#ifndef Magnum_Platform_NaClApplication_h #define Magnum_Platform_NaClApplication_h /* Copyright © 2010, 2011, 2012 Vladimír Vondruš This file is part of Magnum. Magnum is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License version 3 only, as published by the Free Software Foundation. Magnum is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License version 3 for more details. */ /** @file * @brief Class Magnum::Platform::NaClApplication */ #include #include #include #include #include #include #include #include "Math/Vector2.h" #include "Magnum.h" #include "magnumCompatibility.h" namespace pp { class Graphics3D; } namespace Magnum { class Context; namespace Platform { /** @nosubgrouping @brief NaCl application @section NaClApplication-usage Usage You need to implement at least drawEvent() and viewportEvent() to be able to draw on the screen. The subclass must be then registered to NaCl API using MAGNUM_NACLAPPLICATION_MAIN() macro. @code class MyApplication: public Magnum::Platform::Sdl2Application { // implement required methods... }; MAGNUM_NACLAPPLICATION_MAIN(MyApplication) @endcode */ class NaClApplication: public pp::Instance, public pp::Graphics3DClient { public: /** * @brief Constructor * @param instance Module instance * @param size Rendering size * * Creates double-buffered RGBA canvas with depth and stencil buffers. */ explicit NaClApplication(PP_Instance instance, const Math::Vector2& size = Math::Vector2(640, 480)); ~NaClApplication(); /** @{ @name Drawing functions */ protected: /** * @brief Viewport event * * Called when viewport size changes. You should pass the new size to * Framebuffer::setViewport() or SceneGraph::Camera::setViewport(), * if using scene graph. */ virtual void viewportEvent(const Math::Vector2& size) = 0; /** * @brief Draw event * * Here implement your drawing functions, such as calling * SceneGraph::Camera::draw(). After drawing is finished, call * swapBuffers(). If you want to draw immediately again, call also * redraw(). */ virtual void drawEvent() = 0; /** * @brief Swap buffers * * Paints currently rendered framebuffer on screen. */ void swapBuffers(); /** * @brief Redraw immediately * * Marks the window for redrawing, resulting in call of drawEvent() * in the next iteration. */ inline void redraw() { flags |= Flag::Redraw; } /*@}*/ private: enum class Flag: std::uint8_t { ViewportUpdated = 1 << 0, SwapInProgress = 1 << 1, Redraw = 1 << 2 }; typedef Corrade::Containers::EnumSet Flags; inline void Graphics3DContextLost() override { CORRADE_ASSERT(false, "NaClApplication: context unexpectedly lost", ); } void DidChangeView(const pp::View& view) override; static void swapCallback(void* applicationInstance, std::int32_t); pp::Graphics3D* graphics; Context* c; Math::Vector2 viewportSize; Flags flags; CORRADE_ENUMSET_FRIEND_OPERATORS(Flags) }; CORRADE_ENUMSET_OPERATORS(NaClApplication::Flags) #ifndef DOXYGEN_GENERATING_OUTPUT namespace Implementation { template class NaClModule: public pp::Module { public: inline ~NaClModule() { glTerminatePPAPI(); } inline bool Init() override { return glInitializePPAPI(get_browser_interface()) == GL_TRUE; } inline pp::Instance* CreateInstance(PP_Instance instance) { return new Application(instance); } }; } #endif /** @hideinitializer @brief Entry point for NaCl application @param application Application class name See NaClApplication for more information. */ /* look at that insane placement of __attribute__. WTF. */ #define MAGNUM_NACLAPPLICATION_MAIN(application) \ namespace pp { \ Module __attribute__ ((visibility ("default"))) * CreateModule() { \ return new Magnum::Platform::Implementation::NaClModule(); \ } \ } }} #endif