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#ifndef Magnum_Contexts_Sdl2Context_h
#define Magnum_Contexts_Sdl2Context_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::Contexts::Sdl2Context
*/
#include "Magnum.h"
#include <SDL2/SDL.h>
#include <SDL2/SDL_scancode.h>
#include "AbstractContext.h"
namespace Magnum { namespace Contexts {
/** @nosubgrouping
@brief SDL2 context
Supports keyboard and mouse handling.
You need to implement at least drawEvent() and viewportEvent() to be able to
draw on the screen.
*/
class Sdl2Context: public AbstractContext {
public:
/**
* @brief Constructor
* @param argc Count of arguments of `main()` function
* @param argv Arguments of `main()` function
* @param title Window title
* @param size Window size
*
* Creates centered non-resizable window with double-buffered
* OpenGL 3.3 context with 24bit depth buffer.
*/
Sdl2Context(int argc, char** argv, const std::string& title = "Magnum SDL2 context", const Math::Vector2<GLsizei>& size = Math::Vector2<GLsizei>(800, 600));
/**
* @brief Destructor
*
* Deletes context and destroys the window.
*/
~Sdl2Context();
int exec();
/** @{ @name Drawing functions */
protected:
/** @copydoc GlutContext::viewportEvent() */
virtual void viewportEvent(const Math::Vector2<GLsizei>& size) = 0;
/** @copydoc GlutContext::drawEvent() */
virtual void drawEvent() = 0;
/** @copydoc GlutContext::swapBuffers() */
inline void swapBuffers() { SDL_GL_SwapWindow(window); }
/** @copydoc GlutContext::redraw() */
inline void redraw() { _redraw = true; }
/*@}*/
/** @{ @name Keyboard handling */
public:
/**
* @brief Key
* @see keyPressEvent(), keyReleaseEvent()
*/
enum class Key: SDL_Keycode {
Up = SDLK_UP, /**< Up arrow */
Down = SDLK_DOWN, /**< Down arrow */
Left = SDLK_LEFT, /**< Left arrow */
Right = SDLK_RIGHT, /**< Right arrow */
Plus = SDLK_PLUS, /**< Plus */
Minus = SDLK_MINUS /**< Minus */
};
protected:
/**
* @brief Key press event
* @param key Key pressed
* @param repeat Non-zero if this is a key repeat
*/
virtual void keyPressEvent(Key key, Uint8 repeat);
/**
* @brief Key release event
* @param key Key released
*/
virtual void keyReleaseEvent(Key key);
/*@}*/
/** @{ @name Mouse handling */
public:
/**
* @brief Mouse button
* @see mouseEvent()
*/
enum class MouseButton: Uint8 {
Left = SDL_BUTTON_LEFT, /**< Left button */
Middle = SDL_BUTTON_MIDDLE, /**< Middle button */
Right = SDL_BUTTON_RIGHT /**< Right button */
};
/**
* @brief Mouse state
* @see mouseEvent()
*/
enum class MouseState: Uint8 {
Pressed = SDL_PRESSED, /**< Button pressed */
Released = SDL_RELEASED /**< Button released */
};
protected:
/**
* @brief Mouse event
* @param button Mouse button
* @param state Mouse state
* @param position Mouse position relative to the window
*
* Called when mouse button is pressed or released. Default
* implementation does nothing.
*/
virtual void mouseEvent(MouseButton button, MouseState state, const Math::Vector2<int>& position);
/**
* @brief Mouse wheel event
* @param direction Wheel rotation direction. Negative Y is up and
* positive X is right.
*
* Called when mouse wheel is rotated. Default implementation does
* nothing.
*/
virtual void mouseWheelEvent(const Math::Vector2<int>& direction);
/**
* @brief Mouse motion event
* @param position Mouse position relative to the window
* @param delta Mouse position relative to last motion event
*
* Called when mouse is moved. Default implementation does nothing.
*/
virtual void mouseMotionEvent(const Math::Vector2<int>& position, const Math::Vector2<int>& delta);
/*@}*/
private:
SDL_Window* window;
SDL_GLContext context;
bool _redraw;
};
/* Implementations for inline functions with unused parameters */
inline void Sdl2Context::keyPressEvent(Sdl2Context::Key, Uint8) {}
inline void Sdl2Context::keyReleaseEvent(Sdl2Context::Key) {}
inline void Sdl2Context::mouseEvent(Sdl2Context::MouseButton, Sdl2Context::MouseState, const Math::Vector2<int>&) {}
inline void Sdl2Context::mouseWheelEvent(const Math::Vector2<int>&) {}
inline void Sdl2Context::mouseMotionEvent(const Math::Vector2<int>&, const Math::Vector2<int>&) {}
}}
#endif