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1066 lines
38 KiB
1066 lines
38 KiB
#ifndef Magnum_Platform_Sdl2Application_h |
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#define Magnum_Platform_Sdl2Application_h |
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/* |
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This file is part of Magnum. |
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|
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015 |
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Vladimír Vondruš <mosra@centrum.cz> |
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|
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Permission is hereby granted, free of charge, to any person obtaining a |
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copy of this software and associated documentation files (the "Software"), |
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to deal in the Software without restriction, including without limitation |
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the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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and/or sell copies of the Software, and to permit persons to whom the |
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Software is furnished to do so, subject to the following conditions: |
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|
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The above copyright notice and this permission notice shall be included |
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in all copies or substantial portions of the Software. |
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|
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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DEALINGS IN THE SOFTWARE. |
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*/ |
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|
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/** @file |
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* @brief Class @ref Magnum::Platform::Sdl2Application, macro @ref MAGNUM_SDL2APPLICATION_MAIN() |
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*/ |
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|
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#include <memory> |
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#include <Corrade/Corrade.h> |
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#include <Corrade/Containers/EnumSet.h> |
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|
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#include "Magnum/Magnum.h" |
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#include "Magnum/Math/Vector2.h" |
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#include "Magnum/Platform/Platform.h" |
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|
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#ifdef CORRADE_TARGET_WINDOWS /* Windows version of SDL2 redefines main(), we don't want that */ |
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#define SDL_MAIN_HANDLED |
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#endif |
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#include <SDL.h> |
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#include <SDL_scancode.h> |
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|
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#ifdef CORRADE_TARGET_WINDOWS_RT |
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#include <wrl.h> /* For the WinMain entrypoint */ |
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#endif |
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|
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namespace Magnum { namespace Platform { |
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|
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/** @nosubgrouping |
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@brief SDL2 application |
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|
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Application using [Simple DirectMedia Layer](http://www.libsdl.org/) toolkit. |
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Supports keyboard and mouse handling. |
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|
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This application library is in theory available for all platforms for which |
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SDL2 is ported (thus also @ref CORRADE_TARGET_EMSCRIPTEN "Emscripten", see |
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respective sections in @ref building-corrade-cross-emscripten "Corrade's" and |
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@ref building-cross-emscripten "Magnum's" building documentation). It depends |
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on **SDL2** library (Emscripten has it built in) and is built if |
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`WITH_SDL2APPLICATION` is enabled in CMake. |
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|
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## Bootstrap application |
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|
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Fully contained base application using @ref Sdl2Application along with |
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CMake setup is available in `base` branch of |
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[Magnum Bootstrap](https://github.com/mosra/magnum-bootstrap) repository, |
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download it as [tar.gz](https://github.com/mosra/magnum-bootstrap/archive/base.tar.gz) |
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or [zip](https://github.com/mosra/magnum-bootstrap/archive/base.zip) file. |
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After extracting the downloaded archive you can build and run the application |
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with these four commands: |
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|
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mkdir build && cd build |
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cmake .. |
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cmake --build . |
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./src/MyApplication # or ./src/Debug/MyApplication |
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|
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See @ref cmake for more information. |
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|
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## Bootstrap application for Emscripten |
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|
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Fully contained base application using @ref Sdl2Application for both desktop |
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and Emscripten build along with full HTML markup and CMake setup is available |
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in `base-emscripten` branch of [Magnum Bootstrap](https://github.com/mosra/magnum-bootstrap) |
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repository, download it as [tar.gz](https://github.com/mosra/magnum-bootstrap/archive/base-emscripten.tar.gz) |
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or [zip](https://github.com/mosra/magnum-bootstrap/archive/base-emscripten.zip) |
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file. After extracting the downloaded archive, you can do the desktop build in |
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the same way as above. For the Emscripten build you also need to put the |
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contents of toolchains repository from https://github.com/mosra/toolchains |
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in `toolchains/` subdirectory. Don't forget to adapt `EMSCRIPTEN_PREFIX` |
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variable in `toolchains/generic/Emscripten.cmake` to path where Emscripten is |
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installed. Default is `/usr/emscripten`. |
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|
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Then create build directory and run `cmake` and build/install commands in it. |
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The toolchain needs access to its platform file, so be sure to properly set |
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**absolute** path to `toolchains/modules/` directory containing `Platform/Emscripten.cmake`. |
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Set `CMAKE_INSTALL_PREFIX` to have the files installed in proper location (a |
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webserver, e.g. `/srv/http/emscripten`). |
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|
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mkdir build-emscripten && cd build-emscripten |
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cmake .. \ |
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-DCMAKE_MODULE_PATH="/absolute/path/to/toolchains/modules" \ |
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-DCMAKE_TOOLCHAIN_FILE="../toolchains/generic/Emscripten.cmake" |
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-DCMAKE_INSTALL_PREFIX=/srv/http/emscripten |
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cmake --build . |
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cmake --build . --target install |
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|
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You can then open `MyApplication.html` in Chrome or Firefox (through webserver, |
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e.g. `http://localhost/emscripten/MyApplication.html`). |
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|
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## Bootstrap application for Windows RT |
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|
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Fully contained base application using @ref Sdl2Application for both desktop |
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and Windows Phone / Windows Store build along with all required plumbing is |
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available in `base-winrt` branch of [Magnum Bootstrap](https://github.com/mosra/magnum-bootstrap) |
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repository, download it as [zip](https://github.com/mosra/magnum-bootstrap/archive/base-winrt.zip) |
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file. After extracting the downloaded archive, you can do the desktop build in |
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the same way as above. |
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|
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For the Windows RT build you need to provide [your own *.pfx certificate file](https://msdn.microsoft.com/en-us/library/windows/desktop/jj835832.aspx) and |
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pass it to CMake in a `SIGNING_CERTIFICATE` variable. The bootstrap application |
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assumes that SDL2 and ANGLE is built as DLL and both Corrade and Magnum are |
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built statically. Assuming the native Corrade installation is in `C:/Sys` and |
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all WinRT dependencies are in `C:/Sys-winrt`, the build can be done similarly |
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to the following: |
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|
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mkdir build-winrt && cd build-winrt |
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cmake -DCORRADE_RC_EXECUTABLE="C:/Sys/bin/corrade-rc.exe" -DCMAKE_PREFIX_PATH="C:/Sys-winrt" -DCMAKE_SYSTEM_NAME=WindowsStore -DCMAKE_SYSTEM_VERSION=8.1 -G "Visual Studio 14 2015" -DSIGNING_CERTIFICATE=<path-to-your-pfx-file> .. |
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cmake --build . |
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|
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Change `WindowsStore` to `WindowsPhone` if you want to build for Windows Phone instead. The `build-winrt/src/AppPackages` directory will then contain the |
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final package along with a PowerShell script for easy local installation. |
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|
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## General usage |
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|
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For CMake you need to copy `FindSDL2.cmake` from `modules/` directory in |
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Magnum source to `modules/` dir in your project (so it is able to find SDL2). |
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In case of Emscripten you need also `FindOpenGLES2.cmake`. Request |
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`Sdl2Application` component, add `${MAGNUM_SDL2APPLICATION_INCLUDE_DIRS}` |
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to include path and link to `${MAGNUM_SDL2APPLICATION_LIBRARIES}`. If no other |
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application is requested, you can also use generic `${MAGNUM_APPLICATION_INCLUDE_DIRS}` |
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and `${MAGNUM_APPLICATION_LIBRARIES}` aliases to simplify porting. Again, see |
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@ref building and @ref cmake for more information. |
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In C++ code you need to implement at least @ref drawEvent() to be able to draw on the |
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screen. The subclass can be then used directly in `main()` -- see convenience |
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macro @ref MAGNUM_SDL2APPLICATION_MAIN(). See @ref platform for more |
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information. |
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@code |
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class MyApplication: public Platform::Sdl2Application { |
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// implement required methods... |
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}; |
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MAGNUM_SDL2APPLICATION_MAIN(MyApplication) |
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@endcode |
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|
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If no other application header is included, this class is also aliased to |
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`Platform::Application` and the macro is aliased to `MAGNUM_APPLICATION_MAIN()` |
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to simplify porting. |
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|
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## Usage with Emscripten |
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|
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If you are targetting Emscripten, you need to provide HTML markup for your |
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application. Template one is below or in the bootstrap application, you can |
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modify it to your liking. The markup references two files, |
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`EmscriptenApplication.js` and `WebApplication.css`, both are in `Platform/` |
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directory in the source tree and are also installed into `share/magnum/` inside |
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your Emscripten toolchain. Change `<application>` to name of your |
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executable. |
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@code |
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<!DOCTYPE html> |
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<html xmlns="http://www.w3.org/1999/xhtml"> |
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<head> |
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<title>Magnum Emscripten Application</title> |
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<meta charset="utf-8" /> |
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<link rel="stylesheet" href="WebApplication.css" /> |
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</head> |
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<body> |
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<h1>Magnum Emscripten Application</h1> |
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<div id="listener"> |
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<canvas id="module"></canvas> |
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<div id="status">Initialization...</div> |
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<div id="statusDescription"></div> |
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<script src="EmscriptenApplication.js"></script> |
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<script async="async" src="<application>.js"></script> |
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</div> |
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</body> |
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</html> |
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@endcode |
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You can modify all the files to your liking, but the HTML file must contain at |
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least the `<canvas>` enclosed in listener `<div>`. The JavaScript |
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file contains event listeners which print loading status on the page. The |
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status displayed in the remaining two `<div>`s, if they are available. |
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The CSS file contains rudimentary style to avoid eye bleeding. |
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|
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The application redirects all output (thus also @ref Corrade::Utility::Debug "Debug", |
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@ref Corrade::Utility::Warning "Warning" and @ref Corrade::Utility::Error "Error") |
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to JavaScript console. |
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|
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## Usage with Windows RT |
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|
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For Windows RT you need to provide logo images and splash screen, all |
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referenced from the `*.appxmanifest` file. The file is slightly different for |
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different targets, template for Windows Store and MSVC 2013 is below, others |
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are in the bootstrap application. |
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@code |
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<?xml version="1.0" encoding="utf-8"?> |
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<Package xmlns="http://schemas.microsoft.com/appx/2010/manifest" xmlns:m2="http://schemas.microsoft.com/appx/2013/manifest"> |
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<Identity Name="MyApplication" Publisher="CN=A Publisher" Version="1.1.0.0" /> |
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<Properties> |
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<DisplayName>My Application</DisplayName> |
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<PublisherDisplayName>A Publisher</PublisherDisplayName> |
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<Logo>assets/logo-store.png</Logo> |
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</Properties> |
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<Resources> |
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<Resource Language="x-generate" /> |
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</Resources> |
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<Applications> |
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<Application Id="App" Executable="$targetnametoken$.exe" EntryPoint="MyApplication.App"> |
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<m2:VisualElements |
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DisplayName="Magnum Windows Store Application" |
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Description="My Application" |
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BackgroundColor="#202020" |
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ForegroundText="light" |
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Square150x150Logo="assets/logo.png" |
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Square30x30Logo="assets/logo-small.png"> |
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<m2:SplashScreen Image="assets/splash.png" /> |
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</m2:VisualElements> |
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</Application> |
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</Applications> |
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</Package> |
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@endcode |
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|
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The assets are referenced also from the main `CMakeLists.txt` file. You have to |
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mark all non-source files (except for the `*.pfx` key) with `VS_DEPLOYMENT_CONTENT` |
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property and optionally set their location with `VS_DEPLOYMENT_LOCATION`. If |
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you are using `*.resw` files, these need to have the `VS_TOOL_OVERRIDE` |
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property set to `PRIResource`. |
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*/ |
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class Sdl2Application { |
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public: |
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/** @brief Application arguments */ |
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struct Arguments { |
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/** @brief Constructor */ |
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/*implicit*/ constexpr Arguments(int& argc, char** argv) noexcept: argc{argc}, argv{argv} {} |
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|
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int& argc; /**< @brief Argument count */ |
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char** argv; /**< @brief Argument values */ |
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}; |
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class Configuration; |
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class InputEvent; |
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class KeyEvent; |
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class MouseEvent; |
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class MouseMoveEvent; |
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|
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/** |
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* @brief Default constructor |
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* @param arguments Application arguments |
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* @param configuration Configuration |
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* |
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* Creates application with default or user-specified configuration. |
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* See @ref Configuration for more information. The program exits if |
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* the context cannot be created, see below for an alternative. |
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*/ |
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#ifdef DOXYGEN_GENERATING_OUTPUT |
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explicit Sdl2Application(const Arguments& arguments, const Configuration& configuration = Configuration()); |
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#else |
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/* To avoid "invalid use of incomplete type" */ |
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explicit Sdl2Application(const Arguments& arguments, const Configuration& configuration); |
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explicit Sdl2Application(const Arguments& arguments); |
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#endif |
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/** |
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* @brief Constructor |
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* @param arguments Application arguments |
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* |
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* Unlike above, the context is not created and must be created later |
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* with @ref createContext() or @ref tryCreateContext(). |
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*/ |
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explicit Sdl2Application(const Arguments& arguments, std::nullptr_t); |
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|
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/** @brief Copying is not allowed */ |
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Sdl2Application(const Sdl2Application&) = delete; |
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|
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/** @brief Moving is not allowed */ |
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Sdl2Application(Sdl2Application&&) = delete; |
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|
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/** @brief Copying is not allowed */ |
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Sdl2Application& operator=(const Sdl2Application&) = delete; |
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|
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/** @brief Moving is not allowed */ |
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Sdl2Application& operator=(Sdl2Application&&) = delete; |
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/** |
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* @brief Execute main loop |
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* @return Value for returning from `main()` |
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* |
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* See @ref MAGNUM_SDL2APPLICATION_MAIN() for usage information. |
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*/ |
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int exec(); |
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/** @brief Exit application main loop */ |
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void exit(); |
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protected: |
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/* Nobody will need to have (and delete) Sdl2Application*, thus this is |
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faster than public pure virtual destructor */ |
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~Sdl2Application(); |
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/** |
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* @brief Create context with given configuration |
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* |
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* Must be called if and only if the context wasn't created by the |
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* constructor itself. Error message is printed and the program exits |
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* if the context cannot be created, see @ref tryCreateContext() for an |
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* alternative. |
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* |
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* On desktop GL, if version is not specified in @p configuration, the |
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* application first tries to create core context (OpenGL 3.2+ on OS X, |
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* OpenGL 3.1+ elsewhere) and if that fails, falls back to |
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* compatibility OpenGL 2.1 context. |
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*/ |
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#ifdef DOXYGEN_GENERATING_OUTPUT |
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void createContext(const Configuration& configuration = Configuration()); |
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#else |
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/* To avoid "invalid use of incomplete type" */ |
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void createContext(const Configuration& configuration); |
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void createContext(); |
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#endif |
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|
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/** |
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* @brief Try to create context with given configuration |
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* |
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* Unlike @ref createContext() returns `false` if the context cannot be |
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* created, `true` otherwise. |
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*/ |
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bool tryCreateContext(const Configuration& configuration); |
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|
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/** @{ @name Screen handling */ |
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|
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/** |
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* @brief Swap buffers |
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* |
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* Paints currently rendered framebuffer on screen. |
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* @see @ref setSwapInterval() |
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*/ |
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void swapBuffers(); |
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|
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/** @brief Swap interval */ |
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Int swapInterval() const; |
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|
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/** |
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* @brief Set swap interval |
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* |
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* Set `0` for no VSync, `1` for enabled VSync. Some platforms support |
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* `-1` for late swap tearing. Prints error message and returns `false` |
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* if swap interval cannot be set, `true` otherwise. Default is |
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* driver-dependent, you can query the value with @ref swapInterval(). |
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* @see @ref setMinimalLoopPeriod() |
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*/ |
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bool setSwapInterval(Int interval); |
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|
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#ifndef CORRADE_TARGET_EMSCRIPTEN |
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/** |
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* @brief Set minimal loop period |
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* |
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* This setting reduces the main loop frequency in case VSync is |
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* not/cannot be enabled or no drawing is done. Default is `0` (i.e. |
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* looping at maximum frequency). |
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* @note Not available in @ref CORRADE_TARGET_EMSCRIPTEN "Emscripten", |
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* the browser is managing the frequency instead. |
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* @see @ref setSwapInterval() |
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*/ |
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void setMinimalLoopPeriod(UnsignedInt milliseconds) { |
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_minimalLoopPeriod = milliseconds; |
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} |
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#endif |
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/** |
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* @brief Redraw immediately |
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* |
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* Marks the window for redrawing, resulting in call to @ref drawEvent() |
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* in the next iteration. You can call it from @ref drawEvent() itself |
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* to redraw immediately without waiting for user input. |
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*/ |
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void redraw() { _flags |= Flag::Redraw; } |
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|
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#ifdef DOXYGEN_GENERATING_OUTPUT |
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protected: |
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#else |
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private: |
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#endif |
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/** |
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* @brief Tick event |
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* |
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* If implemented, this function is called periodically after |
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* processing all input events and before draw event even though there |
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* might be no input events and redraw is not requested. Useful e.g. |
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* for asynchronous task polling. Use @ref setMinimalLoopPeriod()/ |
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* @ref setSwapInterval() to control main loop frequency. |
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*/ |
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virtual void tickEvent(); |
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|
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/** |
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* @brief Viewport event |
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* |
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* Called when window size changes. The default implementation does |
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* nothing, if you want to respond to size changes, you should pass the |
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* new size to @ref DefaultFramebuffer::setViewport() and possibly |
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* elsewhere (to @ref SceneGraph::Camera::setViewport(), other |
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* framebuffers...). |
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* |
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* Note that this function might not get called at all if the window |
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* size doesn't change. You should configure the initial state of your |
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* cameras, framebuffers etc. in application constructor rather than |
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* relying on this function to be called. Viewport of default |
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* framebuffer can be retrieved via @ref DefaultFramebuffer::viewport(). |
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*/ |
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virtual void viewportEvent(const Vector2i& size); |
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|
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/** |
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* @brief Draw event |
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* |
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* Called when the screen is redrawn. You should clean the framebuffer |
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* using @ref DefaultFramebuffer::clear() and then add your own drawing |
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* functions. After drawing is finished, call @ref swapBuffers(). If |
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* you want to draw immediately again, call also @ref redraw(). |
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*/ |
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virtual void drawEvent() = 0; |
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|
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/*@}*/ |
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|
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/** @{ @name Keyboard handling */ |
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|
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/** |
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* @brief Key press event |
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* |
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* Called when an key is pressed. Default implementation does nothing. |
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*/ |
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virtual void keyPressEvent(KeyEvent& event); |
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|
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/** |
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* @brief Key release event |
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* |
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* Called when an key is released. Default implementation does nothing. |
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*/ |
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virtual void keyReleaseEvent(KeyEvent& event); |
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|
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/*@}*/ |
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|
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/** @{ @name Mouse handling */ |
|
|
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public: |
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/** @brief Whether mouse is locked */ |
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bool isMouseLocked() const { return SDL_GetRelativeMouseMode(); } |
|
|
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/** |
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* @brief Enable or disable mouse locking |
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* |
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* When mouse is locked, the cursor is hidden and only |
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* @ref MouseMoveEvent::relativePosition() is changing, absolute |
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* position stays the same. |
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*/ |
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void setMouseLocked(bool enabled); |
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|
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#ifdef DOXYGEN_GENERATING_OUTPUT |
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protected: |
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#else |
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private: |
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#endif |
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/** |
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* @brief Mouse press event |
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* |
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* Called when mouse button is pressed. Default implementation does |
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* nothing. |
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*/ |
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virtual void mousePressEvent(MouseEvent& event); |
|
|
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/** |
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* @brief Mouse release event |
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* |
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* Called when mouse button is released. Default implementation does |
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* nothing. |
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*/ |
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virtual void mouseReleaseEvent(MouseEvent& event); |
|
|
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/** |
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* @brief Mouse move event |
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* |
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* Called when mouse is moved. Default implementation does nothing. |
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*/ |
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virtual void mouseMoveEvent(MouseMoveEvent& event); |
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|
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/*@}*/ |
|
|
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private: |
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enum class Flag: UnsignedByte { |
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Redraw = 1 << 0, |
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VSyncEnabled = 1 << 1, |
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NoTickEvent = 1 << 2, |
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#ifndef CORRADE_TARGET_EMSCRIPTEN |
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Exit = 1 << 3 |
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#endif |
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}; |
|
|
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typedef Containers::EnumSet<Flag> Flags; |
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CORRADE_ENUMSET_FRIEND_OPERATORS(Flags) |
|
|
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#ifdef CORRADE_TARGET_EMSCRIPTEN |
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static Sdl2Application* _instance; |
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static void staticMainLoop(); |
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#endif |
|
|
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void mainLoop(); |
|
|
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#ifndef CORRADE_TARGET_EMSCRIPTEN |
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SDL_Window* _window; |
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SDL_GLContext _glContext; |
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UnsignedInt _minimalLoopPeriod; |
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#else |
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SDL_Surface* _glContext; |
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#endif |
|
|
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std::unique_ptr<Platform::Context> _context; |
|
|
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Flags _flags; |
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}; |
|
|
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CORRADE_ENUMSET_OPERATORS(Sdl2Application::Flags) |
|
|
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/** |
|
@brief Configuration |
|
|
|
The created window is always centered with double-buffered OpenGL context and |
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24bit depth buffer. |
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@see @ref Sdl2Application(), @ref createContext(), @ref tryCreateContext() |
|
*/ |
|
class Sdl2Application::Configuration { |
|
public: |
|
#ifndef CORRADE_TARGET_EMSCRIPTEN |
|
/** |
|
* @brief Context flag |
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* |
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* @note Not available in @ref CORRADE_TARGET_EMSCRIPTEN "Emscripten". |
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* @see @ref Flags, @ref setFlags() |
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* @todo re-enable when Emscripten has proper SDL2 support |
|
*/ |
|
enum class Flag: int { |
|
Debug = SDL_GL_CONTEXT_DEBUG_FLAG, /**< Create debug context */ |
|
|
|
/** Create context with robust access */ |
|
RobustAccess = SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG, |
|
|
|
/** Create context with reset isolation */ |
|
ResetIsolation = SDL_GL_CONTEXT_RESET_ISOLATION_FLAG |
|
}; |
|
|
|
/** |
|
* @brief Context flags |
|
* |
|
* @note Not available in @ref CORRADE_TARGET_EMSCRIPTEN "Emscripten". |
|
* @see @ref setFlags() |
|
*/ |
|
#ifndef DOXYGEN_GENERATING_OUTPUT |
|
typedef Containers::EnumSet<Flag, SDL_GL_CONTEXT_DEBUG_FLAG| |
|
SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG|SDL_GL_CONTEXT_RESET_ISOLATION_FLAG> Flags; |
|
#else |
|
typedef Containers::EnumSet<Flag> Flags; |
|
#endif |
|
#endif |
|
|
|
/** |
|
* @brief Window flag |
|
* |
|
* @see @ref WindowFlags, @ref setWindowFlags() |
|
*/ |
|
enum class WindowFlag: Uint32 { |
|
Resizable = SDL_WINDOW_RESIZABLE, /**< Resizable window */ |
|
Fullscreen = SDL_WINDOW_FULLSCREEN, /**< Fullscreen window */ |
|
Hidden = SDL_WINDOW_HIDDEN, /**< Hidden window */ |
|
Maximized = SDL_WINDOW_MAXIMIZED, /**< Maximized window */ |
|
Minimized = SDL_WINDOW_MINIMIZED, /**< Minimized window */ |
|
MouseLocked = SDL_WINDOW_INPUT_GRABBED /**< Window with mouse locked */ |
|
}; |
|
|
|
/** |
|
* @brief Window flags |
|
* |
|
* @see @ref setWindowFlags() |
|
*/ |
|
#ifndef DOXYGEN_GENERATING_OUTPUT |
|
typedef Containers::EnumSet<WindowFlag, SDL_WINDOW_RESIZABLE| |
|
SDL_WINDOW_FULLSCREEN|SDL_WINDOW_HIDDEN|SDL_WINDOW_MAXIMIZED| |
|
SDL_WINDOW_MINIMIZED|SDL_WINDOW_INPUT_GRABBED> WindowFlags; |
|
#else |
|
typedef Containers::EnumSet<WindowFlag> WindowFlags; |
|
#endif |
|
|
|
/*implicit*/ Configuration(); |
|
~Configuration(); |
|
|
|
#ifndef CORRADE_TARGET_EMSCRIPTEN |
|
/** |
|
* @brief Window title |
|
* |
|
* @note Not available in @ref CORRADE_TARGET_EMSCRIPTEN "Emscripten". |
|
*/ |
|
std::string title() const { return _title; } |
|
#endif |
|
|
|
/** |
|
* @brief Set window title |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Default is `"Magnum SDL2 Application"`. |
|
* @note In @ref CORRADE_TARGET_EMSCRIPTEN "Emscripten" this function |
|
* does nothing and is included only for compatibility. You need |
|
* to set the title separately in application's HTML markup. |
|
*/ |
|
#ifndef CORRADE_TARGET_EMSCRIPTEN |
|
Configuration& setTitle(std::string title) { |
|
_title = std::move(title); |
|
return *this; |
|
} |
|
#else |
|
template<class T> Configuration& setTitle(const T&) { return *this; } |
|
#endif |
|
|
|
/** @brief Window size */ |
|
Vector2i size() const { return _size; } |
|
|
|
/** |
|
* @brief Set window size |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Default is `{800, 600}`. |
|
*/ |
|
Configuration& setSize(const Vector2i& size) { |
|
_size = size; |
|
return *this; |
|
} |
|
|
|
/** @brief Window flags */ |
|
WindowFlags windowFlags() const { return _windowFlags; } |
|
|
|
/** |
|
* @brief Set window flags |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Default are none. |
|
*/ |
|
Configuration& setWindowFlags(WindowFlags flags) { |
|
_windowFlags = flags; |
|
return *this; |
|
} |
|
|
|
#ifndef CORRADE_TARGET_EMSCRIPTEN |
|
/** |
|
* @brief Context flags |
|
* |
|
* @note Not available in @ref CORRADE_TARGET_EMSCRIPTEN "Emscripten". |
|
*/ |
|
Flags flags() const { return _flags; } |
|
|
|
/** |
|
* @brief Set context flags |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Default is no flag. |
|
* @note Not available in @ref CORRADE_TARGET_EMSCRIPTEN "Emscripten". |
|
*/ |
|
Configuration& setFlags(Flags flags) { |
|
_flags = flags; |
|
return *this; |
|
} |
|
|
|
/** |
|
* @brief Context version |
|
* |
|
* @note Not available in @ref CORRADE_TARGET_EMSCRIPTEN "Emscripten". |
|
*/ |
|
Version version() const { return _version; } |
|
#endif |
|
|
|
/** |
|
* @brief Set context version |
|
* |
|
* If requesting version greater or equal to OpenGL 3.1, core profile |
|
* is used. The created context will then have any version which is |
|
* backwards-compatible with requested one. Default is |
|
* @ref Version::None, i.e. any provided version is used. |
|
* @note In @ref CORRADE_TARGET_EMSCRIPTEN "Emscripten" this function |
|
* does nothing (@ref Version::GLES200 is always used). |
|
*/ |
|
Configuration& setVersion(Version version) { |
|
#ifndef CORRADE_TARGET_EMSCRIPTEN |
|
_version = version; |
|
#else |
|
static_cast<void>(version); |
|
#endif |
|
return *this; |
|
} |
|
|
|
/** @brief Sample count */ |
|
Int sampleCount() const { return _sampleCount; } |
|
|
|
/** |
|
* @brief Set sample count |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Default is `0`, thus no multisampling. See also |
|
* @ref Renderer::Feature::Multisampling. |
|
*/ |
|
Configuration& setSampleCount(Int count) { |
|
_sampleCount = count; |
|
return *this; |
|
} |
|
|
|
private: |
|
#ifndef CORRADE_TARGET_EMSCRIPTEN |
|
std::string _title; |
|
#endif |
|
Vector2i _size; |
|
WindowFlags _windowFlags; |
|
Int _sampleCount; |
|
#ifndef CORRADE_TARGET_EMSCRIPTEN |
|
Version _version; |
|
Flags _flags; |
|
#endif |
|
}; |
|
|
|
#ifndef CORRADE_TARGET_EMSCRIPTEN |
|
CORRADE_ENUMSET_OPERATORS(Sdl2Application::Configuration::Flags) |
|
#endif |
|
CORRADE_ENUMSET_OPERATORS(Sdl2Application::Configuration::WindowFlags) |
|
|
|
/** |
|
@brief Base for input events |
|
|
|
@see @ref KeyEvent, @ref MouseEvent, @ref MouseMoveEvent, @ref keyPressEvent(), |
|
@ref keyReleaseEvent(), @ref mousePressEvent(), @ref mouseReleaseEvent(), |
|
@ref mouseMoveEvent() |
|
*/ |
|
class Sdl2Application::InputEvent { |
|
public: |
|
/** |
|
* @brief Modifier |
|
* |
|
* @see @ref Modifiers, @ref KeyEvent::modifiers(), |
|
* @ref MouseEvent::modifiers(), @ref MouseMoveEvent::modifiers() |
|
*/ |
|
enum class Modifier: Uint16 { |
|
Shift = KMOD_SHIFT, /**< Shift */ |
|
Ctrl = KMOD_CTRL, /**< Ctrl */ |
|
Alt = KMOD_ALT, /**< Alt */ |
|
AltGr = KMOD_MODE, /**< AltGr */ |
|
|
|
CapsLock = KMOD_CAPS, /**< Caps lock */ |
|
NumLock = KMOD_NUM /**< Num lock */ |
|
}; |
|
|
|
/** |
|
* @brief Set of modifiers |
|
* |
|
* @see @ref KeyEvent::modifiers(), @ref MouseEvent::modifiers(), |
|
* @ref MouseMoveEvent::modifiers() |
|
*/ |
|
typedef Containers::EnumSet<Modifier> Modifiers; |
|
|
|
/** @brief Copying is not allowed */ |
|
InputEvent(const InputEvent&) = delete; |
|
|
|
/** @brief Moving is not allowed */ |
|
InputEvent(InputEvent&&) = delete; |
|
|
|
/** @brief Copying is not allowed */ |
|
InputEvent& operator=(const InputEvent&) = delete; |
|
|
|
/** @brief Moving is not allowed */ |
|
InputEvent& operator=(InputEvent&&) = delete; |
|
|
|
/** |
|
* @brief Set event as accepted |
|
* |
|
* If the event is ignored (i.e., not set as accepted), it might be |
|
* propagated elsewhere, for example to another screen when using |
|
* @ref BasicScreenedApplication "ScreenedApplication". By default is |
|
* each event ignored and thus propagated. |
|
*/ |
|
void setAccepted(bool accepted = true) { _accepted = accepted; } |
|
|
|
/** @brief Whether the event is accepted */ |
|
constexpr bool isAccepted() const { return _accepted; } |
|
|
|
#ifndef DOXYGEN_GENERATING_OUTPUT |
|
protected: |
|
constexpr explicit InputEvent(): _accepted(false) {} |
|
|
|
~InputEvent() = default; |
|
#endif |
|
|
|
private: |
|
bool _accepted; |
|
}; |
|
|
|
/** |
|
@brief Key event |
|
|
|
@see @ref keyPressEvent(), @ref keyReleaseEvent() |
|
*/ |
|
class Sdl2Application::KeyEvent: public Sdl2Application::InputEvent { |
|
friend Sdl2Application; |
|
|
|
public: |
|
/** |
|
* @brief Key |
|
* |
|
* @see @ref key() |
|
*/ |
|
enum class Key: SDL_Keycode { |
|
Enter = SDLK_RETURN, /**< Enter */ |
|
Esc = SDLK_ESCAPE, /**< Escape */ |
|
|
|
Up = SDLK_UP, /**< Up arrow */ |
|
Down = SDLK_DOWN, /**< Down arrow */ |
|
Left = SDLK_LEFT, /**< Left arrow */ |
|
Right = SDLK_RIGHT, /**< Right arrow */ |
|
F1 = SDLK_F1, /**< F1 */ |
|
F2 = SDLK_F2, /**< F2 */ |
|
F3 = SDLK_F3, /**< F3 */ |
|
F4 = SDLK_F4, /**< F4 */ |
|
F5 = SDLK_F5, /**< F5 */ |
|
F6 = SDLK_F6, /**< F6 */ |
|
F7 = SDLK_F7, /**< F7 */ |
|
F8 = SDLK_F8, /**< F8 */ |
|
F9 = SDLK_F9, /**< F9 */ |
|
F10 = SDLK_F10, /**< F10 */ |
|
F11 = SDLK_F11, /**< F11 */ |
|
F12 = SDLK_F12, /**< F12 */ |
|
Home = SDLK_HOME, /**< Home */ |
|
End = SDLK_END, /**< End */ |
|
PageUp = SDLK_PAGEUP, /**< Page up */ |
|
PageDown = SDLK_PAGEDOWN, /**< Page down */ |
|
|
|
Space = SDLK_SPACE, /**< Space */ |
|
Comma = SDLK_COMMA, /**< Comma */ |
|
Period = SDLK_PERIOD, /**< Period */ |
|
Minus = SDLK_MINUS, /**< Minus */ |
|
Plus = SDLK_PLUS, /**< Plus */ |
|
Slash = SDLK_SLASH, /**< Slash */ |
|
Percent = SDLK_PERCENT, /**< Percent */ |
|
Equal = SDLK_EQUALS, /**< Equal */ |
|
|
|
Zero = SDLK_0, /**< Zero */ |
|
One = SDLK_1, /**< One */ |
|
Two = SDLK_2, /**< Two */ |
|
Three = SDLK_3, /**< Three */ |
|
Four = SDLK_4, /**< Four */ |
|
Five = SDLK_5, /**< Five */ |
|
Six = SDLK_6, /**< Six */ |
|
Seven = SDLK_7, /**< Seven */ |
|
Eight = SDLK_8, /**< Eight */ |
|
Nine = SDLK_9, /**< Nine */ |
|
|
|
A = SDLK_a, /**< Letter A */ |
|
B = SDLK_b, /**< Letter B */ |
|
C = SDLK_c, /**< Letter C */ |
|
D = SDLK_d, /**< Letter D */ |
|
E = SDLK_e, /**< Letter E */ |
|
F = SDLK_f, /**< Letter F */ |
|
G = SDLK_g, /**< Letter G */ |
|
H = SDLK_h, /**< Letter H */ |
|
I = SDLK_i, /**< Letter I */ |
|
J = SDLK_j, /**< Letter J */ |
|
K = SDLK_k, /**< Letter K */ |
|
L = SDLK_l, /**< Letter L */ |
|
M = SDLK_m, /**< Letter M */ |
|
N = SDLK_n, /**< Letter N */ |
|
O = SDLK_o, /**< Letter O */ |
|
P = SDLK_p, /**< Letter P */ |
|
Q = SDLK_q, /**< Letter Q */ |
|
R = SDLK_r, /**< Letter R */ |
|
S = SDLK_s, /**< Letter S */ |
|
T = SDLK_t, /**< Letter T */ |
|
U = SDLK_u, /**< Letter U */ |
|
V = SDLK_v, /**< Letter V */ |
|
W = SDLK_w, /**< Letter W */ |
|
X = SDLK_x, /**< Letter X */ |
|
Y = SDLK_y, /**< Letter Y */ |
|
Z = SDLK_z /**< Letter Z */ |
|
}; |
|
|
|
/** @brief Key */ |
|
constexpr Key key() const { return _key; } |
|
|
|
/** @brief Modifiers */ |
|
constexpr Modifiers modifiers() const { return _modifiers; } |
|
|
|
private: |
|
constexpr KeyEvent(Key key, Modifiers modifiers): _key(key), _modifiers(modifiers) {} |
|
|
|
const Key _key; |
|
const Modifiers _modifiers; |
|
}; |
|
|
|
/** |
|
@brief Mouse event |
|
|
|
@see @ref MouseMoveEvent, @ref mousePressEvent(), @ref mouseReleaseEvent() |
|
*/ |
|
class Sdl2Application::MouseEvent: public Sdl2Application::InputEvent { |
|
friend Sdl2Application; |
|
|
|
public: |
|
/** |
|
* @brief Mouse button |
|
* |
|
* @see @ref button() |
|
*/ |
|
enum class Button: Uint8 { |
|
Left = SDL_BUTTON_LEFT, /**< Left button */ |
|
Middle = SDL_BUTTON_MIDDLE, /**< Middle button */ |
|
Right = SDL_BUTTON_RIGHT, /**< Right button */ |
|
WheelUp = SDL_BUTTON_X1, /**< Wheel up */ |
|
WheelDown = SDL_BUTTON_X2 /**< Wheel down */ |
|
}; |
|
|
|
/** @brief Button */ |
|
constexpr Button button() const { return _button; } |
|
|
|
/** @brief Position */ |
|
constexpr Vector2i position() const { return _position; } |
|
|
|
/** |
|
* @brief Modifiers |
|
* |
|
* Lazily populated on first request. |
|
*/ |
|
Modifiers modifiers(); |
|
|
|
private: |
|
constexpr MouseEvent(Button button, const Vector2i& position): _button(button), _position(position), modifiersLoaded(false) {} |
|
|
|
const Button _button; |
|
const Vector2i _position; |
|
bool modifiersLoaded; |
|
Modifiers _modifiers; |
|
}; |
|
|
|
/** |
|
@brief Mouse move event |
|
|
|
@see @ref MouseEvent, @ref mouseMoveEvent() |
|
*/ |
|
class Sdl2Application::MouseMoveEvent: public Sdl2Application::InputEvent { |
|
friend Sdl2Application; |
|
|
|
public: |
|
/** |
|
* @brief Mouse button |
|
* |
|
* @see @ref Buttons, @ref buttons() |
|
*/ |
|
enum class Button: Uint32 { |
|
Left = SDL_BUTTON_LMASK, /**< Left button */ |
|
Middle = SDL_BUTTON_MMASK, /**< Middle button */ |
|
Right = SDL_BUTTON_RMASK, /**< Right button */ |
|
WheelUp = SDL_BUTTON_X1MASK, /**< Wheel up */ |
|
WheelDown = SDL_BUTTON_X2MASK /**< Wheel down */ |
|
}; |
|
|
|
/** |
|
* @brief Set of mouse buttons |
|
* |
|
* @see @ref buttons() |
|
*/ |
|
typedef Containers::EnumSet<Button> Buttons; |
|
|
|
/** @brief Position */ |
|
constexpr Vector2i position() const { return _position; } |
|
|
|
/** |
|
* @brief Relative position |
|
* |
|
* Position relative to previous event. |
|
*/ |
|
constexpr Vector2i relativePosition() const { return _relativePosition; } |
|
|
|
/** @brief Mouse buttons */ |
|
constexpr Buttons buttons() const { return _buttons; } |
|
|
|
/** |
|
* @brief Modifiers |
|
* |
|
* Lazily populated on first request. |
|
*/ |
|
Modifiers modifiers(); |
|
|
|
private: |
|
constexpr MouseMoveEvent(const Vector2i& position, const Vector2i& relativePosition, Buttons buttons): _position(position), _relativePosition(relativePosition), modifiersLoaded(false), _buttons(buttons) {} |
|
|
|
const Vector2i _position, _relativePosition; |
|
bool modifiersLoaded; |
|
Buttons _buttons; |
|
Modifiers _modifiers; |
|
}; |
|
|
|
/** @hideinitializer |
|
@brief Entry point for SDL2-based applications |
|
@param className Class name |
|
|
|
See @ref Magnum::Platform::Sdl2Application "Platform::Sdl2Application" for |
|
usage information. This macro abstracts out platform-specific entry point code |
|
and is equivalent to the following, see @ref portability-applications for more |
|
information. |
|
@code |
|
int main(int argc, char** argv) { |
|
className app({argc, argv}); |
|
return app.exec(); |
|
} |
|
@endcode |
|
When no other application header is included this macro is also aliased to |
|
`MAGNUM_APPLICATION_MAIN()`. |
|
*/ |
|
#ifndef CORRADE_TARGET_WINDOWS_RT |
|
#define MAGNUM_SDL2APPLICATION_MAIN(className) \ |
|
int main(int argc, char** argv) { \ |
|
className app({argc, argv}); \ |
|
return app.exec(); \ |
|
} |
|
#else |
|
#define MAGNUM_SDL2APPLICATION_MAIN(className) \ |
|
int main(int argc, char** argv) { \ |
|
className app({argc, argv}); \ |
|
return app.exec(); \ |
|
} \ |
|
__pragma(warning(push)) \ |
|
__pragma(warning(disable: 4447)) \ |
|
int CALLBACK WinMain(HINSTANCE, HINSTANCE, LPSTR, int) { \ |
|
if(FAILED(Windows::Foundation::Initialize(RO_INIT_MULTITHREADED))) \ |
|
return 1; \ |
|
return SDL_WinRTRunApp(main, nullptr); \ |
|
} \ |
|
__pragma(warning(pop)) |
|
#endif |
|
|
|
#ifndef DOXYGEN_GENERATING_OUTPUT |
|
#ifndef MAGNUM_APPLICATION_MAIN |
|
typedef Sdl2Application Application; |
|
typedef BasicScreen<Sdl2Application> Screen; |
|
typedef BasicScreenedApplication<Sdl2Application> ScreenedApplication; |
|
#define MAGNUM_APPLICATION_MAIN(className) MAGNUM_SDL2APPLICATION_MAIN(className) |
|
#else |
|
#undef MAGNUM_APPLICATION_MAIN |
|
#endif |
|
#endif |
|
|
|
CORRADE_ENUMSET_OPERATORS(Sdl2Application::InputEvent::Modifiers) |
|
CORRADE_ENUMSET_OPERATORS(Sdl2Application::MouseMoveEvent::Buttons) |
|
|
|
}} |
|
|
|
#endif
|
|
|