You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 

1757 lines
71 KiB

/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
2020, 2021, 2022, 2023, 2024, 2025
Vladimír Vondruš <mosra@centrum.cz>
Copyright © 2019 Marco Melorio <m.melorio@icloud.com>
Copyright © 2022 Pablo Escobar <mail@rvrs.in>
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.
*/
#include "Sdl2Application.h"
#ifdef CORRADE_TARGET_CLANG_CL
/* SDL does #pragma pack(push,8) and #pragma pack(pop,8) in different headers
(begin_code.h and end_code.h) and clang-cl doesn't like that, even though it
is completely fine. Silence the warning. */
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wpragma-pack"
#endif
#include <SDL.h>
#ifdef CORRADE_TARGET_CLANG_CL
#pragma clang diagnostic pop
#endif
#ifdef CORRADE_TARGET_EMSCRIPTEN
#include <emscripten/emscripten.h>
#include <emscripten/html5.h>
#endif
#include <Corrade/Utility/Algorithms.h>
#include <Corrade/Utility/Arguments.h>
#include "Magnum/Image.h"
#include "Magnum/ImageView.h"
#include "Magnum/PixelFormat.h"
#include "Magnum/Math/ConfigurationValue.h"
#include "Magnum/Math/FunctionsBatch.h"
#include "Magnum/Math/Range.h"
#ifndef CORRADE_TARGET_EMSCRIPTEN
#include "Magnum/Math/Time.h"
#endif
#include "Magnum/Platform/ScreenedApplication.hpp"
#include "Magnum/Platform/Implementation/DpiScaling.h"
#ifdef MAGNUM_TARGET_GL
#include "Magnum/GL/Version.h"
#endif
#if defined(CORRADE_TARGET_WINDOWS) && !defined(CORRADE_TARGET_WINDOWS_RT)
/* For physical DPI scaling */
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#endif
#ifdef CORRADE_TARGET_EMSCRIPTEN
/* Implemented in Platform.js.in */
extern "C" {
void magnumPlatformSetContainerCssClass(const char* string, std::size_t size);
void magnumPlatformSetCursor(const char* string, std::size_t size);
}
#endif
namespace Magnum { namespace Platform {
using namespace Containers::Literals;
using namespace Math::Literals;
namespace {
/*
* Fix up the modifiers -- we want >= operator to work properly on Shift,
* Ctrl, Alt, but SDL generates different event for left / right keys, thus
* (modifiers >= Shift) would pass only if both left and right were pressed,
* which is usually not what the developers wants.
*/
Sdl2Application::Modifiers fixedModifiers(Uint16 mod) {
Sdl2Application::Modifiers modifiers{mod};
if(modifiers & Sdl2Application::Modifier::Shift)
modifiers |= Sdl2Application::Modifier::Shift;
if(modifiers & Sdl2Application::Modifier::Ctrl)
modifiers |= Sdl2Application::Modifier::Ctrl;
if(modifiers & Sdl2Application::Modifier::Alt)
modifiers |= Sdl2Application::Modifier::Alt;
if(modifiers & Sdl2Application::Modifier::Super)
modifiers |= Sdl2Application::Modifier::Super;
return modifiers;
}
}
enum class Sdl2Application::Flag: UnsignedByte {
Redraw = 1 << 0,
VSyncEnabled = 1 << 1,
NoTickEvent = 1 << 2,
NoAnyEvent = 1 << 3,
Exit = 1 << 4,
#ifdef CORRADE_TARGET_EMSCRIPTEN
TextInputActive = 1 << 5,
Resizable = 1 << 6,
#endif
#ifdef CORRADE_TARGET_APPLE
HiDpiWarningPrinted = 1 << 7
#endif
};
Containers::StringView Sdl2Application::keyName(const Key key) {
return SDL_GetKeyName(SDL_Keycode(key));
}
#ifndef CORRADE_TARGET_EMSCRIPTEN
Containers::StringView Sdl2Application::scanCodeName(const UnsignedInt scanCode) {
return SDL_GetScancodeName(SDL_Scancode(scanCode));
}
#endif
/* https://github.com/emscripten-core/emscripten/pull/18060 */
#if !defined(CORRADE_TARGET_EMSCRIPTEN) || __EMSCRIPTEN_major__*10000 + __EMSCRIPTEN_minor__*100 + __EMSCRIPTEN_tiny__ >= 30125
Containers::Optional<UnsignedInt> Sdl2Application::keyToScanCode(const Key key) {
static_assert(SDL_SCANCODE_UNKNOWN == 0, "assumed SDL_SCANCODE_UNKNOWN to be 0");
if(const SDL_Scancode scanCode = SDL_GetScancodeFromKey(SDL_Keycode(key)))
return UnsignedInt(scanCode);
return {};
}
#endif
#ifndef CORRADE_TARGET_EMSCRIPTEN
Containers::Optional<Sdl2Application::Key> Sdl2Application::scanCodeToKey(const UnsignedInt scanCode) {
if(const SDL_Keycode key = SDL_GetKeyFromScancode(SDL_Scancode(scanCode)))
return Key(key);
return {};
}
#endif
Sdl2Application::Sdl2Application(const Arguments& arguments): Sdl2Application{arguments, Configuration{}} {}
Sdl2Application::Sdl2Application(const Arguments& arguments, const Configuration& configuration): Sdl2Application{arguments, NoCreate} {
create(configuration);
}
#ifdef MAGNUM_TARGET_GL
Sdl2Application::Sdl2Application(const Arguments& arguments, const Configuration& configuration, const GLConfiguration& glConfiguration): Sdl2Application{arguments, NoCreate} {
create(configuration, glConfiguration);
}
#endif
Sdl2Application::Sdl2Application(const Arguments& arguments, NoCreateT):
_flags{Flag::Redraw}
{
Utility::Arguments args{Implementation::windowScalingArguments()};
#ifdef MAGNUM_TARGET_GL
_context.emplace(NoCreate, args, arguments.argc, arguments.argv);
#else
/** @todo this is duplicated here, in GlfwApplication and in
EmscriptenApplication, figure out a nice non-duplicated way to handle
this */
args.addOption("log", "default").setHelp("log", "console logging", "default|quiet|verbose")
.setFromEnvironment("log")
.parse(arguments.argc, arguments.argv);
#endif
#ifndef CORRADE_TARGET_EMSCRIPTEN
/* Disable translation of touch events to mouse events and vice versa as
that's a very poor way of freeing users from having to implement
separate event handling for mouse and touch (and, in SDL3, pen). Instead
the Sdl2Application is providing a PointerEvent abstracting all of
those, so no event translation needs to take place anymore.
Though, just for historical records, what is quite funny / strange about
the SDL's translation, is that when the touch goes out of the window,
translated mouse events get clamped to the window size and thus also not
even being reported if the clamped value doesn't change. On the other
hand, with a regular mouse event, if a drag goes out of the window, it's
still reported correctly, with the coordinates being either larger than
the window size or negative. No idea why the SDL touch->mouse emulation
doesn't do this -- maybe because having a touchscreen device with a
window manager is still relatively rare so nobody reported that? Heh.
These enums are not exposed in the minimal Emscripten SDL implementation
which in turn means touch support there isn't implemented, because I
don't want to filter duplicate events by hand. Use EmscriptenApplication
instead, please. */
/* Added in 2.0.6, before it was apparently impossible to turn off the
event translation altogether. I could also make the touch available only
on 2.0.6+, but 2.0.6 is from 2017 and I don't think it makes sense to
bother with support for older versions. Ubuntu 18.04 has 2.0.8.
https://github.com/libsdl-org/SDL/commit/56cab6d45280fbb4b645083eceeaa8f474c0aac3 */
SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0");
/* Added in 2.0.10, before mouse events don't generate touch events
https://github.com/libsdl-org/SDL/commit/e41576188d17fd09c95777d665f6c4532574f8ac */
#ifdef SDL_HINT_MOUSE_TOUCH_EVENTS
SDL_SetHint(SDL_HINT_MOUSE_TOUCH_EVENTS, "0");
#endif
#endif
/* Available since 2.0.4, disables interception of SIGINT and SIGTERM so
it's possible to Ctrl-C the application even if exitEvent() doesn't set
event.setAccepted(). */
#ifdef SDL_HINT_NO_SIGNAL_HANDLERS
SDL_SetHint(SDL_HINT_NO_SIGNAL_HANDLERS, "1");
#endif
/* Available since 2.0.6, uses dedicated OpenGL ES drivers if EGL is used,
and desktop GLES context otherwise. */
#if defined(MAGNUM_TARGET_GLES) && defined(MAGNUM_TARGET_EGL) && defined(SDL_HINT_OPENGL_ES_DRIVER)
SDL_SetHint(SDL_HINT_OPENGL_ES_DRIVER, "1");
#endif
/* Available since 2.0.8, disables compositor bypass on X11, which causes
flickering on KWin as the compositor gets shut down on every startup */
#ifdef SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR
SDL_SetHint(SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR, "0");
#endif
/* By default, SDL behaves like if it was playing a video or whatever,
preventing the computer from turning off the screen or going to sleep.
While it sorta makes sense for games, it's useless and annoying for
regular apps. Together with the compositor disabling those two are the
most stupid defaults. */
#ifdef SDL_HINT_VIDEO_ALLOW_SCREENSAVER
SDL_SetHint(SDL_HINT_VIDEO_ALLOW_SCREENSAVER, "1");
#endif
/* Available since 2.0.12, use EGL if desired */
#if defined(MAGNUM_TARGET_EGL) && defined(SDL_HINT_VIDEO_X11_FORCE_EGL)
SDL_SetHint(SDL_HINT_VIDEO_X11_FORCE_EGL, "1");
#endif
if(SDL_Init(SDL_INIT_VIDEO) < 0) {
Error() << "Cannot initialize SDL:" << SDL_GetError();
std::exit(1);
}
/* Save command-line arguments */
if(args.value("log") == "verbose") _verboseLog = true;
const Containers::StringView dpiScaling = args.value<Containers::StringView>("dpi-scaling");
if(dpiScaling == "default"_s)
_commandLineDpiScalingPolicy = Implementation::Sdl2DpiScalingPolicy::Default;
#ifdef CORRADE_TARGET_APPLE
else if(dpiScaling == "framebuffer"_s)
_commandLineDpiScalingPolicy = Implementation::Sdl2DpiScalingPolicy::Framebuffer;
#endif
#ifndef CORRADE_TARGET_APPLE
#if !defined(CORRADE_TARGET_EMSCRIPTEN) && !defined(CORRADE_TARGET_ANDROID)
else if(dpiScaling == "virtual"_s)
_commandLineDpiScalingPolicy = Implementation::Sdl2DpiScalingPolicy::Virtual;
#endif
else if(dpiScaling == "physical"_s)
_commandLineDpiScalingPolicy = Implementation::Sdl2DpiScalingPolicy::Physical;
#endif
else if(dpiScaling.containsAny(" \t\n"_s))
_commandLineDpiScaling = args.value<Vector2>("dpi-scaling");
else
_commandLineDpiScaling = Vector2{args.value<Float>("dpi-scaling")};
}
void Sdl2Application::create() {
create(Configuration{});
}
void Sdl2Application::create(const Configuration& configuration) {
if(!tryCreate(configuration)) std::exit(1);
}
#ifdef MAGNUM_TARGET_GL
void Sdl2Application::create(const Configuration& configuration, const GLConfiguration& glConfiguration) {
if(!tryCreate(configuration, glConfiguration)) std::exit(1);
}
#endif
Vector2 Sdl2Application::dpiScaling(const Configuration& configuration) {
/* Print a helpful warning in case some extra steps are needed for HiDPI
support */
#ifdef CORRADE_TARGET_APPLE
if(!Implementation::isAppleBundleHiDpiEnabled() && !(_flags & Flag::HiDpiWarningPrinted)) {
Warning{} << "Platform::Sdl2Application: warning: the executable is not a HiDPI-enabled app bundle";
_flags |= Flag::HiDpiWarningPrinted;
}
#elif defined(CORRADE_TARGET_WINDOWS)
/* Handled in dpiScalingInternal(), warning printed only when using virtual
DPI scaling (and thus not setting the HiDpiWarningPrinted flag) */
#endif
return dpiScalingInternal(configuration.dpiScalingPolicy(), configuration.dpiScaling());
}
Vector2 Sdl2Application::dpiScalingInternal(const Implementation::Sdl2DpiScalingPolicy configurationDpiScalingPolicy, const Vector2& configurationDpiScaling) const {
std::ostream* verbose = _verboseLog ? Debug::output() : nullptr;
/* Use values from the configuration only if not overridden on command line
to something non-default. In any case explicit scaling has a precedence
before the policy. */
#ifndef CORRADE_TARGET_APPLE
Implementation::Sdl2DpiScalingPolicy dpiScalingPolicy{};
#endif
if(!_commandLineDpiScaling.isZero()) {
Debug{verbose} << "Platform::Sdl2Application: user-defined DPI scaling" << _commandLineDpiScaling;
return _commandLineDpiScaling;
} else if(_commandLineDpiScalingPolicy != Implementation::Sdl2DpiScalingPolicy::Default) {
#ifndef CORRADE_TARGET_APPLE
dpiScalingPolicy = _commandLineDpiScalingPolicy;
#endif
} else if(!configurationDpiScaling.isZero()) {
Debug{verbose} << "Platform::Sdl2Application: app-defined DPI scaling" << configurationDpiScaling;
return configurationDpiScaling;
} else {
#ifndef CORRADE_TARGET_APPLE
dpiScalingPolicy = configurationDpiScalingPolicy;
#else
static_cast<void>(configurationDpiScalingPolicy);
#endif
}
/* There's no choice on Apple, it's all controlled by the plist file. So
unless someone specified custom scaling via config or command-line
above, return the default. */
#ifdef CORRADE_TARGET_APPLE
return Vector2{1.0f};
/* Otherwise there's a choice between virtual and physical DPI scaling */
#else
/* Try to get virtual DPI scaling first, if supported and requested */
#if !defined(CORRADE_TARGET_EMSCRIPTEN) && !defined(CORRADE_TARGET_ANDROID)
if(dpiScalingPolicy == Implementation::Sdl2DpiScalingPolicy::Virtual) {
/* Use Xft.dpi on X11, because SDL_GetDisplayDPI() returns the useless
physical value on Linux, while the virtual value on Windows. */
#ifdef _MAGNUM_PLATFORM_USE_X11
const Vector2 dpiScaling{Implementation::x11DpiScaling()};
if(!dpiScaling.isZero()) {
Debug{verbose} << "Platform::Sdl2Application: virtual DPI scaling" << dpiScaling.x();
return dpiScaling;
}
/* Check for DPI awareness on (non-RT) Windows and then ask for DPI.
SDL_GetDisplayDPI() is querying GetDpiForMonitor() --
https://github.com/spurious/SDL-mirror/blob/17af4584cb28cdb3c2feba17e7d989a806007d9f/src/video/windows/SDL_windowsmodes.c#L266
and GetDpiForMonitor() returns 96 if the application is DPI unaware.
So we instead check for DPI awareness first (and tell the user if
not), and only if the app is, then we use SDL_GetDisplayDPI(). */
#elif defined(CORRADE_TARGET_WINDOWS) && !defined(CORRADE_TARGET_WINDOWS_RT)
if(!Implementation::isWindowsAppDpiAware()) {
Warning{verbose} << "Platform::Sdl2Application: your application is not set as DPI-aware, DPI scaling won't be used";
return Vector2{1.0f};
}
Vector2 dpi;
if(SDL_GetDisplayDPI(0, nullptr, &dpi.x(), &dpi.y()) == 0) {
const Vector2 dpiScaling{dpi/96.0f};
Debug{verbose} << "Platform::Sdl2Application: virtual DPI scaling" << dpiScaling;
return dpiScaling;
}
/* Otherwise ¯\_(ツ)_/¯ */
#else
Debug{verbose} << "Platform::Sdl2Application: sorry, virtual DPI scaling not implemented on this platform yet, falling back to physical DPI scaling";
#endif
}
#endif
/* At this point, either the virtual DPI query failed or a physical DPI
scaling is requested */
#if !defined(CORRADE_TARGET_EMSCRIPTEN) && !defined(CORRADE_TARGET_ANDROID)
CORRADE_INTERNAL_ASSERT(dpiScalingPolicy == Implementation::Sdl2DpiScalingPolicy::Virtual || dpiScalingPolicy == Implementation::Sdl2DpiScalingPolicy::Physical);
#else
CORRADE_INTERNAL_ASSERT(dpiScalingPolicy == Implementation::Sdl2DpiScalingPolicy::Physical);
#endif
/* Take device pixel ratio on Emscripten */
#ifdef CORRADE_TARGET_EMSCRIPTEN
const Vector2 dpiScaling{Implementation::emscriptenDpiScaling()};
Debug{verbose} << "Platform::Sdl2Application: physical DPI scaling" << dpiScaling.x();
return dpiScaling;
/* Take a physical display DPI. On Linux it gets the (usually very off)
physical value from X11. */
#elif defined(CORRADE_TARGET_UNIX)
Vector2 dpi;
if(SDL_GetDisplayDPI(0, nullptr, &dpi.x(), &dpi.y()) == 0) {
const Vector2 dpiScaling{dpi/96.0f};
Debug{verbose} << "Platform::Sdl2Application: physical DPI scaling" << dpiScaling;
return dpiScaling;
}
Warning{} << "Platform::Sdl2Application: can't get physical display DPI, falling back to no scaling:" << SDL_GetError();
return Vector2{1.0f};
/* HOWEVER, on Windows it gets the virtual DPI scaling, which we don't
want, so we need to call Windows APIs directly instead. Consistency my
ass. Related bug report that will probably never get actually
implemented: https://bugzilla.libsdl.org/show_bug.cgi?id=2473 */
#elif defined(CORRADE_TARGET_WINDOWS) && !defined(CORRADE_TARGET_WINDOWS_RT)
HDC hDC = GetWindowDC(nullptr);
Vector2i monitorSize{GetDeviceCaps(hDC, HORZSIZE), GetDeviceCaps(hDC, VERTSIZE)};
SDL_DisplayMode mode;
CORRADE_INTERNAL_ASSERT(SDL_GetDesktopDisplayMode(0, &mode) == 0);
auto dpi = Vector2{Vector2i{mode.w, mode.h}*25.4f/Vector2{monitorSize}};
const Vector2 dpiScaling{dpi/96.0f};
Debug{verbose} << "Platform::Sdl2Application: physical DPI scaling" << dpiScaling;
return dpiScaling;
/* Not implemented otherwise */
#else
Debug{verbose} << "Platform::Sdl2Application: sorry, physical DPI scaling not implemented on this platform yet";
return Vector2{1.0f};
#endif
#endif
}
void Sdl2Application::setWindowTitle(const Containers::StringView title) {
#ifndef CORRADE_TARGET_EMSCRIPTEN
SDL_SetWindowTitle(_window,
Containers::String::nullTerminatedGlobalView(title).data());
#else
/* We don't have the _window because SDL_CreateWindow() doesn't exist in
the SDL1/2 hybrid. But it's not used anyway, so pass nullptr there. */
SDL_SetWindowTitle(nullptr,
Containers::String::nullTerminatedGlobalView(title).data());
#endif
}
#ifndef CORRADE_TARGET_EMSCRIPTEN
void Sdl2Application::setWindowIcon(const ImageView2D& image) {
Uint32 format; /** @todo handle sRGB differently? */
switch(image.format()) {
case PixelFormat::RGB8Srgb:
case PixelFormat::RGB8Unorm:
format = SDL_PIXELFORMAT_RGB24;
break;
case PixelFormat::RGBA8Srgb:
case PixelFormat::RGBA8Unorm:
format = SDL_PIXELFORMAT_RGBA32;
break;
default:
CORRADE_ASSERT_UNREACHABLE("Platform::Sdl2Application::setWindowIcon(): unexpected format" << image.format(), );
}
/* Images are loaded with origin at bottom left, flip it to top left. SDL
only accepted a negative stride until version 2.23.1 and commit
https://github.com/libsdl-org/SDL/commit/535fdc3adcdc08a193ab0d45540014fd536cf251
so we need to manually flip the image now */
/** @todo take ImageFlag::YUp into account once it exists */
Image2D flippedImage{PixelStorage{}.setAlignment(1), image.format(), image.size(), Containers::Array<char>{NoInit, std::size_t(image.size().product()*image.pixelSize())}};
const Containers::StridedArrayView3D<char> flippedPixels = flippedImage.pixels();
Utility::copy(image.pixels().flipped<0>(), flippedPixels);
SDL_Surface* const icon = SDL_CreateRGBSurfaceWithFormatFrom(const_cast<void*>(flippedPixels.data()) , flippedImage.size().x(), flippedImage.size().y(), 32, flippedPixels.stride()[0], format);
CORRADE_INTERNAL_ASSERT(icon);
SDL_SetWindowIcon(_window, icon);
SDL_FreeSurface(icon);
}
#endif
bool Sdl2Application::tryCreate(const Configuration& configuration) {
#ifdef MAGNUM_TARGET_GL
if(!(configuration.windowFlags() & Configuration::WindowFlag::Contextless))
return tryCreate(configuration, GLConfiguration{});
#endif
#ifndef CORRADE_TARGET_EMSCRIPTEN
/* Save DPI scaling values from configuration for future use, scale window
based on those */
_configurationDpiScalingPolicy = configuration.dpiScalingPolicy();
_configurationDpiScaling = configuration.dpiScaling();
const Vector2i scaledWindowSize = configuration.size()*dpiScaling(configuration);
/* Create window */
if(!(_window = SDL_CreateWindow(
#ifndef CORRADE_TARGET_IOS
configuration.title().data(),
#else
nullptr,
#endif
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
scaledWindowSize.x(), scaledWindowSize.y(),
SDL_WINDOW_ALLOW_HIGHDPI|SDL_WINDOW_OPENGL|Uint32(configuration.windowFlags() & ~Configuration::WindowFlag::Contextless))))
{
Error() << "Platform::Sdl2Application::tryCreate(): cannot create window:" << SDL_GetError();
return false;
}
/* Emscripten-specific initialization */
#else
/* Get CSS canvas size. This is used later to detect canvas resizes and
fire viewport events, because Emscripten doesn't do that. Related info:
https://github.com/kripken/emscripten/issues/1731 */
/** @todo don't hardcode "#canvas" here, make it configurable from outside */
{
Vector2d canvasSize;
emscripten_get_element_css_size("#canvas", &canvasSize.x(), &canvasSize.y());
_lastKnownCanvasSize = Vector2i{canvasSize};
}
/* By default Emscripten creates a 300x150 canvas. That's so freaking
random I'm getting mad. Use the real (CSS pixels) canvas size instead,
if the size is not hardcoded from the configuration. This is then
multiplied by the DPI scaling. */
Vector2i windowSize;
if(!configuration.size().isZero()) {
windowSize = configuration.size();
/* Because hardcoding canvas size for WebGL is usually a wrong thing to
do, notify about that in the verbose output */
Debug{_verboseLog ? Debug::output() : nullptr} << "Platform::Sdl2Application::tryCreate(): hardcoded canvas size" << windowSize;
} else {
windowSize = _lastKnownCanvasSize;
Debug{_verboseLog ? Debug::output() : nullptr} << "Platform::Sdl2Application::tryCreate(): autodetected canvas size" << windowSize;
}
/* Save DPI scaling values from configuration for future use, scale window
based on those */
_configurationDpiScalingPolicy = configuration.dpiScalingPolicy();
_configurationDpiScaling = configuration.dpiScaling();
const Vector2i scaledWindowSize = windowSize*dpiScaling(configuration);
Uint32 flags = SDL_OPENGL|SDL_HWSURFACE|SDL_DOUBLEBUF;
if(configuration.windowFlags() & Configuration::WindowFlag::Resizable) {
_flags |= Flag::Resizable;
/* Actually not sure if this makes any difference:
https://github.com/kripken/emscripten/issues/1731 */
flags |= SDL_RESIZABLE;
}
if(!(_surface = SDL_SetVideoMode(scaledWindowSize.x(), scaledWindowSize.y(), 24, flags))) {
Error() << "Platform::Sdl2Application::tryCreate(): cannot create context:" << SDL_GetError();
return false;
}
#endif
return true;
}
#ifdef MAGNUM_TARGET_GL
bool Sdl2Application::tryCreate(const Configuration& configuration, const GLConfiguration& glConfiguration) {
CORRADE_ASSERT(!(configuration.windowFlags() & Configuration::WindowFlag::Contextless),
"Platform::Sdl2Application::tryCreate(): cannot pass Configuration::WindowFlag::Contextless when creating an OpenGL context", false);
CORRADE_ASSERT(_context->version() == GL::Version::None,
"Platform::Sdl2Application::tryCreate(): context already created", false);
/* Enable double buffering, set up buffer sizes */
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, glConfiguration.colorBufferSize().r());
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, glConfiguration.colorBufferSize().g());
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, glConfiguration.colorBufferSize().b());
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, glConfiguration.colorBufferSize().a());
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, glConfiguration.depthBufferSize());
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, glConfiguration.stencilBufferSize());
/* Multisampling */
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, glConfiguration.sampleCount() > 1 ? 1 : 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, glConfiguration.sampleCount());
#ifndef CORRADE_TARGET_EMSCRIPTEN
/* sRGB */
SDL_GL_SetAttribute(SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, glConfiguration.isSrgbCapable());
#endif
#ifndef CORRADE_TARGET_EMSCRIPTEN
/* Save DPI scaling values from configuration for future use, scale window
based on those */
_configurationDpiScalingPolicy = configuration.dpiScalingPolicy();
_configurationDpiScaling = configuration.dpiScaling();
const Vector2i scaledWindowSize = configuration.size()*dpiScaling(configuration);
/* Request debug context if GpuValidation is enabled either via the
configuration or via command-line */
GLConfiguration::Flags glFlags = glConfiguration.flags();
if((glFlags & GLConfiguration::Flag::GpuValidation) || (_context->configurationFlags() & GL::Context::Configuration::Flag::GpuValidation))
glFlags |= GLConfiguration::Flag::Debug;
else if((glFlags & GLConfiguration::Flag::GpuValidationNoError) || (_context->configurationFlags() & GL::Context::Configuration::Flag::GpuValidationNoError))
glFlags |= GLConfiguration::Flag::NoError;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_NO_ERROR, glFlags >= GLConfiguration::Flag::NoError);
/* Set context version, if user-specified */
if(glConfiguration.version() != GL::Version::None) {
const Containers::Pair<Int, Int> versionMajorMinor = version(glConfiguration.version());
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, versionMajorMinor.first());
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, versionMajorMinor.second());
#ifndef MAGNUM_TARGET_GLES
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, glConfiguration.version() >= GL::Version::GL310 ?
SDL_GL_CONTEXT_PROFILE_CORE : SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
#else
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
#endif
/* Mask out the upper 32bits used for other flags */
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, int(UnsignedLong(glFlags) & 0xffffffffu));
/* Request usable version otherwise */
} else {
#ifndef MAGNUM_TARGET_GLES
/* First try to create core context. This is needed mainly on macOS and
Mesa, as support for recent OpenGL versions isn't implemented in
compatibility contexts (which are the default). At least GL 3.2 is
needed on macOS, at least GL 3.1 is needed on Mesa. Bite the bullet
and try 3.1 also elsewhere. */
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
#ifdef CORRADE_TARGET_APPLE
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
#else
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
#endif
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
/* Mask out the upper 32bits used for other flags */
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, int(UnsignedLong(glFlags) & 0xffffffffu));
#else
/* For ES the major context version is compile-time constant */
#ifdef MAGNUM_TARGET_GLES2
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
#else
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
#endif
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
#endif
}
/* Create a window. Hide it by default so we don't have distracting window
blinking in case the context creation fails due to unsupported
configuration or if it gets destroyed for fallback context creation
below. */
if(!(_window = SDL_CreateWindow(
#ifndef CORRADE_TARGET_IOS
configuration.title().data(),
#else
nullptr,
#endif
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
scaledWindowSize.x(), scaledWindowSize.y(),
SDL_WINDOW_OPENGL|SDL_WINDOW_HIDDEN|SDL_WINDOW_ALLOW_HIGHDPI|Uint32(configuration.windowFlags()))))
{
Error() << "Platform::Sdl2Application::tryCreate(): cannot create window:" << SDL_GetError();
return false;
}
/* Create context */
_glContext = SDL_GL_CreateContext(_window);
#ifndef MAGNUM_TARGET_GLES
/* Fall back to (forward compatible) GL 2.1, if version is not
user-specified and either core context creation fails or we are on
binary NVidia/AMD drivers on Linux/Windows or Intel Windows drivers.
Instead of creating forward-compatible context with highest available
version, they force the version to the one specified, which is
completely useless behavior. */
#ifndef CORRADE_TARGET_APPLE
Containers::StringView vendorString;
#endif
if(glConfiguration.version() == GL::Version::None && (!_glContext
#ifndef CORRADE_TARGET_APPLE
/* Sorry about the UGLY code, HOPEFULLY THERE WON'T BE MORE WORKAROUNDS */
|| (vendorString = reinterpret_cast<const char*>(glGetString(GL_VENDOR)),
(vendorString == "NVIDIA Corporation"_s ||
#ifdef CORRADE_TARGET_WINDOWS
vendorString == "Intel"_s ||
#endif
vendorString == "ATI Technologies Inc."_s)
&& !_context->isDriverWorkaroundDisabled("no-forward-compatible-core-context"_s))
#endif
)) {
/* Don't print any warning when doing the workaround, because the bug
will be there probably forever */
if(!_glContext) Warning()
<< "Platform::Sdl2Application::tryCreate(): cannot create core context:"
<< SDL_GetError() << "(falling back to compatibility context)";
else SDL_GL_DeleteContext(_glContext);
/* Destroy the original window. SDL_GL_SetAttribute() says it should be
called before creating a window, which kind of implies the
attributes affect how the window is created:
https://wiki.libsdl.org/SDL2/SDL_GL_SetAttribute
Which means, if I attempt to set them differently after the window
is created, it *might* not work correctly. It doesn't seem to matter
on Linux at least, but better stay on the safe side as this way
worked correctly for 10+ years on all platforms and reusing an
existing window might not. */
SDL_DestroyWindow(_window);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
/* Discard the ForwardCompatible flag for the fallback. Having it set
makes the fallback context creation fail on Mesa's Zink (which is
just 2.1) and I assume on others as well.
Also mask out the upper 32bits used for other flags. */
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, int(UnsignedLong(glFlags & ~GLConfiguration::Flag::ForwardCompatible) & 0xffffffffu));
/* Create a new window using the refreshed GL attributes */
if(!(_window = SDL_CreateWindow(configuration.title().data(),
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
scaledWindowSize.x(), scaledWindowSize.y(),
SDL_WINDOW_OPENGL|SDL_WINDOW_HIDDEN|SDL_WINDOW_ALLOW_HIGHDPI|Uint32(configuration.windowFlags()))))
{
Error() << "Platform::Sdl2Application::tryCreate(): cannot create window:" << SDL_GetError();
return false;
}
/* Create compatibility context */
_glContext = SDL_GL_CreateContext(_window);
}
#endif
/* Cannot create context (or fallback compatibility context on desktop) */
if(!_glContext) {
Error() << "Platform::Sdl2Application::tryCreate(): cannot create context:" << SDL_GetError();
SDL_DestroyWindow(_window);
_window = nullptr;
return false;
}
#ifdef CORRADE_TARGET_IOS
/* iOS has zero initial GL_VIEWPORT size, get drawable size and put it back
in so all other code can assume that the viewport is set to sane values.
Fortunately on iOS we also don't have to load any function pointers so
it's safe to do the glViewport() call as it is linked statically. */
{
const Vector2i viewport = framebufferSize();
glViewport(0, 0, viewport.x(), viewport.y());
}
#endif
/* Emscripten-specific initialization */
#else
/* Get CSS canvas size. This is used later to detect canvas resizes and
fire viewport events, because Emscripten doesn't do that. Related info:
https://github.com/kripken/emscripten/issues/1731 */
/** @todo don't hardcode "#canvas" here, make it configurable from outside */
{
Vector2d canvasSize;
emscripten_get_element_css_size("#canvas", &canvasSize.x(), &canvasSize.y());
_lastKnownCanvasSize = Vector2i{canvasSize};
}
/* By default Emscripten creates a 300x150 canvas. That's so freaking
random I'm getting mad. Use the real (CSS pixels) canvas size instead,
if the size is not hardcoded from the configuration. This is then
multiplied by the DPI scaling. */
Vector2i windowSize;
if(!configuration.size().isZero()) {
windowSize = configuration.size();
/* Because hardcoding canvas size for WebGL is usually a wrong thing to
do, notify about that in the verbose output */
Debug{_verboseLog ? Debug::output() : nullptr} << "Platform::Sdl2Application::tryCreate(): hardcoded canvas size" << windowSize;
} else {
windowSize = _lastKnownCanvasSize;
Debug{_verboseLog ? Debug::output() : nullptr} << "Platform::Sdl2Application::tryCreate(): autodetected canvas size" << windowSize;
}
/* Save DPI scaling values from configuration for future use, scale window
based on those */
_configurationDpiScalingPolicy = configuration.dpiScalingPolicy();
_configurationDpiScaling = configuration.dpiScaling();
const Vector2i scaledWindowSize = windowSize*dpiScaling();
Uint32 flags = SDL_OPENGL|SDL_HWSURFACE|SDL_DOUBLEBUF;
if(configuration.windowFlags() & Configuration::WindowFlag::Resizable) {
_flags |= Flag::Resizable;
/* Actually not sure if this makes any difference:
https://github.com/kripken/emscripten/issues/1731 */
flags |= SDL_RESIZABLE;
}
if(!(_surface = SDL_SetVideoMode(scaledWindowSize.x(), scaledWindowSize.y(), 24, flags))) {
Error() << "Platform::Sdl2Application::tryCreate(): cannot create context:" << SDL_GetError();
return false;
}
#endif
/* Destroy everything also when the Magnum context creation fails */
if(!_context->tryCreate(glConfiguration)) {
#ifndef CORRADE_TARGET_EMSCRIPTEN
SDL_GL_DeleteContext(_glContext);
SDL_DestroyWindow(_window);
_window = nullptr;
#else
SDL_FreeSurface(_surface);
#endif
return false;
}
#ifndef CORRADE_TARGET_EMSCRIPTEN
/* Show the window once we are sure that everything is okay */
if(!(configuration.windowFlags() & Configuration::WindowFlag::Hidden))
SDL_ShowWindow(_window);
#endif
/* Return true if the initialization succeeds */
return true;
}
#endif
Vector2i Sdl2Application::windowSize() const {
Vector2i size;
#ifndef CORRADE_TARGET_EMSCRIPTEN
CORRADE_ASSERT(_window, "Platform::Sdl2Application::windowSize(): no window opened", {});
SDL_GetWindowSize(_window, &size.x(), &size.y());
#else
CORRADE_ASSERT(_surface, "Platform::Sdl2Application::windowSize(): no window opened", {});
emscripten_get_canvas_element_size("#canvas", &size.x(), &size.y());
#endif
return size;
}
#ifndef CORRADE_TARGET_EMSCRIPTEN
void Sdl2Application::setWindowSize(const Vector2i& size) {
CORRADE_ASSERT(_window, "Platform::Sdl2Application::setWindowSize(): no window opened", );
const Vector2i newSize = dpiScaling()*size;
SDL_SetWindowSize(_window, newSize.x(), newSize.y());
}
void Sdl2Application::setMinWindowSize(const Vector2i& size) {
CORRADE_ASSERT(_window, "Platform::Sdl2Application::setMinWindowSize(): no window opened", );
const Vector2i newSize = dpiScaling()*size;
SDL_SetWindowMinimumSize(_window, newSize.x(), newSize.y());
}
void Sdl2Application::setMaxWindowSize(const Vector2i& size) {
CORRADE_ASSERT(_window, "Platform::Sdl2Application::setMaxWindowSize(): no window opened", );
const Vector2i newSize = dpiScaling()*size;
SDL_SetWindowMaximumSize(_window, newSize.x(), newSize.y());
}
#endif
#ifdef MAGNUM_TARGET_GL
Vector2i Sdl2Application::framebufferSize() const {
Vector2i size;
#ifndef CORRADE_TARGET_EMSCRIPTEN
CORRADE_ASSERT(_window, "Platform::Sdl2Application::framebufferSize(): no window opened", {});
SDL_GL_GetDrawableSize(_window, &size.x(), &size.y());
#else
CORRADE_ASSERT(_surface, "Platform::Sdl2Application::framebufferSize(): no window opened", {});
emscripten_get_canvas_element_size("#canvas", &size.x(), &size.y());
#endif
return size;
}
#endif
Vector2 Sdl2Application::dpiScaling() const {
return dpiScalingInternal(_configurationDpiScalingPolicy, _configurationDpiScaling);
}
#ifdef CORRADE_TARGET_EMSCRIPTEN
void Sdl2Application::setContainerCssClass(const Containers::StringView cssClass) {
magnumPlatformSetContainerCssClass(cssClass.data(), cssClass.size());
}
#endif
void Sdl2Application::swapBuffers() {
#ifndef CORRADE_TARGET_EMSCRIPTEN
SDL_GL_SwapWindow(_window);
#else
SDL_Flip(_surface);
#endif
}
Int Sdl2Application::swapInterval() const {
return SDL_GL_GetSwapInterval();
}
bool Sdl2Application::setSwapInterval(const Int interval) {
if(SDL_GL_SetSwapInterval(interval) == -1) {
Error() << "Platform::Sdl2Application::setSwapInterval(): cannot set swap interval:" << SDL_GetError();
_flags &= ~Flag::VSyncEnabled;
return false;
}
/* Setting interval to 1 may cause SDL_GL_GetSwapInterval() to return -1,
which is a valid case */
const Int actualInterval = SDL_GL_GetSwapInterval();
if(actualInterval != interval && !(interval == 1 && actualInterval == -1)) {
Error() << "Platform::Sdl2Application::setSwapInterval(): swap interval setting ignored by the driver:" << SDL_GetError();
_flags &= ~Flag::VSyncEnabled;
return false;
}
if(interval) _flags |= Flag::VSyncEnabled;
else _flags &= ~Flag::VSyncEnabled;
return true;
}
#ifndef CORRADE_TARGET_EMSCRIPTEN
void Sdl2Application::setMinimalLoopPeriod(const Nanoseconds time) {
CORRADE_ASSERT(time >= 0_nsec,
"Platform::Sdl2Application::setMinimalLoopPeriod(): expected non-negative time, got" << time, );
_minimalLoopPeriodMilliseconds = Long(time)/1000000;
}
#ifdef MAGNUM_BUILD_DEPRECATED
void Sdl2Application::setMinimalLoopPeriod(const UnsignedInt milliseconds) {
_minimalLoopPeriodMilliseconds = milliseconds;
}
#endif
#endif
void Sdl2Application::redraw() { _flags |= Flag::Redraw; }
Sdl2Application::~Sdl2Application() {
/* SDL_DestroyWindow(_window) crashes on windows when _window is nullptr
(it doesn't seem to crash on Linux). Because this seems to be yet
another pointless platform difference, to be safe do the same check with
all. */
#ifdef MAGNUM_TARGET_GL
/* Destroy Magnum context first to avoid it potentially accessing the
now-destroyed GL context after */
_context = Containers::NullOpt;
#ifndef CORRADE_TARGET_EMSCRIPTEN
if(_glContext) SDL_GL_DeleteContext(_glContext);
#else
if(_surface) SDL_FreeSurface(_surface);
#endif
#endif
#ifndef CORRADE_TARGET_EMSCRIPTEN
for(auto& cursor: _cursors)
SDL_FreeCursor(cursor);
#endif
#ifndef CORRADE_TARGET_EMSCRIPTEN
if(_window) SDL_DestroyWindow(_window);
#endif
SDL_Quit();
}
int Sdl2Application::exec() {
#ifndef CORRADE_TARGET_EMSCRIPTEN
while(mainLoopIteration()) {}
#else
emscripten_set_main_loop_arg([](void* arg) {
static_cast<Sdl2Application*>(arg)->mainLoopIteration();
}, this, 0, true);
#endif
return _exitCode;
}
void Sdl2Application::exit(const int exitCode) {
/* On Emscripten this flag is used only to indicate a desire to exit from
mainLoopIteration() */
_flags |= Flag::Exit;
#ifdef CORRADE_TARGET_EMSCRIPTEN
emscripten_cancel_main_loop();
#endif
_exitCode = exitCode;
}
namespace {
Sdl2Application::Pointer buttonToPointer(const Uint8 button) {
switch(button) {
case SDL_BUTTON_LEFT:
return Sdl2Application::Pointer::MouseLeft;
case SDL_BUTTON_MIDDLE:
return Sdl2Application::Pointer::MouseMiddle;
case SDL_BUTTON_RIGHT:
return Sdl2Application::Pointer::MouseRight;
case SDL_BUTTON_X1:
return Sdl2Application::Pointer::MouseButton4;
case SDL_BUTTON_X2:
return Sdl2Application::Pointer::MouseButton5;
}
CORRADE_INTERNAL_ASSERT_UNREACHABLE();
}
Sdl2Application::Pointers buttonsToPointers(const Uint32 buttons) {
Sdl2Application::Pointers pointers;
if(buttons & SDL_BUTTON_LMASK)
pointers |= Sdl2Application::Pointer::MouseLeft;
if(buttons & SDL_BUTTON_MMASK)
pointers |= Sdl2Application::Pointer::MouseMiddle;
if(buttons & SDL_BUTTON_RMASK)
pointers |= Sdl2Application::Pointer::MouseRight;
if(buttons & SDL_BUTTON_X1MASK)
pointers |= Sdl2Application::Pointer::MouseButton4;
if(buttons & SDL_BUTTON_X2MASK)
pointers |= Sdl2Application::Pointer::MouseButton5;
return pointers;
}
}
bool Sdl2Application::mainLoopIteration() {
/* If exit was requested directly in the constructor, exit immediately
without calling anything else */
if(_flags & Flag::Exit) return false;
#ifndef CORRADE_TARGET_EMSCRIPTEN
CORRADE_ASSERT(_window, "Platform::Sdl2Application::mainLoopIteration(): no window opened", {});
#else
CORRADE_ASSERT(_surface, "Platform::Sdl2Application::mainLoopIteration(): no window opened", {});
#endif
#ifndef CORRADE_TARGET_EMSCRIPTEN
const Nanoseconds timeBefore = _minimalLoopPeriodMilliseconds ? SDL_GetTicks()*1.0_msec : Nanoseconds{};
#endif
#ifdef CORRADE_TARGET_EMSCRIPTEN
/* The resize event is not fired on window resize, so poll for the canvas
size here. But only if the window was requested to be resizable, to
avoid resizing the canvas when the user doesn't want that. Related
issue: https://github.com/kripken/emscripten/issues/1731 */
/** @todo don't hardcode "#canvas" here, make it configurable from outside */
if(_flags & Flag::Resizable) {
Vector2d canvasSize;
emscripten_get_element_css_size("#canvas", &canvasSize.x(), &canvasSize.y());
const Vector2i canvasSizei{canvasSize};
if(canvasSizei != _lastKnownCanvasSize) {
_lastKnownCanvasSize = canvasSizei;
const Vector2i size = dpiScaling()*canvasSizei;
emscripten_set_canvas_element_size("#canvas", size.x(), size.y());
ViewportEvent e{
#ifdef MAGNUM_TARGET_GL
size,
#endif
size, dpiScaling()};
viewportEvent(e);
_flags |= Flag::Redraw;
}
}
#endif
SDL_Event event;
while(SDL_PollEvent(&event)) {
switch(event.type) {
case SDL_WINDOWEVENT:
switch(event.window.event) {
/* Not using SDL_WINDOWEVENT_RESIZED, because that doesn't
get fired when the window is resized programmatically
(such as through setMaxWindowSize()) */
case SDL_WINDOWEVENT_SIZE_CHANGED: {
#ifdef CORRADE_TARGET_EMSCRIPTEN
/* If anybody sees this assert, then emscripten finally
implemented resize events. Praise them for that.
https://github.com/kripken/emscripten/issues/1731 */
CORRADE_INTERNAL_ASSERT_UNREACHABLE();
#else
/* {event.window.data1, event.window.data2} seems to be
framebuffer size and not window size on macOS, which
is weird. Query the values directly instead to be
really sure. */
ViewportEvent e{event, windowSize(),
#ifdef MAGNUM_TARGET_GL
framebufferSize(),
#endif
dpiScaling()};
/** @todo handle also WM_DPICHANGED events when a window is moved between displays with different DPI */
viewportEvent(e);
_flags |= Flag::Redraw;
#endif
} break;
/* Direct everything that wasn't exposed via a callback to
anyEvent(), so users can implement event handling for
things not present in the Application APIs */
case SDL_WINDOWEVENT_EXPOSED:
_flags |= Flag::Redraw;
if(!(_flags & Flag::NoAnyEvent)) anyEvent(event);
break;
default:
if(!(_flags & Flag::NoAnyEvent)) anyEvent(event);
} break;
case SDL_KEYDOWN:
case SDL_KEYUP: {
KeyEvent e{event, Key(event.key.keysym.sym), UnsignedInt(event.key.keysym.scancode), fixedModifiers(event.key.keysym.mod), event.key.repeat != 0};
event.type == SDL_KEYDOWN ? keyPressEvent(e) : keyReleaseEvent(e);
} break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP: {
const Pointer pointer = buttonToPointer(event.button.button);
const Vector2 position{Float(event.button.x), Float(event.button.y)};
/* If an additional mouse button was pressed or some buttons
are still left pressed after a release, call a move event
instead */
const Uint32 buttons = SDL_GetMouseState(nullptr, nullptr);
if((event.type == SDL_MOUSEBUTTONDOWN && (buttons & ~SDL_BUTTON(event.button.button))) ||
(event.type == SDL_MOUSEBUTTONUP && buttons)) {
Pointers pointers = buttonsToPointers(buttons);
PointerMoveEvent e{event, PointerEventSource::Mouse, pointer, pointers, true,
#ifdef CORRADE_TARGET_EMSCRIPTEN
0,
/* Since 2.0.22, added w/ SDL_HINT_MOUSE_TOUCH_EVENTS */
#elif defined(SDL_MOUSE_TOUCHID)
SDL_MOUSE_TOUCHID,
#else
-1,
#endif
position, {}};
pointerMoveEvent(e);
} else {
PointerEvent e{event, PointerEventSource::Mouse, pointer, true,
#ifdef CORRADE_TARGET_EMSCRIPTEN
0,
/* Since 2.0.22, added w/ SDL_HINT_MOUSE_TOUCH_EVENTS */
#elif defined(SDL_MOUSE_TOUCHID)
SDL_MOUSE_TOUCHID,
#else
-1,
#endif
position
#ifndef CORRADE_TARGET_EMSCRIPTEN
, event.button.clicks
#endif
};
event.type == SDL_MOUSEBUTTONDOWN ?
pointerPressEvent(e) : pointerReleaseEvent(e);
}
} break;
case SDL_MOUSEWHEEL: {
ScrollEvent e{event,
#if SDL_VERSION_ATLEAST(2, 0, 18)
{event.wheel.preciseX, event.wheel.preciseY}
#else
{Float(event.wheel.x), Float(event.wheel.y)}
#endif
/* Yeah, it's 2.0.22 and then 2.24.0, they changed the
versioning */
#if SDL_VERSION_ATLEAST(2, 26, 0)
, {Float(event.wheel.mouseX), Float(event.wheel.mouseY)}
#endif
};
scrollEvent(e);
} break;
case SDL_MOUSEMOTION: {
PointerMoveEvent e{event, PointerEventSource::Mouse, {}, buttonsToPointers(event.motion.state), true,
#ifdef CORRADE_TARGET_EMSCRIPTEN
0,
/* Since 2.0.22, added w/ SDL_HINT_MOUSE_TOUCH_EVENTS */
#elif defined(SDL_MOUSE_TOUCHID)
SDL_MOUSE_TOUCHID,
#else
-1,
#endif
{Float(event.motion.x), Float(event.motion.y)},
{Float(event.motion.xrel), Float(event.motion.yrel)}};
pointerMoveEvent(e);
} break;
#ifndef CORRADE_TARGET_EMSCRIPTEN
case SDL_FINGERDOWN:
case SDL_FINGERUP: {
/* Scale the event from useless [0, 1] to the actual window
size, not sure why is it so weird. Also let's hope the
SDL_GetWindowSize() call isn't too demanding, I don't want
to be caching this value, it's bad enough to have to track
that on Emscripten. */
Vector2i windowSize{NoInit};
SDL_GetWindowSize(_window, &windowSize.x(), &windowSize.y());
/* Update primary finger info. If there's no primary finger yet
and this is the first finger pressed, it becomes the primary
finger. If the primary finger is lifted, no other finger
becomes primary until all others are lifted as well. This
was empirically verified by looking at behavior of a mouse
cursor on a multi-touch screen under X11, it's possible that
other systems do it differently. The same logic is used in
EmscriptenApplication and AndroidApplication. Also, right
now there's an assumption that there is just one touch
device, fingers from different touch devices would steal the
primary bit from each other on every press. */
bool primary;
if(_primaryFingerId == ~Long{} && event.type == SDL_FINGERDOWN && SDL_GetNumTouchFingers(event.tfinger.touchId) == 1) {
primary = true;
_primaryFingerId = event.tfinger.fingerId;
/* Otherwise, if this is the primary finger, mark it as such */
} else if(_primaryFingerId == event.tfinger.fingerId) {
primary = true;
/* ... but if it's a release, it's no longer primary */
if(event.type == SDL_FINGERUP)
_primaryFingerId = ~Long{};
/* Otherwise this is not the primary finger */
} else primary = false;
/* Make it so that value of 0 is reported as 0 and 1 is
reported as the rightmost / bottommost pixel, i.e. 799 / 599
for 800x600. This matches with what SDL itself does for the
touch event translation. */
const Vector2 scale = Vector2{windowSize - Vector2i{1}};
PointerEvent e{event, PointerEventSource::Touch,
Pointer::Finger, primary, event.tfinger.fingerId,
Vector2{event.tfinger.x, event.tfinger.y}*scale, 1};
event.type == SDL_FINGERDOWN ?
pointerPressEvent(e) : pointerReleaseEvent(e);
} break;
case SDL_FINGERMOTION: {
/* Scale the event from useless [0, 1] to the actual window
size, not sure why is it so weird. Also let's hope the
SDL_GetWindowSize() call isn't too demanding, I don't want
to be caching this value, it's bad enough to have to track
that on Emscripten. */
Vector2i windowSize{NoInit};
SDL_GetWindowSize(_window, &windowSize.x(), &windowSize.y());
/* In this case, it's a primary finger only if it was
registered as such during the last press. If the primary
finger was lifted, no other finger will step into its place
until all others are lifted as well. */
const bool primary = _primaryFingerId == event.tfinger.fingerId;
/* Make it so that value of 0 is reported as 0 and 1 is
reported as the rightmost / bottommost pixel, i.e. 799 / 599
for 800x600. This matches with what SDL itself does for the
touch event translation. */
const Vector2 scale = Vector2{windowSize - Vector2i{1}};
PointerMoveEvent e{event, PointerEventSource::Touch, {},
Pointer::Finger, primary, event.tfinger.fingerId,
Vector2{event.tfinger.x, event.tfinger.y}*scale,
Vector2{event.tfinger.dx, event.tfinger.dy}*scale};
pointerMoveEvent(e);
break;
}
#endif
#ifdef MAGNUM_BUILD_DEPRECATED
case SDL_MULTIGESTURE: {
CORRADE_IGNORE_DEPRECATED_PUSH
MultiGestureEvent e{event, {event.mgesture.x, event.mgesture.y}, event.mgesture.dTheta, event.mgesture.dDist, event.mgesture.numFingers};
multiGestureEvent(e);
CORRADE_IGNORE_DEPRECATED_POP
break;
}
#endif
case SDL_TEXTINPUT: {
TextInputEvent e{event, event.text.text};
textInputEvent(e);
} break;
case SDL_TEXTEDITING: {
TextEditingEvent e{event, event.edit.text, event.edit.start, event.edit.length};
textEditingEvent(e);
} break;
case SDL_QUIT: {
ExitEvent e{event};
exitEvent(e);
if(e.isAccepted()) {
/* On Emscripten this flag is used only to indicate a
desire to exit from mainLoopIteration() */
_flags |= Flag::Exit;
#ifdef CORRADE_TARGET_EMSCRIPTEN
emscripten_cancel_main_loop();
#endif
return !(_flags & Flag::Exit);
}
} break;
/* Direct everything else to anyEvent(), so users can implement
event handling for things not present in the Application APIs */
default: if(!(_flags & Flag::NoAnyEvent)) anyEvent(event);
}
}
/* Tick event */
if(!(_flags & Flag::NoTickEvent)) tickEvent();
/* Draw event */
if(_flags & Flag::Redraw) {
_flags &= ~Flag::Redraw;
drawEvent();
#ifndef CORRADE_TARGET_EMSCRIPTEN
/* If VSync is not enabled, delay to prevent CPU hogging (if set) */
if(!(_flags & Flag::VSyncEnabled) && _minimalLoopPeriodMilliseconds) {
const Nanoseconds loopTime = SDL_GetTicks()*1.0_msec - timeBefore;
if(loopTime < _minimalLoopPeriodMilliseconds*1.0_msec)
SDL_Delay(_minimalLoopPeriodMilliseconds - loopTime/1.0_msec);
}
#endif
return !(_flags & Flag::Exit);
}
#ifndef CORRADE_TARGET_EMSCRIPTEN
/* If not drawing anything, delay to prevent CPU hogging (if set) */
if(_minimalLoopPeriodMilliseconds) {
const Nanoseconds loopTime = SDL_GetTicks()*1.0_msec - timeBefore;
if(loopTime < _minimalLoopPeriodMilliseconds*1.0_msec)
SDL_Delay(_minimalLoopPeriodMilliseconds - loopTime/1.0_msec);
}
/* Then, if the tick event doesn't need to be called periodically, wait
indefinitely for next input event */
if(_flags & Flag::NoTickEvent) SDL_WaitEvent(nullptr);
#endif
return !(_flags & Flag::Exit);
}
#ifndef CORRADE_TARGET_EMSCRIPTEN
bool Sdl2Application::isKeyPressed(const Key key) {
int count;
const Uint8* const state = SDL_GetKeyboardState(&count);
const SDL_Scancode scancode = SDL_GetScancodeFromKey(SDL_Keycode(key));
CORRADE_INTERNAL_DEBUG_ASSERT(scancode < count);
return state[scancode];
}
#endif
namespace {
#ifndef CORRADE_TARGET_EMSCRIPTEN
constexpr SDL_SystemCursor CursorMap[] {
SDL_SYSTEM_CURSOR_ARROW,
SDL_SYSTEM_CURSOR_IBEAM,
SDL_SYSTEM_CURSOR_WAIT,
SDL_SYSTEM_CURSOR_CROSSHAIR,
SDL_SYSTEM_CURSOR_WAITARROW,
SDL_SYSTEM_CURSOR_SIZENWSE,
SDL_SYSTEM_CURSOR_SIZENESW,
SDL_SYSTEM_CURSOR_SIZEWE,
SDL_SYSTEM_CURSOR_SIZENS,
SDL_SYSTEM_CURSOR_SIZEALL,
SDL_SYSTEM_CURSOR_NO,
SDL_SYSTEM_CURSOR_HAND
};
#else
constexpr Containers::StringView CursorMap[] {
"default"_s,
"text"_s,
"wait"_s,
"crosshair"_s,
"progress"_s,
"nwse-resize"_s,
"nesw-resize"_s,
"ew-resize"_s,
"ns-resize"_s,
"move"_s,
"not-allowed"_s,
"pointer"_s,
"none"_s
/* Hidden & locked not supported yet */
};
#endif
}
void Sdl2Application::setCursor(Cursor cursor) {
#ifndef CORRADE_TARGET_EMSCRIPTEN
CORRADE_ASSERT(_window, "Platform::Sdl2Application::setCursor(): no window opened", );
if(cursor == Cursor::Hidden) {
SDL_ShowCursor(SDL_DISABLE);
SDL_SetWindowGrab(_window, SDL_FALSE);
SDL_SetRelativeMouseMode(SDL_FALSE);
return;
} else if(cursor == Cursor::HiddenLocked) {
SDL_SetWindowGrab(_window, SDL_TRUE);
SDL_SetRelativeMouseMode(SDL_TRUE);
return;
} else {
SDL_ShowCursor(SDL_ENABLE);
SDL_SetWindowGrab(_window, SDL_FALSE);
SDL_SetRelativeMouseMode(SDL_FALSE);
}
/* The second condition could be a static assert but it doesn't let me
because "this pointer only accessible in a constexpr function". Thanks
for nothing, C++. */
CORRADE_INTERNAL_ASSERT(UnsignedInt(cursor) < Containers::arraySize(_cursors) && Containers::arraySize(_cursors) == Containers::arraySize(CursorMap));
if(!_cursors[UnsignedInt(cursor)])
_cursors[UnsignedInt(cursor)] = SDL_CreateSystemCursor(CursorMap[UnsignedInt(cursor)]);
SDL_SetCursor(_cursors[UnsignedInt(cursor)]);
#else
CORRADE_ASSERT(_surface, "Platform::Sdl2Application::setCursor(): no window opened", );
_cursor = cursor;
CORRADE_INTERNAL_ASSERT(UnsignedInt(cursor) < Containers::arraySize(CursorMap));
magnumPlatformSetCursor(CursorMap[UnsignedInt(cursor)].data(),
CursorMap[UnsignedInt(cursor)].size());
#endif
}
Sdl2Application::Cursor Sdl2Application::cursor() {
#ifndef CORRADE_TARGET_EMSCRIPTEN
if(SDL_GetRelativeMouseMode())
return Cursor::HiddenLocked;
else if(!SDL_ShowCursor(SDL_QUERY))
return Cursor::Hidden;
SDL_Cursor* cursor = SDL_GetCursor();
if(cursor) for(UnsignedInt i = 0; i < sizeof(_cursors); i++)
if(_cursors[i] == cursor) return Cursor(i);
return Cursor::Arrow;
#else
return _cursor;
#endif
}
#ifdef MAGNUM_BUILD_DEPRECATED
void Sdl2Application::setMouseLocked(bool enabled) {
/** @todo Implement this in Emscripten */
#ifndef CORRADE_TARGET_EMSCRIPTEN
SDL_SetWindowGrab(_window, enabled ? SDL_TRUE : SDL_FALSE);
SDL_SetRelativeMouseMode(enabled ? SDL_TRUE : SDL_FALSE);
#else
CORRADE_ASSERT_UNREACHABLE("Sdl2Application::setMouseLocked(): not implemented", );
static_cast<void>(enabled);
#endif
}
#endif
bool Sdl2Application::isTextInputActive() {
#ifndef CORRADE_TARGET_EMSCRIPTEN
return SDL_IsTextInputActive();
#else
return !!(_flags & Flag::TextInputActive);
#endif
}
void Sdl2Application::startTextInput() {
SDL_StartTextInput();
#ifdef CORRADE_TARGET_EMSCRIPTEN
_flags |= Flag::TextInputActive;
#endif
}
void Sdl2Application::stopTextInput() {
SDL_StopTextInput();
#ifdef CORRADE_TARGET_EMSCRIPTEN
_flags &= ~Flag::TextInputActive;
#endif
}
void Sdl2Application::setTextInputRect(const Range2Di& rect) {
SDL_Rect r{rect.min().x(), rect.min().y(), rect.sizeX(), rect.sizeY()};
SDL_SetTextInputRect(&r);
}
void Sdl2Application::exitEvent(ExitEvent& event) {
event.setAccepted();
}
void Sdl2Application::tickEvent() {
/* If this got called, the tick event is not implemented by user and thus
we don't need to call it ever again */
_flags |= Flag::NoTickEvent;
}
void Sdl2Application::anyEvent(SDL_Event&) {
/* If this got called, the any event is not implemented by user and thus
we don't need to call it ever again */
_flags |= Flag::NoAnyEvent;
}
void Sdl2Application::viewportEvent(ViewportEvent&) {}
void Sdl2Application::keyPressEvent(KeyEvent&) {}
void Sdl2Application::keyReleaseEvent(KeyEvent&) {}
#ifdef MAGNUM_BUILD_DEPRECATED
namespace {
CORRADE_IGNORE_DEPRECATED_PUSH
Sdl2Application::MouseEvent::Button pointerToButton(const Sdl2Application::Pointer pointer) {
switch(pointer) {
case Sdl2Application::Pointer::MouseLeft:
#ifndef CORRADE_TARGET_EMSCRIPTEN
case Sdl2Application::Pointer::Finger:
#endif
return Sdl2Application::MouseEvent::Button::Left;
case Sdl2Application::Pointer::MouseMiddle:
return Sdl2Application::MouseEvent::Button::Middle;
case Sdl2Application::Pointer::MouseRight:
return Sdl2Application::MouseEvent::Button::Right;
case Sdl2Application::Pointer::MouseButton4:
return Sdl2Application::MouseEvent::Button::X1;
case Sdl2Application::Pointer::MouseButton5:
return Sdl2Application::MouseEvent::Button::X2;
}
CORRADE_INTERNAL_ASSERT_UNREACHABLE();
}
CORRADE_IGNORE_DEPRECATED_POP
}
#endif
void Sdl2Application::pointerPressEvent(PointerEvent& event) {
#ifdef MAGNUM_BUILD_DEPRECATED
if(!event.isPrimary())
return;
CORRADE_IGNORE_DEPRECATED_PUSH
MouseEvent mouseEvent{event.event(), pointerToButton(event.pointer()), Vector2i{Math::round(event.position())}
#ifndef CORRADE_TARGET_EMSCRIPTEN
, event.clickCount()
#endif
};
mousePressEvent(mouseEvent);
CORRADE_IGNORE_DEPRECATED_POP
#else
static_cast<void>(event);
#endif
}
#ifdef MAGNUM_BUILD_DEPRECATED
CORRADE_IGNORE_DEPRECATED_PUSH
void Sdl2Application::mousePressEvent(MouseEvent&) {}
CORRADE_IGNORE_DEPRECATED_POP
#endif
void Sdl2Application::pointerReleaseEvent(PointerEvent& event) {
#ifdef MAGNUM_BUILD_DEPRECATED
if(!event.isPrimary())
return;
CORRADE_IGNORE_DEPRECATED_PUSH
MouseEvent mouseEvent{event.event(), pointerToButton(event.pointer()), Vector2i{Math::round(event.position())}
#ifndef CORRADE_TARGET_EMSCRIPTEN
, event.clickCount()
#endif
};
mouseReleaseEvent(mouseEvent);
CORRADE_IGNORE_DEPRECATED_POP
#else
static_cast<void>(event);
#endif
}
#ifdef MAGNUM_BUILD_DEPRECATED
CORRADE_IGNORE_DEPRECATED_PUSH
void Sdl2Application::mouseReleaseEvent(MouseEvent&) {}
CORRADE_IGNORE_DEPRECATED_POP
#endif
void Sdl2Application::pointerMoveEvent(PointerMoveEvent& event) {
#ifdef MAGNUM_BUILD_DEPRECATED
if(!event.isPrimary())
return;
const Vector2i roundedPosition{Math::round(event.position())};
CORRADE_IGNORE_DEPRECATED_PUSH
/* If the event is due to some button being additionally pressed or one
button from a larger set being released, delegate to a press/release
event instead */
if(event.pointer()) {
/* SDL2 reports either a move or a press/release, so there shouldn't be
any move in this case */
CORRADE_INTERNAL_ASSERT(event.relativePosition() == Vector2{});
MouseEvent mouseEvent{event.event(), pointerToButton(*event.pointer()),
roundedPosition
#ifndef CORRADE_TARGET_EMSCRIPTEN
, 1
#endif
};
event.pointers() >= *event.pointer() ?
mousePressEvent(mouseEvent) : mouseReleaseEvent(mouseEvent);
} else {
MouseMoveEvent::Buttons buttons;
if(event.pointers() & (Pointer::MouseLeft
#ifndef CORRADE_TARGET_EMSCRIPTEN
|Pointer::Finger
#endif
))
buttons |= MouseMoveEvent::Button::Left;
if(event.pointers() & Pointer::MouseMiddle)
buttons |= MouseMoveEvent::Button::Middle;
if(event.pointers() & Pointer::MouseRight)
buttons |= MouseMoveEvent::Button::Right;
if(event.pointers() & Pointer::MouseButton4)
buttons |= MouseMoveEvent::Button::X1;
if(event.pointers() & Pointer::MouseButton5)
buttons |= MouseMoveEvent::Button::X2;
/* Can't do just Math::round(event.relativePosition()) because if the
previous position was 4.6 and the new 5.3, they both round to 5 but
the relativePosition is 0.6 and rounds to 1. Conversely, if it'd be
5.3 and 5.6, the positions round to 5 and 6 but relative position
stays 0. */
const Vector2i previousRoundedPosition{Math::round(event.position() - event.relativePosition())};
/* Call the event only if the integer values actually changed */
if(roundedPosition != previousRoundedPosition) {
MouseMoveEvent mouseEvent{event.event(), roundedPosition, roundedPosition - previousRoundedPosition, buttons};
mouseMoveEvent(mouseEvent);
}
}
CORRADE_IGNORE_DEPRECATED_POP
#else
static_cast<void>(event);
#endif
}
#ifdef MAGNUM_BUILD_DEPRECATED
CORRADE_IGNORE_DEPRECATED_PUSH
void Sdl2Application::mouseMoveEvent(MouseMoveEvent&) {}
CORRADE_IGNORE_DEPRECATED_POP
#endif
void Sdl2Application::scrollEvent(ScrollEvent& event) {
#ifdef MAGNUM_BUILD_DEPRECATED
CORRADE_IGNORE_DEPRECATED_PUSH
MouseScrollEvent mouseEvent{event.event(), event.offset()};
mouseScrollEvent(mouseEvent);
CORRADE_IGNORE_DEPRECATED_POP
#else
static_cast<void>(event);
#endif
}
#ifdef MAGNUM_BUILD_DEPRECATED
CORRADE_IGNORE_DEPRECATED_PUSH
void Sdl2Application::mouseScrollEvent(MouseScrollEvent&) {}
void Sdl2Application::multiGestureEvent(MultiGestureEvent&) {}
CORRADE_IGNORE_DEPRECATED_POP
#endif
void Sdl2Application::textInputEvent(TextInputEvent&) {}
void Sdl2Application::textEditingEvent(TextEditingEvent&) {}
#ifdef MAGNUM_TARGET_GL
Sdl2Application::GLConfiguration::GLConfiguration():
_colorBufferSize{8, 8, 8, 8}, _depthBufferSize{24}, _stencilBufferSize{0},
_sampleCount(0)
#ifndef CORRADE_TARGET_EMSCRIPTEN
, _version{GL::Version::None}, _srgbCapable{false}
#endif
{
#ifndef MAGNUM_TARGET_GLES
addFlags(Flag::ForwardCompatible);
#endif
}
Sdl2Application::GLConfiguration::~GLConfiguration() = default;
#endif
Sdl2Application::Configuration::Configuration():
#if !defined(CORRADE_TARGET_EMSCRIPTEN) && !defined(CORRADE_TARGET_IOS)
_title(Containers::String::nullTerminatedGlobalView("Magnum SDL2 Application"_s)),
#endif
#if !defined(CORRADE_TARGET_IOS) && !defined(CORRADE_TARGET_EMSCRIPTEN)
_size{800, 600},
#else
_size{}, /* SDL2 detects someting for us */
#endif
_dpiScalingPolicy{DpiScalingPolicy::Default} {}
Sdl2Application::Configuration::~Configuration() = default;
#ifdef MAGNUM_BUILD_DEPRECATED
Containers::StringView Sdl2Application::KeyEvent::keyName(const Sdl2Application::Key key) {
return Sdl2Application::keyName(key);
}
#endif
Containers::StringView Sdl2Application::KeyEvent::keyName() const {
return Sdl2Application::keyName(_key);
}
#ifndef CORRADE_TARGET_EMSCRIPTEN
Containers::StringView Sdl2Application::KeyEvent::scanCodeName() const {
return Sdl2Application::scanCodeName(_scancode);
}
#endif
Sdl2Application::Modifiers Sdl2Application::PointerEvent::modifiers() {
if(!_modifiers)
_modifiers = fixedModifiers(Uint16(SDL_GetModState()));
return *_modifiers;
}
#ifdef MAGNUM_BUILD_DEPRECATED
CORRADE_IGNORE_DEPRECATED_PUSH
Sdl2Application::Modifiers Sdl2Application::MouseEvent::modifiers() {
if(_modifiers) return *_modifiers;
return *(_modifiers = fixedModifiers(Uint16(SDL_GetModState())));
}
CORRADE_IGNORE_DEPRECATED_POP
#endif
Sdl2Application::Modifiers Sdl2Application::PointerMoveEvent::modifiers() {
if(!_modifiers)
_modifiers = fixedModifiers(Uint16(SDL_GetModState()));
return *_modifiers;
}
#ifdef MAGNUM_BUILD_DEPRECATED
CORRADE_IGNORE_DEPRECATED_PUSH
Sdl2Application::Modifiers Sdl2Application::MouseMoveEvent::modifiers() {
if(_modifiers) return *_modifiers;
return *(_modifiers = fixedModifiers(Uint16(SDL_GetModState())));
}
CORRADE_IGNORE_DEPRECATED_POP
#endif
/* Yeah, it's 2.0.22 and then 2.24.0, they changed the versioning */
#if !SDL_VERSION_ATLEAST(2, 26, 0)
Vector2 Sdl2Application::ScrollEvent::position() {
if(!_position) {
Vector2i position;
SDL_GetMouseState(&position.x(), &position.y());
_position = Vector2{position};
}
return *_position;
}
#endif
Sdl2Application::Modifiers Sdl2Application::ScrollEvent::modifiers() {
if(!_modifiers)
_modifiers = fixedModifiers(Uint16(SDL_GetModState()));
return *_modifiers;
}
#ifdef MAGNUM_BUILD_DEPRECATED
CORRADE_IGNORE_DEPRECATED_PUSH
Vector2i Sdl2Application::MouseScrollEvent::position() {
if(_position) return *_position;
_position = Vector2i{};
SDL_GetMouseState(&_position->x(), &_position->y());
return *_position;
}
Sdl2Application::Modifiers Sdl2Application::MouseScrollEvent::modifiers() {
if(_modifiers) return *_modifiers;
return *(_modifiers = fixedModifiers(Uint16(SDL_GetModState())));
}
CORRADE_IGNORE_DEPRECATED_POP
#endif
/* WinRT builds by default have deprecation warnings as errors. Combined with a
MSVC 2017 bug where deprecation warning suppression doesn't work on virtual
function overrides this make the build fail on deprecation warnings due to
ScreenedApplication overriding mousePressEvent(), mouseReleaseEvent(),
mouseMoveEvent() and mouseScrollEvent(). Disable the warnings at a higher
level instead. */
#if defined(MAGNUM_BUILD_DEPRECATED) && defined(CORRADE_TARGET_MSVC) && !defined(CORRADE_TARGET_CLANG) && _MSC_VER < 1920
CORRADE_IGNORE_DEPRECATED_PUSH
#endif
template class BasicScreen<Sdl2Application>;
template class BasicScreenedApplication<Sdl2Application>;
#if defined(MAGNUM_BUILD_DEPRECATED) && defined(CORRADE_TARGET_MSVC) && !defined(CORRADE_TARGET_CLANG) && _MSC_VER < 1920
CORRADE_IGNORE_DEPRECATED_POP
#endif
}}