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Merge branch 'master' into compatibility

Vladimír Vondruš 14 years ago
parent
commit
09cb9535e4
  1. 177
      doc/portability.dox
  2. 5
      doc/tips.dox
  3. 1
      src/Color.h
  4. 36
      src/Platform/AbstractXApplication.h
  5. 37
      src/Platform/GlutApplication.h
  6. 9
      src/Platform/GlxApplication.h
  7. 31
      src/Platform/NaClApplication.cpp
  8. 150
      src/Platform/NaClApplication.h
  9. 24
      src/Platform/Sdl2Application.cpp
  10. 143
      src/Platform/Sdl2Application.h
  11. 9
      src/Platform/XEglApplication.h

177
doc/portability.dox

@ -0,0 +1,177 @@
namespace Magnum {
/** @page portability Writing portable applications
@brief How to support different platforms and different OpenGL capabilities within one codebase.
@tableofcontents
@section portability-target Target-specific code
If %Magnum is compiled with e.g. OpenGL ES 2.0 support, some features present
in desktop version are not available. It means that some classes, functions
and enum values are simply not included in headers. It is designed this way to
make porting easier -- it is better to fail at compile time on e.g. undefined
enum value than fail at runtime in some corner case because given texture
format is not supported.
If you include Magnum.h, you get these predefined macros:
- `MAGNUM_TARGET_GLES` if targetting OpenGL ES 2.0 or 3.0
- `MAGNUM_TARGET_GLES2` if targetting OpenGL ES 2.0
- `MAGNUM_TARGET_NACL` if targetting Google Chrome Native Client
Example usage:
@code
#ifndef MAGNUM_TARGET_GLES
Mesh::setPolygonMode(Mesh::PolygonMode::Lines);
// draw mesh as wireframe...
#else
// use different mesh, as polygon mode is not supported in OpenGL ES...
#endif
@endcode
Each feature is marked accordingly if it is not available in some targets. See
also @ref requires-gl and @ref requires-gles30.
@section portability-compiler Compiler-specific code
%Magnum is attempting to be future-proof and as intuitive for users as
possible. Many features from C++11 are used to simplify things and make them
faster and more secure, but on the other hand it requires fairly recent
compiler with good enough support of the new standard. Currently %Magnum is
written with GCC 4.7 and Clang 3.1 in mind, but support for some other
compilers is also available:
- GCC 4.6 support can be explicitly enabled with CMake option
`MAGNUM_GCC46_COMPATIBILITY`
The options are also available as predefined macros when including Magnum.h.
Each feature is marked accordingly if it is not available on some compilers,
see @ref SceneGraph::DrawableGroup3D for an example. It is up to you (or your
platform) which compiler your code will support, code written for GCC 4.7 will
work also on Magnum compiled with support for older compilers.
@section portability-extensions Extension-aware code
Some functionality is depending on support of particular extension and thus
the decision cannot be made at compile time. Header Extensions.h contains list
of extensions, which you can pass to Context::isExtensionSupported() and
decide based on that:
@code
if(Context::instance()->isExtensionSupported<GL::ARB::geometry_shader4>()) {
// draw mesh with wireframe on top in one pass using geometry shader...
} else {
// draw underlying mesh...
Mesh::setPolygonMode(Mesh::PolygonMode::Lines);
// draw mesh as wirefreame in second pass...
}
@endcode
You can also decide on particular OpenGL version using Context::isVersionSupported(),
but remember that some features from that version might be available even if
the drivers don't expose that version.
Each feature is marked accordingly if it needs specific extension or specific
OpenGL version. Various classes in %Magnum are taking advantage of some
extensions and enable faster code paths if given extension is available, for
example @ref AbstractShaderProgram-performance-optimization "AbstractShaderProgram",
@ref AbstractTexture-performance-optimization "AbstractTexture" or
@ref Mesh-performance-optimization "Mesh". See also @ref required-extensions.
@section portability-shaders Portable shaders
%Shaders are probably the most painful thing to port. There are many issues to
address - different shader syntax (`in`/`out` vs. `attribute` and `varying`
etc.), explicit vs. implicit methods to specify vertex attribute, uniform and
texture uniform locations, required precision qualifiers in OpenGL ES etc.
Shader class allows you to explicitly specify shader version and based on that
you can decide on the syntax in your shader code. You can also use
Context::supportedVersion() to conveniently select highest supported version
from a list:
@code
// MyShader.vert
#if __VERSION__ < 130
#define in attribute
#define out varying
#endif
in vec4 position;
in vec3 normal;
out vec4 transformedNormal;
void main() {
// ...
}
@endcode
@code
// MyShader.cpp
Version version = Context::instance()->supportedVersion({Version::GL430, Version::GL330, Version::GL210});
attachShader(Shader::fromFile(version, "MyShader.vert"));
@endcode
All shaders in Shaders namespace support desktop OpenGL starting from version
2.1 and also OpenGL ES 2.0 and 3.0. Feel free to look into their sources to
see how portability is handled there.
@section portability-applications Platform-specific application support
Your application might run on Windows box, on some embedded Linux or even in
browser - each platform has different requirements how to create entry point
to the application, how to handle input events, how to create window and
OpenGL context etc. Namespace Platform contains base classes for applications
which are abstracting most of it for your convenience.
All the classes support limited form of static polymorphism, which means you
can switch to another base class and probably don't need to change any other
code. It has its limitations, though - some toolkits don't support all keys,
mouse movement events etc.
In most cases the entry point is classic `main()` function, but some platforms
(e.g. Native Client) have different requirements. To make things easier, entry
points are handled using macros, which take care of the rest. Each application
has its own specific macro and if no other application header is included, the
macro is also aliased to MAGNUM_APPLICATION_MAIN() to save you typing.
Example application, which targets both embedded Linux (using plain X and EGL)
and desktop (using SDL2 toolkit). Thanks to static polymorphism most of the
functions will work on both without changes:
@code
#ifndef MAGNUM_TARGET_GLES
#include <Platform/Sdl2Application.h>
#else
#include <Platform/XEglApplication.h>
#endif
#ifndef MAGNUM_TARGET_GLES
typedef Platform::Sdl2Application ApplicationBase;
#else
typedef Platform::XEglApplication ApplicationBase;
#endif
class MyApplication: public ApplicationBase {
public:
MyApplication(int& argc, char** argv): ApplicationBase(argc, argv, "My Application") {
// ...
}
protected:
void viewportEvent(const Math::Vector2<GLsizei>& size) override {
// ...
}
void drawEvent() override {
// ...
}
void keyPressEvent(Key key, Modifiers modifiers, const Math::Vector2<int>& position) {
// ...
}
};
MAGNUM_APPLICATION_MAIN(MyApplication)
@endcode
*/
}

5
doc/tips.dox

@ -1,8 +1,9 @@
namespace Magnum {
/** @page tips Tips and tricks
@brief Hints for better productivity and performance
@brief Hints for better productivity and performance.
- @subpage compilation-speedup - @copybrief compilation-speedup
- @subpage portability - @copybrief portability
- @subpage best-practices - @copybrief best-practices
- @subpage compilation-speedup - @copybrief compilation-speedup
*/
}

1
src/Color.h

@ -141,6 +141,7 @@ range @f$ [0.0, 1.0] @f$.
@see Color4
@todo Hue in degrees so users can use deg()
@todo Signed normalization to [-1.0, 1.0] like in OpenGL?
*/
/* Not using template specialization because some internal functions are

36
src/Platform/AbstractXApplication.h

@ -105,15 +105,16 @@ class AbstractXApplication {
*/
enum class Modifier: unsigned int {
Shift = ShiftMask, /**< Shift */
CapsLock = LockMask, /**< Caps lock */
Ctrl = ControlMask, /**< Ctrl */
Alt = Mod1Mask, /**< Alt */
NumLock = Mod2Mask, /**< Num lock */
AltGr = Mod5Mask, /**< AltGr */
LeftButton = Button1Mask, /**< Left mouse button */
MiddleButton = Button2Mask, /**< Middle mouse button */
RightButton = Button3Mask /**< Right mouse button */
RightButton = Button3Mask, /**< Right mouse button */
CapsLock = LockMask, /**< Caps lock */
NumLock = Mod2Mask /**< Num lock */
};
/**
@ -129,6 +130,7 @@ class AbstractXApplication {
* @see keyPressEvent(), keyReleaseEvent()
*/
enum class Key: KeySym {
Enter = XK_Return, /**< Enter */
Esc = XK_Escape, /**< Escape */
Up = XK_Up, /**< Up arrow */
@ -296,6 +298,34 @@ class AbstractXApplication {
Flags flags;
};
/** @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_XAPPLICATION_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_XAPPLICATION_MAIN(className)
#else
#undef MAGNUM_APPLICATION_MAIN
#endif
#endif
CORRADE_ENUMSET_OPERATORS(AbstractXApplication::Modifiers)
CORRADE_ENUMSET_OPERATORS(AbstractXApplication::Flags)

37
src/Platform/GlutApplication.h

@ -43,16 +43,13 @@ support for changing cursor and mouse tracking and warping.
@section GlutApplication-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()`, for
example:
draw on the screen. The subclass can be then used directly in `main()` - see
convenience macro MAGNUM_GLUTAPPLICATION_MAIN().
@code
class MyApplication: public Magnum::Platform::GlutApplication {
// implement required methods...
};
int main(int argc, char** argv) {
MyApplication c(argc, argv);
return c.exec();
}
MAGNUM_GLUTAPPLICATION_MAIN(MyApplication)
@endcode
*/
class GlutApplication {
@ -269,6 +266,34 @@ class GlutApplication {
Context* c;
};
/** @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_GLUTAPPLICATION_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_GLUTAPPLICATION_MAIN(className)
#else
#undef MAGNUM_APPLICATION_MAIN
#endif
#endif
/* Implementations for inline functions with unused parameters */
inline void GlutApplication::keyPressEvent(Key, const Math::Vector2<int>&) {}
inline void GlutApplication::mousePressEvent(MouseButton, const Math::Vector2<int>&) {}

9
src/Platform/GlxApplication.h

@ -32,16 +32,13 @@ Uses GlxContextHandler.
@section GlxApplication-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()`, for
example:
draw on the screen. The subclass can be then used directly in `main()` - see
convenience macro MAGNUM_XAPPLICATION_MAIN().
@code
class MyApplication: public Magnum::Platform::GlxApplication {
// implement required methods...
};
int main(int argc, char** argv) {
MyApplication c(argc, argv);
return c.exec();
}
MAGNUM_XAPPLICATION_MAIN(MyApplication)
@endcode
*/
class GlxApplication: public AbstractXApplication {

31
src/Platform/NaClApplication.cpp

@ -16,8 +16,8 @@
#include "NaClApplication.h"
#include <ppapi/cpp/graphics_3d.h>
#include <ppapi/lib/gl/gles2/gl2ext_ppapi.h>
#include <ppapi/cpp/completion_callback.h>
#include <ppapi/lib/gl/gles2/gl2ext_ppapi.h>
#include "Context.h"
@ -48,6 +48,10 @@ NaClApplication::NaClApplication(PP_Instance instance, const Math::Vector2<GLsiz
glSetCurrentContextPPAPI(graphics->pp_resource());
c = new Context;
/* Enable input handling for mouse and keyboard */
RequestInputEvents(PP_INPUTEVENT_CLASS_MOUSE|PP_INPUTEVENT_CLASS_WHEEL);
RequestFilteringInputEvents(PP_INPUTEVENT_CLASS_KEYBOARD);
}
NaClApplication::~NaClApplication() {
@ -74,6 +78,31 @@ void NaClApplication::DidChangeView(const pp::View& view) {
drawEvent();
}
bool NaClApplication::HandleInputEvent(const pp::InputEvent& event) {
/* Assume everything is properly sequential here */
CORRADE_INTERNAL_ASSERT(!(flags & Flag::SwapInProgress));
switch(event.GetType()) {
case PP_INPUTEVENT_TYPE_KEYDOWN: {
pp::KeyboardInputEvent keyEvent(event);
keyPressEvent(static_cast<Key>(keyEvent.GetKeyCode()), static_cast<Modifier>(keyEvent.GetModifiers()), {});
break;
} case PP_INPUTEVENT_TYPE_KEYUP: {
pp::KeyboardInputEvent keyEvent(event);
keyReleaseEvent(static_cast<Key>(keyEvent.GetKeyCode()), static_cast<Modifier>(keyEvent.GetModifiers()), {});
break;
} default: return false;
}
/* Not need to redraw => assume the event was ignored */
if(!(flags & Flag::Redraw)) return false;
/* Redraw */
flags &= ~Flag::Redraw;
drawEvent();
return true;
}
void NaClApplication::swapBuffers() {
/* Swap already in progress, do nothing */
if(flags & Flag::SwapInProgress) return;

150
src/Platform/NaClApplication.h

@ -21,6 +21,7 @@
#include <string>
#include <Containers/EnumSet.h>
#include <ppapi/cpp/input_event.h>
#include <ppapi/cpp/instance.h>
#include <ppapi/cpp/instance_handle.h>
#include <ppapi/cpp/module.h>
@ -105,9 +106,134 @@ class NaClApplication: public pp::Instance, public pp::Graphics3DClient {
* Marks the window for redrawing, resulting in call of drawEvent()
* in the next iteration.
*/
inline void redraw() {
flags |= Flag::Redraw;
}
inline void redraw() { flags |= Flag::Redraw; }
/*@}*/
/** @{ @name Keyboard handling */
public:
/**
* @brief %Modifier
*
* @todo AltGr + PP_INPUTEVENT_MODIFIER_ISKEYPAD, PP_INPUTEVENT_MODIFIER_ISAUTOREPEAT
* @see Modifiers, keyPressEvent(), keyReleaseEvent()
*/
enum class Modifier: std::uint32_t {
Shift = PP_INPUTEVENT_MODIFIER_SHIFTKEY, /**< Shift */
Ctrl = PP_INPUTEVENT_MODIFIER_CONTROLKEY, /**< Ctrl */
Alt = PP_INPUTEVENT_MODIFIER_ALTKEY, /**< Alt */
Meta = PP_INPUTEVENT_MODIFIER_METAKEY, /**< Meta */
LeftButton = PP_INPUTEVENT_MODIFIER_LEFTBUTTONDOWN, /**< Left mouse button */
MiddleButton = PP_INPUTEVENT_MODIFIER_MIDDLEBUTTONDOWN, /**< Middle mouse button */
RightButton = PP_INPUTEVENT_MODIFIER_RIGHTBUTTONDOWN, /**< Right mouse button */
CapsLock = PP_INPUTEVENT_MODIFIER_CAPSLOCKKEY, /**< Caps lock */
NumLock = PP_INPUTEVENT_MODIFIER_NUMLOCKKEY /**< Num lock */
};
/**
* @brief Set of modifiers
*
* @see keyPressEvent(), keyReleaseEvent()
*/
typedef Corrade::Containers::EnumSet<Modifier, std::uint32_t> Modifiers;
/**
* @brief Key
*
* @todo Slash, percent, equal to be compatible with *XApplication
* @see keyPressEvent(), keyReleaseEvent()
*/
enum class Key: std::uint32_t {
Enter = 0x0D, /**< Enter */
Esc = 0x1B, /**< Escape */
Up = 0x26, /**< Up arrow */
Down = 0x28, /**< Down arrow */
Left = 0x25, /**< Left arrow */
Right = 0x27, /**< Right arrow */
F1 = 0x70, /**< F1 */
F2 = 0x71, /**< F2 */
F3 = 0x72, /**< F3 */
F4 = 0x73, /**< F4 */
F5 = 0x74, /**< F5 */
F6 = 0x75, /**< F6 */
F7 = 0x76, /**< F7 */
F8 = 0x77, /**< F8 */
F9 = 0x78, /**< F9 */
F10 = 0x79, /**< F10 */
F11 = 0x7A, /**< F11 */
F12 = 0x7B, /**< F12 */
Home = 0x24, /**< Home */
End = 0x23, /**< End */
PageUp = 0x21, /**< Page up */
PageDown = 0x22, /**< Page down */
Space = 0x20, /**< Space */
Comma = 0xBC, /**< Comma */
Period = 0xBE, /**< Period */
Minus = 0xBD, /**< Minus */
Plus = 0xBB, /**< Plus */
Zero = '0', /**< Zero */
One = '1', /**< One */
Two = '2', /**< Two */
Three = '3', /**< Three */
Four = '4', /**< Four */
Five = '5', /**< Five */
Six = '6', /**< Six */
Seven = '7', /**< Seven */
Eight = '8', /**< Eight */
Nine = '9', /**< Nine */
A = 'A', /**< Letter A */
B = 'B', /**< Letter B */
C = 'C', /**< Letter C */
D = 'D', /**< Letter D */
E = 'E', /**< Letter E */
F = 'F', /**< Letter F */
G = 'G', /**< Letter G */
H = 'H', /**< Letter H */
I = 'I', /**< Letter I */
J = 'J', /**< Letter J */
K = 'K', /**< Letter K */
L = 'L', /**< Letter L */
M = 'M', /**< Letter M */
N = 'N', /**< Letter N */
O = 'O', /**< Letter O */
P = 'P', /**< Letter P */
Q = 'Q', /**< Letter Q */
R = 'R', /**< Letter R */
S = 'S', /**< Letter S */
T = 'T', /**< Letter T */
U = 'U', /**< Letter U */
V = 'V', /**< Letter V */
W = 'W', /**< Letter W */
X = 'X', /**< Letter X */
Y = 'Y', /**< Letter Y */
Z = 'Z' /**< Letter Z */
};
protected:
/**
* @brief Key press event
* @param key Key pressed
* @param modifiers Active modifiers
* @param position Cursor position (not implemented)
*
* Called when an key is pressed. Default implementation does nothing.
*/
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 implemented)
*/
virtual void keyReleaseEvent(Key key, Modifiers modifiers, const Math::Vector2<int>& position);
/*@}*/
@ -125,6 +251,8 @@ class NaClApplication: public pp::Instance, public pp::Graphics3DClient {
void DidChangeView(const pp::View& view) override;
bool HandleInputEvent(const pp::InputEvent& event) override;
static void swapCallback(void* applicationInstance, std::int32_t);
pp::Graphics3D* graphics;
@ -160,7 +288,9 @@ namespace Implementation {
@brief Entry point for NaCl application
@param application Application class name
See NaClApplication for more information.
See NaClApplication and @ref portability-applications for more information.
When no other application header is included this macro is also aliased to
`MAGNUM_APPLICATION_MAIN()`.
*/
/* look at that insane placement of __attribute__. WTF. */
#define MAGNUM_NACLAPPLICATION_MAIN(application) \
@ -170,6 +300,18 @@ See NaClApplication for more information.
} \
}
#ifndef DOXYGEN_GENERATING_OUTPUT
#ifndef MAGNUM_APPLICATION_MAIN
#define MAGNUM_APPLICATION_MAIN(className) MAGNUM_NACLAPPLICATION_MAIN(className)
#else
#undef MAGNUM_APPLICATION_MAIN
#endif
#endif
/* Implementations for inline functions with unused parameters */
inline void NaClApplication::keyPressEvent(Key, Modifiers, const Math::Vector2<int>&) {}
inline void NaClApplication::keyReleaseEvent(Key, Modifiers, const Math::Vector2<int>&) {}
}}
#endif

24
src/Platform/Sdl2Application.cpp

@ -83,12 +83,26 @@ int Sdl2Application::exec() {
break;
} break;
case SDL_KEYDOWN:
keyPressEvent(static_cast<Key>(event.key.keysym.sym), Modifiers(), {});
case SDL_KEYUP: {
/*
* Fix up the modifiers -- we want >= operator to work
* properly on Shift, Ctrl, Alt, but SDL generates
* different event for left / right keys, thus
* (modifiers >= Shift) would pass only if both left and
* right were pressed, which is usually not what the
* developers wants.
*/
Modifiers modifiers(static_cast<Modifier>(event.key.keysym.mod));
if(modifiers & Modifier::Shift) modifiers |= Modifier::Shift;
if(modifiers & Modifier::Ctrl) modifiers |= Modifier::Ctrl;
if(modifiers & Modifier::Alt) modifiers |= Modifier::Alt;
if(event.type == SDL_KEYDOWN)
keyPressEvent(static_cast<Key>(event.key.keysym.sym), modifiers, {});
else
keyReleaseEvent(static_cast<Key>(event.key.keysym.sym), modifiers, {});
break;
case SDL_KEYUP:
keyReleaseEvent(static_cast<Key>(event.key.keysym.sym), Modifiers(), {});
break;
case SDL_MOUSEBUTTONDOWN:
} case SDL_MOUSEBUTTONDOWN:
mousePressEvent(static_cast<MouseButton>(event.button.button), Modifiers(), {event.button.x, event.button.y});
break;
case SDL_MOUSEBUTTONUP:

143
src/Platform/Sdl2Application.h

@ -42,16 +42,13 @@ 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()`, for
example:
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...
};
int main(int argc, char** argv) {
MyApplication c(argc, argv);
return c.exec();
}
MAGNUM_SDL2APPLICATION_MAIN(MyApplication)
@endcode
*/
class Sdl2Application {
@ -99,21 +96,29 @@ class Sdl2Application {
/*@}*/
/** @{ @name Keyboard handling */
public:
/**
* @brief %Modifier
*
* @see Modifiers, keyPressEvent(), keyReleaseEvent(),
* mousePressEvent(), mouseReleaseEvent(), mouseMotionEvent()
* @see Modifiers, keyPressEvent(), keyReleaseEvent()
*/
enum class Modifier: unsigned int {};
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, unsigned int> Modifiers;
typedef Corrade::Containers::EnumSet<Modifier, Uint16> Modifiers;
/**
* @brief Key
@ -121,28 +126,92 @@ class Sdl2Application {
* @see keyPressEvent(), keyReleaseEvent()
*/
enum class Key: SDL_Keycode {
Up = SDLK_UP, /**< Up arrow */
Down = SDLK_DOWN, /**< Down arrow */
Left = SDLK_LEFT, /**< Left arrow */
Right = SDLK_RIGHT, /**< Right arrow */
Plus = SDLK_PLUS, /**< Plus */
Minus = SDLK_MINUS /**< Minus */
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 (not yet implemented)
* @param position Cursor position (not yet implemented)
* @param modifiers Active modifiers
* @param position Cursor position (not 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 (not yet implemented)
* @param position Cursor position (not yet implemented)
* @param modifiers Active modifiers
* @param position Cursor position (not implemented)
*/
virtual void keyReleaseEvent(Key key, Modifiers modifiers, const Math::Vector2<int>& position);
@ -178,7 +247,7 @@ class Sdl2Application {
/**
* @brief Mouse press event
* @param button Button pressed
* @param modifiers Active modifiers (not yet implemented)
* @param modifiers Active modifiers (not implemented)
* @param position Cursor position
*
* Called when mouse button is pressed. Default implementation does
@ -189,7 +258,7 @@ class Sdl2Application {
/**
* @brief Mouse release event
* @param button Button released
* @param modifiers Active modifiers (not yet implemented)
* @param modifiers Active modifiers (not implemented)
* @param position Cursor position
*
* Called when mouse button is released. Default implementation does
@ -199,7 +268,7 @@ class Sdl2Application {
/**
* @brief Mouse motion event
* @param modifiers Active modifiers (not yet implemented)
* @param modifiers Active modifiers (not implemented)
* @param position Mouse position relative to the window
*
* Called when mouse is moved. Default implementation does nothing.
@ -217,6 +286,34 @@ class Sdl2Application {
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 */

9
src/Platform/XEglApplication.h

@ -32,16 +32,13 @@ Uses EglContextHandler.
@section XEglApplication-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()`, for
example:
draw on the screen. The subclass can be then used directly in `main()` - see
convenience macro MAGNUM_XAPPLICATION_MAIN().
@code
class MyApplication: public Magnum::Platform::XEglApplication {
// implement required methods...
};
int main(int argc, char** argv) {
MyApplication c(argc, argv);
return c.exec();
}
MAGNUM_XAPPLICATION_MAIN(MyApplication)
@endcode
*/
class XEglApplication: public AbstractXApplication {

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