From fd942a7eb0edec85f1bf5843be7a17ae5cf61bb0 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Vladim=C3=ADr=20Vondru=C5=A1?= Date: Mon, 26 Mar 2018 15:00:37 +0200 Subject: [PATCH] doc: reworked the plugins documentation. --- doc/plugins.dox | 268 +++++++++++++++++------------------- doc/snippets/CMakeLists.txt | 1 + doc/snippets/plugins.cpp | 65 +++++++++ 3 files changed, 193 insertions(+), 141 deletions(-) create mode 100644 doc/snippets/plugins.cpp diff --git a/doc/plugins.dox b/doc/plugins.dox index 3cda3fa1e..f5854670e 100644 --- a/doc/plugins.dox +++ b/doc/plugins.dox @@ -30,157 +30,90 @@ namespace Magnum { @tableofcontents @m_footernavigation -The base Magnum library contains math support, scene graph implementation and -is able to interact with graphics and audio hardware. However, the base library -doesn't provide any functions for dealing with specific file formats, as there -are simply too many formats to have them included directly in the library. -Instead, the library provides plugin API and you can load plugin which will -then be able to read or write the particular file format. +The base Magnum libraries contain math support, scene graph implementation and +are able to interact with graphics and audio hardware. However, they don't +provide any functions for dealing with specific file formats on their own, as +there are simply too many formats to include all of them directly. Instead, the +libraries provide plugin APIs using which you can load a plugin that's able to +understand a particular file format. Plugins are distributed as additional +libraries and loaded either dynamically from the filesystem or, in case of +embedded systems that don't support dynamic loading, built statically into the +executable. Depending on the target platform requirements, different set of +plugins can be deployed for different platforms. The @ref building "Magnum repository" contains a few basic plugins for opening -the some formats, such as TGA images or WAV audio files. These plugins are +simple formats, such as TGA images or WAV audio files. These plugins are included because the file formats are so simple that no external library is needed for loading their contents and thus they are suitable for quick demos -and prototyping without dealing with additional dependencies. +and prototyping without needing to deal with additional dependencies. -Additional plugins (such as importers for PNG and JPEG images, FreeType fonts -etc.) are available in @ref building-plugins "Magnum Plugins" repository. -Majority of these plugins depends on external libraries, thus some of them -might not be available on all platforms. +Additional plugins (such as importers for PNG and JPEG images, TrueType fonts +etc.) are available in the @ref building-plugins "Magnum Plugins" repository. +Majority of these plugins depends on external libraries, thus not all of them +might be available on all platforms. @section plugins-types Plugin interfaces -Magnum contains these plugin interfaces: +Plugin functionality is exposed via an interface that's common for all plugins +of given type. Magnum provides these plugin interfaces: - @ref Trade::AbstractImporter --- importers for general 2D and 3D scene, - mesh, material, texture and image data. See `*Importer` classes in - @ref Trade namespace for available importer plugins. These are installed in - `MAGNUM_PLUGINS_IMPORTER_DIR` directory. + mesh, material, texture and image data. See `*Importer` classes in the + @ref Trade namespace for available importer plugins. - @ref Trade::AbstractImageConverter --- conversion among various image - formats. See `*ImageConverter` classes in @ref Trade namespace for list of - available image converter plugins. These are installed in - `MAGNUM_PLUGINS_IMAGECONVERTER_DIR` directory. + formats. See `*ImageConverter` classes in the @ref Trade namespace for + available image converter plugins. - @ref Text::AbstractFont --- font loading and glyph layouting. See `*Font` - classes in @ref Text namespace for available font plugins. These are - installed in `MAGNUM_PLUGINS_FONT_DIR` directory. + classes in the @ref Text namespace for available font plugins. - @ref Text::AbstractFontConverter --- font and glyph cache conversion. See - `*FontConverter` classes in @ref Text namespace for available font - converter plugins. These are installed in `MAGNUM_PLUGINS_FONTCONVERTER_DIR` - directory. + `*FontConverter` classes in the @ref Text namespace for available font + converter plugins. - @ref Audio::AbstractImporter --- importers for audio formats. See - `*Importer` classes in @ref Audio namespace for available audio importer - plugins. These are installed in `MAGNUM_PLUGINS_AUDIOIMPORTER_DIR` - directory. - -@section plugins-loading Loading and instantiating the plugins - -To load the plugins, you need to instantiate @ref Corrade::PluginManager::Manager -for given plugin interface, for example @ref Trade::AbstractImporter. You must -set particular plugin directory, from which the manager will load and -instantiate the plugins. To save you from hardcoding the value into your -application source, the plugin directory is provided as `MAGNUM_PLUGINS_DIR` -CMake variable. The default is set to Magnum install location, but you can -change it through CMake to anything else. The `MAGNUM_PLUGINS_IMPORTER_DIR`, -`MAGNUM_PLUGINS_IMAGECONVERTER_DIR`, `MAGNUM_PLUGINS_FONT_DIR`, -`MAGNUM_PLUGINS_FONTCONVERTER_DIR`, `MAGNUM_PLUGINS_AUDIOIMPORTER_DIR` -variables depend on `MAGNUM_PLUGINS_DIR`, so if you modify that variable, the -changes will be reflected in these variables too. See @ref cmake for additional -information. - -You can provide the variable to your sources using CMake configuration file. -Create `configure.h.cmake` file in your source directory with contents similar -to these: - -@code{.cpp} -#define MAGNUM_PLUGINS_IMPORTER_DIR "${MAGNUM_PLUGINS_IMPORTER_DIR}" -@endcode - -In case you are using multi-configuration build system (such as Visual Studio -or XCode), CMake cannot provide separate plugin directory for debug and release -build and you have to select between `MAGNUM_PLUGINS_*_DIR` and -`MAGNUM_PLUGINS_*_DEBUG_DIR` based on @ref corrade-cmake "CORRADE_IS_DEBUG_BUILD" -preprocessor variable. This will ensure that you use debug plugin directory for -debug build on multi-configuration build sytems and fall back to autodetection -for the rest: - -@code{.cpp} -#ifdef CORRADE_IS_DEBUG_BUILD -#define MAGNUM_PLUGINS_IMPORTER_DIR "${MAGNUM_PLUGINS_IMPORTER_DEBUG_DIR}" -#else -#define MAGNUM_PLUGINS_IMPORTER_DIR "${MAGNUM_PLUGINS_IMPORTER_DIR}" -#endif -@endcode + `*Importer` classes in the @ref Audio namespace for available audio + importer plugins. -However, if you want to use only one (debug/release) plugin version for both -debug and release configurations of the application, you need to edit -`MAGNUM_PLUGINS_DIR` or `MAGNUM_PLUGINS_DEBUG_DIR` using CMake and point them -to directory containing desired plugin version. +@section plugins-loading Loading and instantiating plugins -Then process the file in your `CMakeLists.txt`. The result -(`${MAGNUM_PLUGINS_IMPORTER_DIR}` / `${MAGNUM_PLUGINS_IMPORTER_DEBUG_DIR}` gets -replaced with the actual value) is put into build directory, so don't forget to -add it to include path: - -@code{.cmake} -configure_file(${CMAKE_CURRENT_SOURCE_DIR}/configure.h.cmake - ${CMAKE_CURRENT_BINARY_DIR}/configure.h) -include_directories(${CMAKE_CURRENT_BINARY_DIR}) -@endcode +To load a plugin, you need to instantiate @ref Corrade::PluginManager::Manager +for given plugin interface, for example for the @ref Trade::AbstractImporter. +In order to find plugins on the filesystem, plugin interfaces have a bunch of +plugin search paths hardcoded --- see documentation of the +@ref Trade::AbstractImporter::pluginSearchPaths() "pluginSearchPaths()" +functions provided by each plugin interface. It usually just works, but you can +also pass a plugin directory to the manager constructor explicitly. -Then you can instantiate the manager, load particular plugin and create an -instance of it. Keep in mind that the manager instance must exist for whole -lifetime of all plugin instances created from it. +Once the plugin manager is instantiated, you can start creating instances of +particular plugins. Keep in mind that the manager instance has to exist for +whole lifetime of all plugin instances created using it. -@code{.cpp} -#include "configure.h" - -// ... - -{ - PluginManager::Manager manager{MAGNUM_PLUGINS_IMPORTER_DIR}; - std::unique_ptr tgaImporter = manager.loadAndInstantiate("TgaImporter"); - if(!tgaImporter) { - Error() << "Cannot load importer plugin from" << manager.pluginDirectory(); - std::exit(1); - } - - // Use the plugin... - - // At the end of the scope the tgaImporter instance gets deleted and then - // the manager automatically unloads the plugin on destruction -} -@endcode +@snippet plugins.cpp loading @section plugins-dependencies Plugin dependencies -Some plugins have dependencies, for example the @ref Text::MagnumFont "MagnumFont" -plugin needs to load the glyph atlas using @ref Trade::TgaImporter "TgaImporter" -plugin. The dependency loading is done automatically, but you need to create -instance of corresponding plugin manager in particular plugin dir so the -dependency can be found. Example: - -@code{.cpp} -PluginManager::Manager importerManager(MAGNUM_PLUGINS_IMPORTER_DIR); -PluginManager::Manager fontManager(MAGNUM_PLUGINS_FONT_DIR); +Some plugins have dependencies, for example the @ref Trade::OpenGexImporter "OpenGexImporter" +plugin uses @ref Trade::AnyImageImporter "AnyImageImporter" to load texture +data. The dependency loading is done automatically, but in some cases it's +across plugin types (for example the @ref Text::MagnumFont "MagnumFont" plugin +depends on the @ref Trade::TgaImporter "TgaImporter" plugin, which is of a +different type) --- there you need to create manager instances for all required +plugin interfaces: -// As a side effect TgaImporter is loaded by importerManager -fontManager.load("MagnumFont"); -@endcode +@snippet plugins.cpp dependencies @section plugins-static Static plugins -By default all plugins are built as dynamic ones, i.e. they are separate -binary which gets linked in at runtime. This is good for reducing memory -consumption, as the code is loaded in memory only for the time it is needed. -However, if you want to port to platform which does not support dynamic linking -or you simply want to have the plugin loaded at all times, you can use static -plugins. +By default, on desktop systems at least, all plugins are built as dynamic ones, +i.e. they are a separate binary which gets linked in at runtime. This is good +for reducing memory consumption, as the code is loaded in memory only for the +time it is actually needed. However, if you need to port to a platform which +does not support dynamic linking or you simply want to have the plugin loaded +at all times, you can use static plugins. -The plugins are built as static if `BUILD_STATIC` CMake parameter is enabled -(see @ref building and @ref building-plugins for more information). The actual -usage is basically the same as above, but you need to explicitly find the -plugin and link it into the executable in your `CMakeLists.txt`. See @ref cmake -and @ref cmake-plugins for additional information. +The plugins are built as static if the `BUILD_PLUGINS_STATIC` CMake parameter +is enabled (see @ref building and @ref building-plugins for more information). +The actual usage in the code is basically the same as above, but you need to +explicitly find the plugin and link it into the executable. If you use CMake, +it would look like this: @code{.cmake} find_package(MagnumPlugins REQUIRED PngImporter) @@ -189,35 +122,88 @@ add_executable(MyApp ...) target_link_libraries(MyApp ... MagnumPlugins::PngImporter) @endcode -The only user-visible behavioral change will be that +The only user-visible behavioral change in the code will be that @ref Corrade::PluginManager::AbstractManager::load() "PluginManager::Manager::load()" will return @ref Corrade::PluginManager::LoadState::Static "PluginManager::LoadState::Static" instead of @ref Corrade::PluginManager::LoadState::Loaded "PluginManager::LoadState::Loaded", but there is no need to change the above code, as it will work for both dynamic and static case. -It's needed to register the static plugin with @ref CORRADE_PLUGIN_IMPORT() in -some function which will be executed before you use the plugin, otherwise the -plugin will not be found. See the macro documentation for information about -automatic importing and namespace issues. +The static plugin needs to be explicitly registered so the plugin manager is +aware it's there. If you use CMake 3.1 and newer it's done automatically. +Otherwise, you can achieve the same if you explicitly @cpp #include @ce the +static plugin import file (named `importStaticPlugin.cpp`, residing in plugin's +include directory) in a source file that gets compiled into your main +application. The static import file contains just a simple call to +@ref CORRADE_PLUGIN_IMPORT(), see its documentation for further information. + +@snippet plugins.cpp static-import + +@section plugins-aliases Plugin aliases and "any" plugins + +There's usually more than one plugin available to achieve a particular thing +--- for example in order to open a PNG file, you can choose among +@ref Trade::PngImporter "PngImporter", @ref Trade::StbImageImporter "StbImageImporter" +or @ref Trade::DevIlImageImporter "DevIlImageImporter" plugins. Rather than +this being an unnecessary redundancy, it allows you to choose among different +performance / portability / feature tradeoffs --- choose a plugin with no +external dependencies or on the other hand pick the fastest possible +implementation. + +The decision what plugin to use is usually done in the buildsystem or during +the deploy. To make this simpler in the code itself, all plugins that support a +particular format provide a common *alias*. In the case of PNG images, you can +just load a @cpp "PngImporter" @ce plugin and if @ref Trade::PngImporter "PngImporter" +is not available, it will pick up any of the other candidates. + +For greater control you can also use +@ref Corrade::PluginManager::AbstractManager::setPreferredPlugins() "setPreferredPlugins()", +giving a prioritized candidate list for a particular alias. This is especially +useful in case of font plugins, where you can get advanced layout capabilities +if the @ref Text::HarfBuzzFont "HarfBuzzFont" plugin is available or at least a +faster and smoother glyph rendering if you can get the @ref Text::FreeTypeFont "FreeTypeFont" +plugin. If none of the suggestions is available, it falls back to whatever is +left (which can be, for example, the @ref Text::StbTrueTypeFont "StbTrueTypeFont" +plugin). + +@snippet plugins.cpp aliases + +To make your life even simpler, there are various "any format" plugins --- +these detect format based on file extension, map it to a plugin alias and then +proxy the rest of the work to a corresponding plugin: + +@snippet plugins.cpp anyimporter + +Besides convenience for the end user, this allows for example the scene +importer plugins to load any image formats without needing to have a knowledge +about them or having an explicit dependency on multitude of image importer +plugins. -@code{.cpp} -int main(int argc, char** argv) { - CORRADE_PLUGIN_IMPORT(TgaImporter) +So far, the following plugins have the "any format" ability: - // ... -} -@endcode +- @ref Trade::AnyImageImporter "AnyImageImporter" --- imports any image + format +- @ref Trade::AnyImageConverter "AnyImageConverter" --- converts to any image + format +- @ref Trade::AnySceneImporter "AnySceneImporter" --- imports any scene + format +- @ref Audio::AnyImporter "AnyImporter" --- imports any audio format + +@section plugins-configuration Plugin-specific configuration + +Because it's not possible for a general statically typed plugin API to expose +all possible knobs and switches that a file format could support, the plugins +have a possibility to supply additional configuration via the +@ref Corrade::PluginManager::AbstractPlugin::configuration() "configuration()" +function. For example, in the @ref Trade-AssimpImporter-configuration "AssimpImporter" +plugin you can toggle various postprocessing modules: + +@snippet plugins.cpp configuration @section plugins-develop Developing your own plugins See class documentation of particular plugin interfaces for more information about subclassing. The Corrade's @ref plugin-management "plugin management tutorial" contains more information about plugin compilation and registering. - -If you want to develop a plugin which depends on another, you need to find the -original plugin, add its include dirs to include path and link to it, similarly -to how static plugins are found above. See @ref cmake and @ref cmake-plugins -for more information. */ } diff --git a/doc/snippets/CMakeLists.txt b/doc/snippets/CMakeLists.txt index d70c44e85..7f26cb198 100644 --- a/doc/snippets/CMakeLists.txt +++ b/doc/snippets/CMakeLists.txt @@ -34,6 +34,7 @@ if(CORRADE_TARGET_EMSCRIPTEN AND NOT TARGET_GLES2) endif() add_library(snippets STATIC + plugins.cpp Magnum.cpp MagnumMeshTools.cpp MagnumShaders.cpp diff --git a/doc/snippets/plugins.cpp b/doc/snippets/plugins.cpp new file mode 100644 index 000000000..7b8f92717 --- /dev/null +++ b/doc/snippets/plugins.cpp @@ -0,0 +1,65 @@ +#include +#include + +#include "Magnum/Text/AbstractFont.h" +#include "Magnum/Trade/AbstractImporter.h" + +/* [static-import] */ +/* No need to do this if you use CMake */ +#include +/* [static-import] */ + +using namespace Magnum; + +int main() { + +/* [loading] */ +{ + PluginManager::Manager manager; + std::unique_ptr importer = + manager.loadAndInstantiate("TgaImporter"); + if(!importer) Fatal{} << "Cannot load the TgaImporter plugin"; + + // Use the plugin... + + /* At the end of the scope the importer instance gets deleted and then + the manager automatically unloads the plugin on destruction */ +} +/* [loading] */ + +{ +/* [dependencies] */ +PluginManager::Manager importerManager; +PluginManager::Manager fontManager; + +// As a side effect TgaImporter is loaded by importerManager +fontManager.load("MagnumFont"); +/* [dependencies] */ +} + +{ +/* [aliases] */ +PluginManager::Manager fontManager; +fontManager.setPreferredPlugins("TrueTypeFont", {"HarfBuzzFont", "FreeTypeFont"}); +/* [aliases] */ +} + +{ +PluginManager::Manager manager; +/* [anyimporter] */ +std::unique_ptr importer = + manager.instantiate("AnyImageImporter"); +importer->openFile("texture.dds"); /* Delegates to the DdsImporter plugin */ +/* [anyimporter] */ +} + +{ +PluginManager::Manager manager; +/* [configuration] */ +std::unique_ptr importer = + manager.instantiate("AssimpImporter"); +importer->configuration().group("postprocess")->setValue("PreTransformVertices", true); +/* [configuration] */ +} + +}