The move away from `nullptr` to NoCreate for constructing an application
without creating OpenGL context was done quite some time ago for
windowless application, but for some weird reason it was never done for
windowed apps. Now made this consistent.
The old `nullptr`-based constructor is still present, but marked as
deprecated and due to be removed in some future release.
The original implementation tried to mimic the behavior of GLUT, which
treats mouse wheel as a button. SDL2, GLFW and NaCl all treat scroll
event separately, so it was quite nastily hacked in, with horizontal
scrolling ignored and scrolling offset treated as cursor position.
Moreover, wheel up/down buttons were confused with extra mouse buttons
in SDL2.
Now there is a dedicated MouseScrollEvent, which has just the offset and
modifiers, no cursor position. The original way with WheelUp/WheelDown
buttons in mouse press event is still preserved, though it is marked as
deprecated and will be removed in future release. Sdl2Application had
WheelUp/WheelDown buttons also for mouse move event, which was
completely useless (try moving a mouse while the wheel is rotating, ha),
so it's removed.
Scroll event offset is now also consistently Vector2 across all toolkits
-- it was integer in SDL2, float in NaCl and double in GLFW.
The X1 and X2 buttons in Sdl2Application are not confused with wheel
up/down anymore and are a new Mouse*Event::Button::X1 and
Mouse*Event::Button::X2 enums -- on my mouse they are actually wheel
left and wheel right (though wheel left and wheel right is not treated
as horizontal scrolling, weird).
As with Corrade, this is not exactly backwards compatible, but for
common use case without OBJECT libraries this should not be a problem.
In any case, recreate the build dir and update your copy of all
Find*.cmake modules to avoid weird things happening.
User-facing changes:
* Documentation of all Find*.cmake modules converted to
reStructuredText to follow official CMake guidelines.
* The newfangled way to use the libraries is to link to Magnum::Shaders
instead of adding ${MAGNUM_SHADERS_INCLUDE_DIRS} to include path and
linking to ${MAGNUM_SHADERS_LIBRARIES}.
* The old ${MAGNUM_*_LIBRARIES} are deprecated and now just expand to
Magnum::* target. Use the target directly. These are also enabled
only when building with MAGNUM_BUILD_DEPRECATED.
* The old ${MAGNUM_*_INCLUDE_DIRS} are removed as the Magnum::* targets
cover these too.
Internal changes:
* Global state such as include_directories() was replaced with
target-specific settings.
Currently just regenerated the stock headers using flextGL, reducing
line count a bit. No dynamic extension loading or function pointers yet,
trying to make as little changes as possible.
It makes sense, but this ordering also helps to avoid bug in Doxygen
1.8.6+ which merges next non-xrefitem section with the previous one (so
e.g. the TODO list contained the following @see block, which is not
desired).
Each class should now have *everything* needed in its documentation,
nothing is left out. Most of the text was taken from README in
magnum-bootstrap repository.
The only places where they aren't absolute are:
- when header is included from corresponding source file
- when including headers which are not part of final installation (e.g.
test-specific configuration, headers from Implementation/)
Everything what was in src/ is now in src/Corrade, everything from
src/Plugins is now in src/MagnumPlugins, everything from external/ is in
src/MagnumExternal. Added new CMakeLists.txt file and updated the other
ones for the moves, no other change was made. If MAGNUM_BUILD_DEPRECATED
is set, everything compiles and installs like previously except for the
plugins, which are now in MagnumPlugins and not in Magnum/Plugins.
In NaCl the wheel event is something completely different than mouse
event and in my opinion overly complicated (the scrolled distance is
measured in pixel precision!).
To preserve at least some compatibility with other toolkits, the events
are shoved into normal MouseEvent. Sadly the event doesn't contain any
position information.
Don't do anything to respond to viewport size by default, as the window
has fixed size in most cases anyway (always fullscreen, canvas of fixed
size in browser etc.). Makes the initial implementation requirements
much simpler and shorter.
* The default (empty) implementation of virtuals shouldn't be called,
thus this effectively protects the user from doing it.
* Only the application itself knows best when and how to call
rendering-related functions such as swapBuffers() and redraw(), thus
they are protected.
* Functions for setting up fullscreen or hiding the mouse may be called
from user code outside the application, thus they are kept public.
We need to create one instance, send it to subclasses and then check its
state, thus we expect that the user always operatres with the original
instance.
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.