They are now not exposed to the user at all, as their API will be
probably changed and reworked in the future to allow GLX/EGL-specific
extension to be used. Also this looks scary in the documentation.
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.
Makes some cases less consistent (and some convenience shortcuts
impossible), but goes well with the attitude "don't use pointer when it
can't be null".
As it now isn't passed by pointer, this allows doing things like this:
/* Lost all hope in this hardware */
if(!awesomeFeatureSupported)
createContext({});
Robust *Framebuffer::read() access, ability to query robust buffer
access behavior in Context::flags(), ability to check graphics reset
status and reset notification policy in Renderer.
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.
It prevents unwanted implicit conversions from e.g. nullptr to Camera,
Vector2 to Physics::Point etc. By making all the constructors explicit
it is easier to routinely add the keyword to all new classes instead of
thinking about cases when to add and when not to.
In SDL they are only for keyboard events and there is no support
for mouse modifiers like in X. Also reordered the enum in
AbstractXApplication to make it consistent.
Because with NaCl WindowContext doesn't make sense anymore, the classes
are now renamed:
* Contexts namespace -> Platform
* *WindowContext -> Application
Hopefully this is (one of) last crazy renaming runs.
Magnum.h now doesn't include anything except OpenGL headers, thus
changes in Math library don't trigger recompilation of everything, but
only of things really depending on it.
Math constants moved to separate file for similar reasons, de-inlined
some functions to remove the need for some #includes.
If being careful, it's now possible to swap GlutContext with EglContext.
GlutContext doesn't have keyReleaseEvent() and many keys, but EglContext
doesn't have e.g. mouseMotionEvent().