZE_NWSE_CURSOR
GLFW_RESIZE_NWSE_CURSOR,
GLFW_RESIZE_NESW_CURSOR,
#endif
GLFW_HRESIZE_CURSOR,
GLFW_VRESIZE_CURSOR,
#ifdef GLFW_RESIZE_NWSE_CURSOR
GLFW_RESIZE_ALL_CURSOR,
GLFW_NOT_ALLOWED_CURSOR,
#endif
GLFW_HAND_CURSOR
};
}
void GlfwApplication::setCursor(Cursor cursor) {
CORRADE_INTERNAL_ASSERT(UnsignedInt(cursor) < Containers::arraySize(_cursors));
_cursor = cursor;
if(cursor == Cursor::Hidden) {
glfwSetInputMode(_window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
return;
} else if(cursor == Cursor::HiddenLocked) {
glfwSetInputMode(_window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
return;
} else {
glfwSetInputMode(_window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
if(!_cursors[UnsignedInt(cursor)])
_cursors[UnsignedInt(cursor)] = glfwCreateStandardCursor(CursorMap[UnsignedInt(cursor)]);
glfwSetCursor(_window, _cursors[UnsignedInt(cursor)]);
}
GlfwApplication::Cursor GlfwApplication::cursor() {
return _cursor;
}
auto GlfwApplication::MouseMoveEvent::buttons() -> Buttons {
if(!_buttons) {
_buttons = Buttons{};
for(const Int button: {GLFW_MOUSE_BUTTON_LEFT,
GLFW_MOUSE_BUTTON_MIDDLE,
GLFW_MOUSE_BUTTON_RIGHT}) {
if(glfwGetMouseButton(_window, button) == GLFW_PRESS)
*_buttons |= Button(1 << button);
}
}
return *_buttons;
}
auto GlfwApplication::MouseMoveEvent::modifiers() -> Modifiers {
if(!_modifiers) _modifiers = currentGlfwModifiers(_window);
return *_modifiers;
}
Vector2i GlfwApplication::MouseScrollEvent::position() {
if(!_position) {
Vector2d position;
glfwGetCursorPos(_window, &position.x(), &position.y());
_position = Vector2i{position};
}
return *_position;
}
auto GlfwApplication::MouseScrollEvent::modifiers() -> Modifiers {
if(!_modifiers) _modifiers = currentGlfwModifiers(_window);
return *_modifiers;
}
void GlfwApplication::exitEvent(ExitEvent& event) {
event.setAccepted();
}
void GlfwApplication::viewportEvent(ViewportEvent& event) {
#ifdef MAGNUM_BUILD_DEPRECATED
CORRADE_IGNORE_DEPRECATED_PUSH
viewportEvent(event.windowSize());
CORRADE_IGNORE_DEPRECATED_POP
#else
static_cast<void>(event);
#endif
}
#ifdef MAGNUM_BUILD_DEPRECATED
void GlfwApplication::viewportEvent(const Vector2i&) {}
#endif
void GlfwApplication::keyPressEvent(KeyEvent&) {}
void GlfwApplication::keyReleaseEvent(KeyEvent&) {}
void GlfwApplication::mousePressEvent(MouseEvent&) {}
void GlfwApplication::mouseReleaseEvent(MouseEvent&) {}
void GlfwApplication::mouseMoveEvent(MouseMoveEvent&) {}
void GlfwApplication::mouseScrollEvent(MouseScrollEvent&) {}
void GlfwApplication::textInputEvent(TextInputEvent&) {}
bool GlfwApplication::isTextInputActive() const {
return !!(_flags & Flag::TextInputActive);
}
void GlfwApplication::startTextInput() {
_flags |= Flag::TextInputActive;
}
void GlfwApplication::stopTextInput() {
_flags &= ~Flag::TextInputActive;
}
#ifdef MAGNUM_TARGET_GL
GlfwApplication::GLConfiguration::GLConfiguration():
_colorBufferSize{8, 8, 8, 8}, _depthBufferSize{24}, _stencilBufferSize{0},
_sampleCount{0}, _version{GL::Version::None},
#ifndef MAGNUM_TARGET_GLES
_flags{Flag::ForwardCompatible},
#else
_flags{},
#endif
_srgbCapable{false} {}
GlfwApplication::GLConfiguration::~GLConfiguration() = default;
#endif
GlfwApplication::Configuration::Configuration():
_title{"Magnum GLFW Application"},
_size{800, 600},
_windowFlags{WindowFlag::Focused},
_dpiScalingPolicy{DpiScalingPolicy::Default} {}
GlfwApplication::Configuration::~Configuration() = default;
#if defined(DOXYGEN_GENERATING_OUTPUT) || GLFW_VERSION_MAJOR*100 + GLFW_VERSION_MINOR >= 302
std::string GlfwApplication::KeyEvent::keyName(const Key key) {
/* It can return null, so beware */
return Utility::String::fromArray(glfwGetKeyName(int(key), 0));
}
std::string GlfwApplication::KeyEvent::keyName() const {
return keyName(_key);
}
#endif
template class BasicScreen<GlfwApplication>;
template class BasicScreenedApplication<GlfwApplication>;
}}