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.
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.
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.
Added missing tryCreateContext() implementations. Error messages are
printed only by tryCreateContext(), createContext() is only a thin
wrapper which exits the application if tryCreateContext() fails and
doesn't print any additional information on the output.
Hopefully I didn't break anything :-)
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.
As it now isn't passed by pointer, this allows doing things like this:
/* Lost all hope in this hardware */
if(!awesomeFeatureSupported)
createContext({});
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.
OpenGL includes are ~35k lines together and it is a waste of
compilation time to include them even if they are not needed at all
(e.g. whole SceneGraph and Physics libraries). Saves ~10s of compilation
time (6:46 before, now 6:35).
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.
Finally something that can be used for:
* Unit tests
* Resource compilation
* Benchmarks
* ...
I also desperately need something similar for Windows (and Mac OS, too).