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#ifndef Magnum_Platform_Sdl2Application_h
#define Magnum_Platform_Sdl2Application_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
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::Sdl2Application
*/
#include "Math/Vector2.h"
#include "Magnum.h"
#include <SDL2/SDL.h>
#include <SDL2/SDL_scancode.h>
#include <Corrade/Containers/EnumSet.h>
namespace Magnum {
class Context;
namespace Platform {
/** @nosubgrouping
@brief SDL2 application
Application using [Simple DirectMedia Layer](www.libsdl.org/). Centered
non-resizable window with double-buffered OpenGL context and 24bit depth
buffer. Supports keyboard and mouse handling.
@section Sdl2Application-usage Usage
You need to implement at least drawEvent() and viewportEvent() to be able to
draw on the screen. The subclass can be then used directly in `main()` - see
convenience macro MAGNUM_SDL2APPLICATION_MAIN().
@code
class MyApplication: public Magnum::Platform::Sdl2Application {
// implement required methods...
};
MAGNUM_SDL2APPLICATION_MAIN(MyApplication)
@endcode
*/
class Sdl2Application {
public:
class InputEvent;
class KeyEvent;
class MouseEvent;
class MouseMoveEvent;
/**
* @brief Constructor
* @param argc Count of arguments of `main()` function
* @param argv Arguments of `main()` function
* @param title Window title
* @param size Window size
*/
explicit Sdl2Application(int argc, char** argv, const std::string& title = "Magnum SDL2 application", const Vector2i& size = Vector2i(800, 600));
/**
* @brief Destructor
*
* Deletes context and destroys the window.
*/
virtual ~Sdl2Application();
/**
* @brief Execute main loop
* @return Value for returning from `main()`.
*/
int exec();
protected:
/** @{ @name Drawing functions */
/** @copydoc GlutApplication::viewportEvent() */
virtual void viewportEvent(const Vector2i& size) = 0;
/** @copydoc GlutApplication::drawEvent() */
virtual void drawEvent() = 0;
/** @copydoc GlutApplication::swapBuffers() */
inline void swapBuffers() { SDL_GL_SwapWindow(window); }
/** @copydoc GlutApplication::redraw() */
inline void redraw() { _redraw = true; }
/*@}*/
/** @{ @name Keyboard handling */
/** @copydoc GlutApplication::keyPressEvent() */
virtual void keyPressEvent(KeyEvent& event);
/**
* @brief Key release event
*
* Called when an key is released. Default implementation does nothing.
*/
virtual void keyReleaseEvent(KeyEvent& event);
/*@}*/
/** @{ @name Mouse handling */
public:
/** @brief Whether mouse is locked */
inline bool isMouseLocked() const {
return SDL_GetRelativeMouseMode();
}
/**
* @brief Enable or disable mouse locking
*
* When mouse is locked, the cursor is hidden and only
* MouseMoveEvent::relativePosition() is changing, absolute position
* stays the same.
*/
void setMouseLocked(bool enabled);
protected:
/** @copydoc GlutApplication::mousePressEvent() */
virtual void mousePressEvent(MouseEvent& event);
/** @copydoc GlutApplication::mouseReleaseEvent() */
virtual void mouseReleaseEvent(MouseEvent& event);
/**
* @brief Mouse move event
*
* Called when mouse is moved. Default implementation does nothing.
*/
virtual void mouseMoveEvent(MouseMoveEvent& event);
/*@}*/
private:
SDL_Window* window;
SDL_GLContext context;
Context* c;
bool _redraw;
};
/**
@brief Base for input events
@see KeyEvent, MouseEvent, MouseMoveEvent, keyPressEvent(), keyReleaseEvent(),
mousePressEvent(), mouseReleaseEvent(), mouseMoveEvent()
*/
class Sdl2Application::InputEvent {
InputEvent(const InputEvent& other) = delete;
InputEvent(InputEvent&& other) = delete;
InputEvent& operator=(const InputEvent& other) = delete;
InputEvent& operator=(InputEvent&& other) = delete;
public:
/**
* @brief %Modifier
*
* @see Modifiers, KeyEvent::modifiers(), MouseEvent::modifiers(),
* 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 KeyEvent::modifiers(), MouseEvent::modifiers(),
* MouseMoveEvent::modifiers()
*/
typedef Corrade::Containers::EnumSet<Modifier, Uint16> Modifiers;
inline virtual ~InputEvent() {}
/** @copydoc GlutApplication::InputEvent::setAccepted() */
inline void setAccepted(bool accepted = true) { _accepted = accepted; }
/** @copydoc GlutApplication::InputEvent::isAccepted() */
inline bool isAccepted() { return _accepted; }
#ifndef DOXYGEN_GENERATING_OUTPUT
protected:
inline InputEvent(): _accepted(false) {}
#endif
private:
bool _accepted;
};
/**
@brief Key event
@see keyPressEvent(), keyReleaseEvent()
*/
class Sdl2Application::KeyEvent: public Sdl2Application::InputEvent {
friend class Sdl2Application;
public:
/**
* @brief Key
*
* @see 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 */
inline Key key() const { return _key; }
/** @brief Modifiers */
inline Modifiers modifiers() const { return _modifiers; }
private:
inline KeyEvent(Key key, Modifiers modifiers): _key(key), _modifiers(modifiers) {}
const Key _key;
const Modifiers _modifiers;
};
/**
@brief Mouse event
@see MouseMoveEvent, mousePressEvent(), mouseReleaseEvent()
*/
class Sdl2Application::MouseEvent: public Sdl2Application::InputEvent {
friend class Sdl2Application;
public:
/**
* @brief Mouse button
*
* @see button()
*/
enum class Button: Uint8 {
Left = SDL_BUTTON_LEFT, /**< Left button */
Middle = SDL_BUTTON_MIDDLE, /**< Middle button */
Right = SDL_BUTTON_RIGHT, /**< Right button */
WheelUp = 4, /**< Wheel up */
WheelDown = 5 /**< Wheel down */
};
/** @brief Button */
inline Button button() const { return _button; }
/** @brief Position */
inline Vector2i position() const { return _position; }
/**
* @brief Modifiers
*
* Lazily populated on first request.
*/
Modifiers modifiers();
private:
inline 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 MouseEvent, mouseMoveEvent()
*/
class Sdl2Application::MouseMoveEvent: public Sdl2Application::InputEvent {
friend class Sdl2Application;
public:
/** @brief Position */
inline Vector2i position() const { return _position; }
/**
* @brief Relative position
*
* Position relative to previous event.
*/
inline Vector2i relativePosition() const { return _relativePosition; }
/**
* @brief Modifiers
*
* Lazily populated on first request.
*/
Modifiers modifiers();
private:
inline MouseMoveEvent(const Vector2i& position, const Vector2i& relativePosition): _position(position), _relativePosition(relativePosition), modifiersLoaded(false) {}
const Vector2i _position, _relativePosition;
bool modifiersLoaded;
Modifiers _modifiers;
};
/** @hideinitializer
@brief Entry point for SDL2-based applications
@param className Class name
Can be used with Sdl2Application subclasses as equivalent to the following
code to achieve better portability, 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()`.
*/
#define MAGNUM_SDL2APPLICATION_MAIN(className) \
int main(int argc, char** argv) { \
className app(argc, argv); \
return app.exec(); \
}
#ifndef DOXYGEN_GENERATING_OUTPUT
#ifndef MAGNUM_APPLICATION_MAIN
#define MAGNUM_APPLICATION_MAIN(className) MAGNUM_SDL2APPLICATION_MAIN(className)
#else
#undef MAGNUM_APPLICATION_MAIN
#endif
#endif
CORRADE_ENUMSET_OPERATORS(Sdl2Application::InputEvent::Modifiers)
/* Implementations for inline functions with unused parameters */
inline void Sdl2Application::keyPressEvent(KeyEvent&) {}
inline void Sdl2Application::keyReleaseEvent(KeyEvent&) {}
inline void Sdl2Application::mousePressEvent(MouseEvent&) {}
inline void Sdl2Application::mouseReleaseEvent(MouseEvent&) {}
inline void Sdl2Application::mouseMoveEvent(MouseMoveEvent&) {}
}}
#endif