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#ifndef Magnum_Contexts_EglContext_h
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#define Magnum_Contexts_EglContext_h
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/*
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Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
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This file is part of Magnum.
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Magnum is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License version 3
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only, as published by the Free Software Foundation.
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Magnum is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License version 3 for more details.
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*/
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/** @file
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* @brief Class Magnum::Contexts::EglContext
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*/
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#include "Magnum.h"
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#include <X11/Xlib.h>
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#ifdef None // undef Xlib nonsense to avoid conflicts
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#undef None
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#endif
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#ifndef SUPPORT_X11
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#define SUPPORT_X11 // OpenGL ES on BeagleBoard needs this (?)
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#endif
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#include <EGL/egl.h>
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#include "AbstractContext.h"
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namespace Magnum { namespace Contexts {
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/**
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@brief X/EGL context
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Currently only barebone implementation with no event handling.
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*/
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class EglContext: public AbstractContext {
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public:
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/**
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* @brief Constructor
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* @param argc Count of arguments of `main()` function
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* @param argv Arguments of `main()` function
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* @param title Window title
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* @param size Window size
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*
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* Creates window with double-buffered OpenGL ES 2 context.
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*/
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EglContext(int& argc, char** argv, const std::string& title = "Magnum X/EGL context", const Math::Vector2<GLsizei>& size = Math::Vector2<GLsizei>(800, 600));
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/**
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* @brief Destructor
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*
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* Deletes context and destroys the window.
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*/
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~EglContext();
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int exec();
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/** @{ @name Drawing functions */
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protected:
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/** @copydoc GlutContext::viewportEvent() */
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virtual void viewportEvent(const Math::Vector2<GLsizei>& size) = 0;
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/** @copydoc GlutContext::drawEvent() */
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virtual void drawEvent() = 0;
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/** @copydoc GlutContext::swapBuffers() */
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inline void swapBuffers() { eglSwapBuffers(display, surface); }
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/*@}*/
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/** @{ @name Keyboard handling */
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public:
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/** @brief Key */
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enum class Key: KeySym {
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Up = XK_Up, /**< Up arrow */
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Down = XK_Down, /**< Down arrow */
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Left = XK_Left, /**< Left arrow */
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Right = XK_Right, /**< Right arrow */
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F1 = XK_F1, /**< F1 */
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F2 = XK_F2, /**< F2 */
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F3 = XK_F3, /**< F3 */
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F4 = XK_F4, /**< F4 */
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F5 = XK_F5, /**< F5 */
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F6 = XK_F6, /**< F6 */
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F7 = XK_F7, /**< F7 */
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F8 = XK_F8, /**< F8 */
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F9 = XK_F9, /**< F9 */
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F10 = XK_F10, /**< F10 */
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F11 = XK_F11, /**< F11 */
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F12 = XK_F12, /**< F12 */
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Home = XK_Home, /**< Home */
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End = XK_End, /**< End */
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PageUp = XK_Page_Up, /**< Page up */
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PageDown = XK_Page_Down /**< Page down */
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};
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protected:
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/**
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* @brief Key press event
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* @param key Key pressed
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* @param position Cursor position
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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(Key key, const Math::Vector2<int>& position) = 0;
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/**
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* @brief Key press event
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* @param key Key released
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* @param position Cursor position
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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(Key key, const Math::Vector2<int>& position) = 0;
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/*@}*/
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/** @{ @name Mouse handling */
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public:
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/** @brief Mouse button */
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enum class MouseButton: unsigned int {
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Left = Button1, /**< Left button */
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Middle = Button2, /**< Middle button */
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Right = Button3, /**< Right button */
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WheelUp = Button4, /**< Wheel up */
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WheelDown = Button5 /**< Wheel down */
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};
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protected:
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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(MouseButton button, const Math::Vector2<int>& position);
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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(MouseButton button, const Math::Vector2<int>& position);
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private:
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Display* xDisplay;
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Window xWindow;
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EGLDisplay display;
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EGLSurface surface;
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EGLContext context;
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/** @todo Get this from the created window */
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Math::Vector2<GLsizei> viewportSize;
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};
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inline void EglContext::keyPressEvent(EglContext::Key, const Math::Vector2<int>&) {}
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inline void EglContext::keyReleaseEvent(EglContext::Key, const Math::Vector2<int>&) {}
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inline void EglContext::mousePressEvent(EglContext::MouseButton, const Math::Vector2<int>&) {}
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inline void EglContext::mouseReleaseEvent(EglContext::MouseButton, const Math::Vector2<int>&) {}
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}}
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#endif
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