They are something like singletons (or they expect that behavior
internally), moreover some code might hold pointer to them, thus
movement is not desired.
Somebody would just want to defer context creation after parsing
arguments or doing some validations without any particular setup, thus
having to write even the {} is annoying.
Sdl2Application is now taken as base implementation (it was GLUT
previously) and all others are copying/referencing the documentation
from it. When SDL2 is included in all major distributions (Ubuntu, I'm
looking at you), it will replace GLUT as the default application.
Better API for handling more than one application screens (context
switching, event propagation etc.). Taken from Push The Box, updated to
current coding style and templated.
In addition to 37e4f9d6f7 which did the
change for Sdl2Application (because Emscripten required it), making sure
that everything (except GLUT, which does it by default) behaves the
same.
Moreover, some applications don't expect viewport size changes at all
(e.g. the app can't change size of immutable texture used for rendering)
and thus the original way to defer the initialization until
viewportEvent() is called would be overly complicated.
Also, since framebuffer classes store viewport size in them, there is no
need to call viewportEvent() on initialization. The current ways to do
the initial call in Sdl2Application, *XApplication and NaClApplication
were nothing more than ugly workarounds for mimicking GLUT behavior,
which is bad.
Lastly, to be sure that nothing breaks in user apps, I did this change
in magnum-bootstrap long ago and all bootstrap application behave the
right way.
Doing it the same way as in Sdl2Application, as this doesn't have any
performance impact (just alias for already present variable).
The other way around, i.e. combining mouse buttons and keyboard
modifiers in Sdl2Application, would have unnecessary performance
penalty, as keyboard modifiers must be queried with separate function,
even if they won't probably be used at all.
Qt employs similar approach.
The old way is preserved for backwards compatibility, but marked as
deprecated and will be removed in future releases.
In 1.8.5 it is now possible to reference directly to enum member.
Hooray! Also added explicit @ref here and there, fixing some referencing
bugs along the way.
As it now isn't passed by pointer, this allows doing things like this:
/* Lost all hope in this hardware */
if(!awesomeFeatureSupported)
createContext({});
The page now displays download progress, last error and also hints to
the user that JS console might contain something useful. NaClApplication
and WindowlessNaClApplication documentation has been updated with brief
"bootstrap guide".
Each implementation of *Application::Configuration will have different
methods tailored to feature set of the underlying toolkit. Currently
each windowed application's Configuration has only window title (except
NaClApplication) and window size. WindowlessGlxApplication has empty
class. More features will come later. Also created introductionary
documentation for Platform namespace.
If only one *Application or Windowless*Application header is included,
the class is aliased to Application or WindowlessApplication to simplify
porting.
We still want to target old Intel machines with OpenGL 2.1. Also moved
important information from constructor documentation to class
documentation. Who would look into constructor documentation for that?
NaCl and SDL2 are now hotswappable again without any unimplemented or
superfluous function parameters.
Also added missing EnumSet operators for Modifiers.