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#ifndef Magnum_Platform_ScreenedApplication_h
#define Magnum_Platform_ScreenedApplication_h
/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019
Vladimír Vondruš <mosra@centrum.cz>
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.
*/
/** @file
* @brief Class @ref Magnum::Platform::BasicScreenedApplication
*/
#include <Corrade/Containers/LinkedList.h>
#include "Magnum/Magnum.h"
#include "Magnum/Tags.h"
#include "Magnum/Platform/Platform.h"
namespace Magnum { namespace Platform {
/**
@brief Base for applications with screen management
@m_keywords{ScreenedApplication}
Manages list of screens and propagates events to them.
If exactly one application header is included, this class is also aliased to
@cpp Platform::ScreenedApplication @ce.
Each @ref BasicScreen "Screen" specifies which set of events should be
propagated to it using @ref BasicScreen::setPropagatedEvents(). When
application gets an event, they are propagated to the screens:
- @ref Sdl2Application::viewportEvent() "viewportEvent()" is propagated to
all screens.
- @ref Sdl2Application::drawEvent() "drawEvent()" is propagated in
back-to-front order to screens which have @ref BasicScreen::PropagatedEvent::Draw
enabled.
- Input events (@ref Sdl2Application::keyPressEvent() "keyPressEvent()",
@ref Sdl2Application::keyReleaseEvent() "keyReleaseEvent()",
@ref Sdl2Application::mousePressEvent() "mousePressEvent()",
@ref Sdl2Application::mouseReleaseEvent() "mouseReleaseEvent()"
and @ref Sdl2Application::mouseMoveEvent() "mouseMoveEvent()")
are propagated in front-to-back order to screens which have
@ref BasicScreen::PropagatedEvent::Input enabled. If any screen sets the
event as accepted, it is not propagated further.
Uses @ref Corrade::Containers::LinkedList for efficient screen management.
Traversing front-to-back through the list of screens can be done using
range-based for:
@code{.cpp}
MyApplication app;
for(Screen& screen: app.screens()) {
// ...
}
@endcode
Or, if you need more flexibility, like in the following code. Traversing
back-to-front can be done using @ref Corrade::Containers::LinkedList::last()
and @ref BasicScreen::nextNearerScreen().
@code{.cpp}
for(Screen* s = app.screens().first(); s; s = s->nextFartherScreen()) {
// ...
}
@endcode
@section Platform-ScreenedApplication-template-specializations Explicit template specializations
The following specialization are explicitly compiled into each particular
`*Application` library. For other specializations you have to use
@ref ScreenedApplication.hpp implementation file to avoid linker errors. See
@ref compilation-speedup-hpp for more information.
- @ref GlfwApplication "BasicScreenedApplication<GlfwApplication>"
- @ref GlxApplication "BasicScreenedApplication<GlxApplication>"
- @ref Sdl2Application "BasicScreenedApplication<Sdl2Application>"
- @ref XEglApplication "BasicScreenedApplication<XEglApplication>"
*/
template<class Application> class BasicScreenedApplication: public Application, private Containers::LinkedList<BasicScreen<Application>> {
public:
#ifdef MAGNUM_TARGET_GL
/**
* @brief Construct with given configuration for OpenGL context
*
* Passes the arguments through to a particular application
* constructor.
*
* @note This function is available only if Magnum is compiled with
* @ref MAGNUM_TARGET_GL enabled (done by default). See
* @ref building-features for more information.
*/
explicit BasicScreenedApplication(const typename Application::Arguments& arguments, const typename Application::Configuration& configuration, const typename Application::GLConfiguration& glConfiguration);
#endif
/**
* @brief Construct with given configuration
*
* Passes the arguments through to a particular application
* constructor.
*/
explicit BasicScreenedApplication(const typename Application::Arguments& arguments, const typename Application::Configuration& configuration = typename Application::Configuration{});
/**
* @brief Constructor
* @param arguments Application arguments
*
* Unlike above, the context is not created and must be created later
* with @ref Sdl2Application::create() "create()" or
* @ref Sdl2Application::tryCreate() "tryCreate()".
*/
explicit BasicScreenedApplication(const typename Application::Arguments& arguments, NoCreateT);
/**
* @brief Add screen to application
* @return Reference to self (for method chaining)
*
* The new screen is added as backmost. If this is the first screen
* added, @ref BasicScreen::focusEvent() is called. If not, neither
* @ref BasicScreen::blurEvent() nor @ref BasicScreen::focusEvent() is
* called (i.e. the screen default state is used).
*/
BasicScreenedApplication<Application>& addScreen(BasicScreen<Application>& screen);
/**
* @brief Remove screen from application
* @return Reference to self (for method chaining)
*
* The screen is blurred before removing. Deleting the object is left
* up to the user.
* @see @ref BasicScreen::blurEvent()
*/
BasicScreenedApplication<Application>& removeScreen(BasicScreen<Application>& screen);
/**
* @brief Focus screen
* @return Reference to self (for method chaining)
*
* Moves the screen to front. Previously focused screen is blurred and
* this screen is focused.
* @see @ref BasicScreen::blurEvent(), @ref BasicScreen::focusEvent()
*/
BasicScreenedApplication<Application>& focusScreen(BasicScreen<Application>& screen);
/**
* @brief Application screens
*
* The screens are sorted front-to-back.
* @see @ref BasicScreen::application(),
* @ref BasicScreen::nextFartherScreen(),
* @ref BasicScreen::nextNearerScreen()
*/
Containers::LinkedList<BasicScreen<Application>>& screens() {
return static_cast<Containers::LinkedList<BasicScreen<Application>>&>(*this);
}
/** @overload */
const Containers::LinkedList<BasicScreen<Application>>& screens() const {
return static_cast<const Containers::LinkedList<BasicScreen<Application>>&>(*this);
}
protected:
/* Nobody will need to have (and delete) ScreenedApplication*, thus
this is faster than public pure virtual destructor */
~BasicScreenedApplication();
private:
/**
* @brief Global viewport event
*
* Called when window size changes, *before* all screens'
* @ref BasicScreen::viewportEvent() "viewportEvent()". Default
* implementation does nothing. See @ref Sdl2Application::viewportEvent() "*Application::viewportEvent()"
* for more information.
*/
virtual void globalViewportEvent(typename Application::ViewportEvent& size);
/**
* @brief Draw event
*
* Called *after* all screens' @ref BasicScreen::drawEvent() "drawEvent()".
* You should call at least @ref Sdl2Application::swapBuffers() "swapBuffers()".
* If you want to draw immediately again, call also
* @ref Sdl2Application::redraw() "redraw()".
*/
virtual void globalDrawEvent() = 0;
#ifndef DOXYGEN_GENERATING_OUTPUT /* https://bugzilla.gnome.org/show_bug.cgi?id=776986 */
friend Containers::LinkedList<BasicScreen<Application>>;
friend Containers::LinkedListItem<BasicScreen<Application>, BasicScreenedApplication<Application>>;
friend BasicScreen<Application>;
#endif
/* The user is supposed to override only globalViewportEvent() and
globalDrawEvent(), these implementations are dispatching the events
to attached screens. */
void viewportEvent(typename Application::ViewportEvent& event) override final;
void drawEvent() override final;
void keyPressEvent(typename Application::KeyEvent& event) override final;
void keyReleaseEvent(typename Application::KeyEvent& event) override final;
void mousePressEvent(typename Application::MouseEvent& event) override final;
void mouseReleaseEvent(typename Application::MouseEvent& event) override final;
void mouseMoveEvent(typename Application::MouseMoveEvent& event) override final;
};
}}
#endif