/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019 Vladimír Vondruš Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ namespace Magnum { /** @page platform Platform support @brief Integration into windowing toolkits and creation of windowless contexts. @tableofcontents @m_footernavigation @ref Platform namespace contains classes integrating Magnum engine into various toolkits, both windowed and windowless. Each class has slightly different dependencies and platform requirements, see documentation of @ref Platform namespace and particular `*Application` classes for more information about building and usage with CMake. All the classes have common API to achieve static polymorphism, so basically you can use different toolkits on different platforms and the only thing you need to change is the class name, everything else is the same. Basic usage is to subclass the chosen `*Application` class and implement required methods. @section platform-windowed Windowed applications Windowed applications provide a window and keyboard and mouse handling. The de-facto standard and most widely used toolkit is SDL2, which is implemented in @ref Platform::Sdl2Application. As said above, the usage is similar for all toolkits, you must provide one-argument constructor and implement at least @ref Platform::Sdl2Application::drawEvent() "drawEvent()" function. The class can be then used directly in @cpp main() @ce, but for convenience and portability it's better to use @ref MAGNUM_SDL2APPLICATION_MAIN() macro. To simplify the porting, the library provides @cpp Platform::Application @ce typedef and @cpp MAGNUM_APPLICATION_MAIN() @ce macro (but only if only one application header is included, to avoid ambiguity). Changing the code to use different toolkit is then matter of replacing only the @cpp #include @ce statement (and changing one line in CMake build script, as you see later). Barebone application implementation which will just clear the window to dark blue color is shown in the following code listing. @note Fully contained base application along with CMake setup is available in `base` branch of [Magnum Bootstrap](https://github.com/mosra/magnum-bootstrap) repository. @snippet MagnumPlatform.cpp windowed @subsection platform-windowed-viewport Responding to viewport size changes By default the application doesn't respond to window size changes in any way, as the window has fixed size in most cases. To respond to size change for example by resizing the default framebuffer, you need to reimplement @ref Platform::Sdl2Application::viewportEvent() "viewportEvent()" function and pass the new size to the framebuffer: @snippet MagnumPlatform.cpp size @section platform-windowless Windowless applications Windowless applications provide just a context for ofscreen rendering or performing tasks on GPU. There is not yet any platform-independent toolkit which could handle this in portable way, thus you have to use platform-specific ones. Magnum provides windowless applications for X11-based Unix, macOS and Windows. To make things simple, as an example we will use only @ref Platform::WindowlessEglApplication, see link for bootstrap application below for fully portable example. You need to implement just @ref Platform::WindowlessEglApplication::exec() "exec()" function. The class can be then used directly in @cpp main() @ce, but again, for convenience and portability it's better to use @ref MAGNUM_WINDOWLESSEGLAPPLICATION_MAIN() macro. Similarly as with windowed applications, to simplify the porting, the library provides @cpp Platform::WindowlessApplication @ce typedef and @cpp MAGNUM_WINDOWLESSAPPLICATION_MAIN() @ce macro, but only if just one windowless application header is included. Changing the code to use different toolkit is then matter of replacing only the @cpp #include @ce statement. Aliases for windowless applications are separated from aliases for windowed applications, because projects commonly contain both graphics application and command-line tools (for data preparation etc.). Barebone application which will just print out current OpenGL version and renderer string and exits is in the following code listing. @note Fully contained windowless application using @ref Platform::WindowlessCglApplication on macOS, @ref Platform::WindowlessGlxApplication on Unix and @ref Platform::WindowlessWglApplication on Windows along with CMake setup is available in `windowless` branch of [Magnum Bootstrap](https://github.com/mosra/magnum-bootstrap) repository. @snippet MagnumPlatform-windowless.cpp windowless @section platform-compilation Compilation with CMake Barebone compilation consists just of finding Magnum library with, for example, `Sdl2Application` component, compilation of the executable and linking `Magnum::Magnum` and `Magnum::Sdl2Application` to it. Again, to simplify porting, you can also use generic `Magnum::Application` aliases (or `Magnum::WindowlessApplication` for windowless applications), but only if only one application (windowless application) component is requested to avoid ambiguity. Changing the build script to use different toolkit is then matter of replacing only the requested `*Application` component (and one @cpp #include @ce line in the actual code, as said above). @code{.cmake} find_package(Magnum REQUIRED Sdl2Application) add_executable(myapplication MyApplication.cpp) target_link_libraries(myapplication Magnum::Magnum Magnum::Application) @endcode @section platform-configuration Specifying configuration By default the application is created with some reasonable defaults (e.g. window size 800x600 pixels). If you want something else, you can pass @ref Platform::Sdl2Application::Configuration "Configuration" instance to application constructor. Using method chaining it can be done conveniently like this: @snippet MagnumPlatform.cpp configuration However, sometimes you would need to configure the application based on some configuration file or system introspection. In that case you can pass @ref NoCreate instead of @ref Platform::Sdl2Application::Configuration "Configuration" instance and then specify it later with @ref Platform::Sdl2Application::create() "create()": @snippet MagnumPlatform.cpp createcontext If the context creation in constructor or @ref Platform::Sdl2Application::create() "create()" fails, the application exits. However, it is also possible to negotiate the context using @ref Platform::Sdl2Application::tryCreate() "tryCreate()". The only difference is that this function returns `false` instead of exiting. You can for example try enabling MSAA and if the context creation fails, fall back to no-AA rendering: @snippet MagnumPlatform.cpp trycreatecontext @section platform-custom Using custom platform toolkits In case you want to use some not-yet-supported toolkit or you don't want to use the application wrappers in @ref Platform namespace, you can initialize Magnum manually. First create OpenGL context and then create instance of @ref Platform::GLContext class, which will take care of proper initialization and feature detection. The instance must be alive for whole application lifetime. Example @cpp main() @ce function with manual initialization is in the following code listing. @note Fully contained application using with manual Magnum initialization on top of Qt toolkit is available in `base-qt` branch of [Magnum Bootstrap](https://github.com/mosra/magnum-bootstrap/tree/base-qt) repository. Similar project, but for wxWidgets and gtkmm are in the [base-wxwidgets](https://github.com/mosra/magnum-bootstrap/tree/base-wxwidgets) and [base-gtkmm](https://github.com/mosra/magnum-bootstrap/tree/base-gtkmm) branches. @note There's also an example showing @ref examples-triangle-plain-glfw "usage of plain GLFW to render a basic triangle". @snippet MagnumPlatform-custom.cpp custom @attention The @ref Platform::GLContext instance is bound to a single OpenGL context, which must be always set as current when calling any Magnum APIs touching OpenGL state. On majority of platforms the @ref Platform::GLContext class does GL function pointer loading using platform-specific APIs. In that case you also need to find particular `*Context` library, add its include dir and then link to it. These platform-specific libraries are available: - `CglContext` --- CGL context (macOS) - `EglContext` --- EGL context (everywhere except Emscripten) - `GlxContext` --- GLX context (X11-based Unix) - `WglContext` --- WGL context (Windows) Systems not listed here (such as Emscripten) don't need any `Context` library, because dynamic function pointer loading is not available on these. For example, when you create the OpenGL context using GLX, you need to find `GlxContext` component, and link to `Magnum::GlxContext` target. Similarly to application libraries, you can also use the generic `Magnum::GLContext` target, providing you requested only one `*Context` component in the @cmake find_package() @ce call. Complete example: @code{.cmake} find_package(Magnum REQUIRED GlxContext) add_executable(myapplication MyCustomApplication.cpp) target_link_libraries(myapplication Magnum::Magnum Magnum::GLContext) @endcode @section platform-windowless-contexts Manually managing windowless contexts In case you need to manage windowless OpenGL contexts manually (for example to use Magnum for data processing in a thread or when having more than one OpenGL context), there is a possibility to directly use the context wrappers from windowless applications. Each @ref Platform::WindowlessEglApplication "Platform::Windowless*Application" is accompanied by a @ref Platform::WindowlessEglContext "Platform::Windowless*Context" class that manages just GL context creation, making it current and destruction. Similarly to using custom platform toolkits above, the workflow is to first create a GL context instance, then making it current and finally instantiating the @ref Platform::GLContext instance to initialize Magnum. Similarly as with the applications, to simplify the porting, the library provides @cpp Platform::WindowlessGLContext @ce typedef, but only if just one windowless application header is included. @attention With this approach it is possible to switch between different GL contexts, but make sure that Magnum is used only with its own OpenGL context. @snippet MagnumPlatform-windowless-custom.cpp custom The main purpose of windowless contexts is threaded OpenGL, used for example for background data processing. The workflow is to create the windowless context on the main thread, but make it current in the worker thread. This way the main thread state isn't affected so it can have any other GL context current (for example for the main application rendering). See @ref GL-Context-multithreading and @ref CORRADE_BUILD_MULTITHREADED for more information. @note Context creation is not thread safe on all platforms, that's why it still has to be done on the main thread. @snippet MagnumPlatform-windowless-thread.cpp thread */ }