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#ifndef Magnum_Platform_Sdl2Application_h
#define Magnum_Platform_Sdl2Application_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
/** @file
* @brief Class Magnum::Platform::Sdl2Application
*/
#include "Math/Vector2.h"
#include "Magnum.h"
14 years ago
#include <SDL2/SDL.h>
#include <SDL2/SDL_scancode.h>
#include <Corrade/Containers/EnumSet.h>
#include "magnumCompatibility.h"
namespace Magnum {
class Context;
namespace Platform {
/** @nosubgrouping
@brief SDL2 application
Supports keyboard and mouse handling.
@section Sdl2Application-usage Usage
You need to implement at least drawEvent() and viewportEvent() to be able to
draw on the screen. The subclass can be then used directly in `main()` - see
convenience macro MAGNUM_SDL2APPLICATION_MAIN().
@code
class MyApplication: public Magnum::Platform::Sdl2Application {
// implement required methods...
};
MAGNUM_SDL2APPLICATION_MAIN(MyApplication)
@endcode
*/
class Sdl2Application {
public:
/**
* @brief Constructor
* @param argc Count of arguments of `main()` function
* @param argv Arguments of `main()` function
* @param title Window title
* @param size Window size
*
* Creates centered non-resizable window with double-buffered
* OpenGL 3.2 context with 24bit depth buffer.
*/
Sdl2Application(int argc, char** argv, const std::string& title = "Magnum SDL2 application", const Math::Vector2<GLsizei>& size = Math::Vector2<GLsizei>(800, 600));
/**
* @brief Destructor
*
* Deletes context and destroys the window.
*/
virtual ~Sdl2Application();
/**
* @brief Execute main loop
* @return Value for returning from `main()`.
*/
int exec();
/** @{ @name Drawing functions */
protected:
/** @copydoc GlutApplication::viewportEvent() */
virtual void viewportEvent(const Math::Vector2<GLsizei>& size) = 0;
/** @copydoc GlutApplication::drawEvent() */
virtual void drawEvent() = 0;
/** @copydoc GlutApplication::swapBuffers() */
inline void swapBuffers() { SDL_GL_SwapWindow(window); }
/** @copydoc GlutApplication::redraw() */
inline void redraw() { _redraw = true; }
/*@}*/
/** @{ @name Keyboard handling */
public:
/**
* @brief %Modifier
*
* @see Modifiers, keyPressEvent(), keyReleaseEvent()
*/
enum class Modifier: Uint16 {
Shift = KMOD_SHIFT, /**< Shift */
Ctrl = KMOD_CTRL, /**< Ctrl */
Alt = KMOD_ALT, /**< Alt */
AltGr = KMOD_MODE, /**< AltGr */
CapsLock = KMOD_CAPS, /**< Caps lock */
NumLock = KMOD_NUM /**< Num lock */
};
/**
* @brief Set of modifiers
*
* @see keyPressEvent(), keyReleaseEvent()
*/
typedef Corrade::Containers::EnumSet<Modifier, Uint16> Modifiers;
/**
* @brief Key
*
* @see keyPressEvent(), keyReleaseEvent()
*/
enum class Key: SDL_Keycode {
Enter = SDLK_RETURN, /**< Enter */
Esc = SDLK_ESCAPE, /**< Escape */
Up = SDLK_UP, /**< Up arrow */
Down = SDLK_DOWN, /**< Down arrow */
Left = SDLK_LEFT, /**< Left arrow */
Right = SDLK_RIGHT, /**< Right arrow */
F1 = SDLK_F1, /**< F1 */
F2 = SDLK_F2, /**< F2 */
F3 = SDLK_F3, /**< F3 */
F4 = SDLK_F4, /**< F4 */
F5 = SDLK_F5, /**< F5 */
F6 = SDLK_F6, /**< F6 */
F7 = SDLK_F7, /**< F7 */
F8 = SDLK_F8, /**< F8 */
F9 = SDLK_F9, /**< F9 */
F10 = SDLK_F10, /**< F10 */
F11 = SDLK_F11, /**< F11 */
F12 = SDLK_F12, /**< F12 */
Home = SDLK_HOME, /**< Home */
End = SDLK_END, /**< End */
PageUp = SDLK_PAGEUP, /**< Page up */
PageDown = SDLK_PAGEDOWN, /**< Page down */
Space = SDLK_SPACE, /**< Space */
Comma = SDLK_COMMA, /**< Comma */
Period = SDLK_PERIOD, /**< Period */
Minus = SDLK_MINUS, /**< Minus */
Plus = SDLK_PLUS, /**< Plus */
Slash = SDLK_SLASH, /**< Slash */
Percent = SDLK_PERCENT, /**< Percent */
Equal = SDLK_EQUALS, /**< Equal */
Zero = SDLK_0, /**< Zero */
One = SDLK_1, /**< One */
Two = SDLK_2, /**< Two */
Three = SDLK_3, /**< Three */
Four = SDLK_4, /**< Four */
Five = SDLK_5, /**< Five */
Six = SDLK_6, /**< Six */
Seven = SDLK_7, /**< Seven */
Eight = SDLK_8, /**< Eight */
Nine = SDLK_9, /**< Nine */
A = SDLK_a, /**< Letter A */
B = SDLK_b, /**< Letter B */
C = SDLK_c, /**< Letter C */
D = SDLK_d, /**< Letter D */
E = SDLK_e, /**< Letter E */
F = SDLK_f, /**< Letter F */
G = SDLK_g, /**< Letter G */
H = SDLK_h, /**< Letter H */
I = SDLK_i, /**< Letter I */
J = SDLK_j, /**< Letter J */
K = SDLK_k, /**< Letter K */
L = SDLK_l, /**< Letter L */
M = SDLK_m, /**< Letter M */
N = SDLK_n, /**< Letter N */
O = SDLK_o, /**< Letter O */
P = SDLK_p, /**< Letter P */
Q = SDLK_q, /**< Letter Q */
R = SDLK_r, /**< Letter R */
S = SDLK_s, /**< Letter S */
T = SDLK_t, /**< Letter T */
U = SDLK_u, /**< Letter U */
V = SDLK_v, /**< Letter V */
W = SDLK_w, /**< Letter W */
X = SDLK_x, /**< Letter X */
Y = SDLK_y, /**< Letter Y */
Z = SDLK_z /**< Letter Z */
};
protected:
/**
* @brief Key press event
* @param key Key pressed
* @param modifiers Active modifiers
* @param position Cursor position (not yet implemented)
*/
virtual void keyPressEvent(Key key, Modifiers modifiers, const Math::Vector2<int>& position);
/**
* @brief Key release event
* @param key Key released
* @param modifiers Active modifiers
* @param position Cursor position (not yet implemented)
*/
virtual void keyReleaseEvent(Key key, Modifiers modifiers, const Math::Vector2<int>& position);
/*@}*/
/** @{ @name Mouse handling */
public:
/**
* @brief Mouse button
*
* @see mouseEvent()
*/
enum class MouseButton: Uint8 {
Left = SDL_BUTTON_LEFT, /**< Left button */
Middle = SDL_BUTTON_MIDDLE, /**< Middle button */
Right = SDL_BUTTON_RIGHT, /**< Right button */
WheelUp = 4, /**< Wheel up */
WheelDown = 5 /**< Wheel down */
};
/**
* @brief Mouse state
*
* @see mouseEvent()
*/
enum class MouseState: Uint8 {
Pressed = SDL_PRESSED, /**< Button pressed */
Released = SDL_RELEASED /**< Button released */
};
protected:
/**
* @brief Mouse press event
* @param button Button pressed
* @param modifiers Active modifiers (not implemented)
* @param position Cursor position
*
* Called when mouse button is pressed. Default implementation does
* nothing.
*/
virtual void mousePressEvent(MouseButton button, Modifiers modifiers, const Math::Vector2<int>& position);
/**
* @brief Mouse release event
* @param button Button released
* @param modifiers Active modifiers (not implemented)
* @param position Cursor position
*
* Called when mouse button is released. Default implementation does
* nothing.
*/
virtual void mouseReleaseEvent(MouseButton button, Modifiers modifiers, const Math::Vector2<int>& position);
/**
* @brief Mouse motion event
* @param modifiers Active modifiers (not implemented)
* @param position Mouse position relative to the window
*
* Called when mouse is moved. Default implementation does nothing.
*/
virtual void mouseMotionEvent(Modifiers modifiers, const Math::Vector2<int>& position);
/*@}*/
private:
SDL_Window* window;
SDL_GLContext context;
Context* c;
bool _redraw;
};
/** @hideinitializer
@param className Class name
Can be used as equivalent to the following code to achieve better portability,
see @ref portability-applications for more information.
@code
int main(int argc, char** argv) {
className app(argc, argv);
return app.exec();
}
@endcode
When no other application header is included this macro is also aliased to
`MAGNUM_APPLICATION_MAIN()`.
*/
#define MAGNUM_SDL2APPLICATION_MAIN(className) \
int main(int argc, char** argv) { \
className app(argc, argv); \
return app.exec(); \
}
#ifndef DOXYGEN_GENERATING_OUTPUT
#ifndef MAGNUM_APPLICATION_MAIN
#define MAGNUM_APPLICATION_MAIN(className) MAGNUM_SDL2APPLICATION_MAIN(className)
#else
#undef MAGNUM_APPLICATION_MAIN
#endif
#endif
CORRADE_ENUMSET_OPERATORS(Sdl2Application::Modifiers)
/* Implementations for inline functions with unused parameters */
inline void Sdl2Application::keyPressEvent(Key, Modifiers, const Math::Vector2<int>&) {}
inline void Sdl2Application::keyReleaseEvent(Key, Modifiers, const Math::Vector2<int>&) {}
inline void Sdl2Application::mousePressEvent(MouseButton, Modifiers, const Math::Vector2<int>&) {}
inline void Sdl2Application::mouseReleaseEvent(MouseButton, Modifiers, const Math::Vector2<int>&) {}
inline void Sdl2Application::mouseMotionEvent(Modifiers, const Math::Vector2<int>&) {}
}}
#endif