And for Sdl2Application print both the keycode and keysym, as the
current way with a keycode seems different from what both GLFW and HTML5
does. But the SDL2 scancode also doesn't feel right because compared to
GLFW and HTML5 it swaps Y and Z on my keyboard. SIGH.
In the Emscripten build, accepting events in EmscriptenApplication
prevents them from propagating further to the page, such as F1 that
would open a browser help page. That's not the case with SDL as SDL has
no concept of "accepting an event", so just document that in the test
code.
This makes the minimal supported Emscripten version 1.39.5. With some
more effort this could be changed to 1.38.27, but I don't think anybody
needs that.
The whole class was a bad idea, why create something that's 99% similar
to another application and has just one platform-specific workaround? Of
course it resulted in this code being completely untested and not even
built anywhere, because it served a tiny insignificant use case.
To avoid losing all the code, I did my best in attempting to merge this
into the WindowlessEglApplication. But since, again, EGL isn't
really used on any Windows platform, I can't even say it builds
properly. Maybe not even the original code built.
Similar to the change done in Corrade, see the commit for details:
878624ac36
Wow, this is probably the most backwards-compatibility code I've ever
written. Can't wait until I can drop all that.
Which allows to get rid of a now-unneeded ArrayView include in the
header. Also, now that we're returning a StringView, it's useful to
have the view always null-terminated. In SDL2 and Emscripten it was
already like that, GLFW needed a minor change.
It limits the support for CMake 3.12+, but it's much less verbose and I
don't expect people to use ancient CMake versions with IDEs like Xcode
or VS anyway, so this should be fine.
The app does its own EGL-specific verbose printing and thus should
recognize this option the same way as GL::Context does. Right now it was
only taking into account the command-line parameters and not the new
Configuration.
Right now only the command-line variant of it was checked. Since on
some platforms this requires the app to explicitly request a debug
context, the app needs to handle the case when it's passed via a
Configuration as well.
Disabling engine startup log or modifying enabled extensions /
workarounds from the application side was one of the common pain
points and this should *finally* solve the problem. This Configuration
is now inherited by the usual Platform::*Application::GLConfiguration /
Platform::Windowless*Application::Configuration classes people are used
to, so for the end user it's just as if these classes got a bunch new
options.
Having this, I also extended the ContextGLTest to verify that the
Configuration and command-line options do what's expected because that
hadn't automated tests until now. The test is mostly a copy of what I
did for Vulkan already, nothing special. Additionally all
Platform*ApplicationTest executables gained a new --quiet option to
verify that the GL::Context::Configuration subset gets correctly passed
from the Application code, because that's something we can't really
verify in an automated way.
Instead of first entering the main loop, processing events etc. This
also makes it finally possible to exit the application cleanly, with all
non-global destructors executed as well.