/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020, 2021 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 method-chaining Method chaining @brief Little feature helping to reduce typing and encourage best practices. @m_footernavigation Method chaining ([Wikipedia](http://en.wikipedia.org/wiki/Method_chaining)) is a feature which allows you to chain method calls one after another without repeatedly specifying variable the method is called on. Its primary goal is to reduce unnecessary repeated names, improving code readability. Magnum uses this feature mainly for configuring OpenGL objects (such as various mesh and framebuffer options, shader uniforms etc.). Because OpenGL was designed with "bind-to-modify" approach, most configuration calls internally need to bind the object first and only after that change the parameters (unless @gl_extension{ARB,direct_state_access} extension is available to avoid this). To reduce unneeded bind calls, Magnum binds the object only if it is not already bound somewhere. Method chaining encourages you to configure whole object in one run, effectively reducing the number of needed bindings. Consider the following example: @snippet MagnumGL.cpp method-chaining-texture This code is written that similar configuration steps are grouped together, which might be good when somebody needs to change something for all three textures at once, but on the other hand the code is cluttered with repeated names and after each configuration step the texture must be rebound to another. With method chaining used the code looks much lighter and each object is configured in one run, reducing count of bind calls from 9 to 3. @snippet MagnumGL.cpp method-chaining-texture-chained Method chaining is not used on non-configuring functions, such as @ref GL::Framebuffer::clear() or @ref GL::AbstractShaderProgram::draw(), as their desired use is commonly as a last step in the chain, after everything else. Method chaining is also used in @ref SceneGraph and other libraries and in some cases it allows you to just "configure and forget" without even saving the created object to some variable, for example when adding static object to an scene: @code{.cpp} Scene3D scene; (*(new MyObject(&scene))) .rotateX(90.0_degf) .translate({-1.5f, 0.5f, 7.0f}); @endcode */ }