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1716 lines
60 KiB
1716 lines
60 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, 2016, 2017 |
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Vladimír Vondruš <mosra@centrum.cz> |
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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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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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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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#include <memory> |
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#include <Corrade/Corrade.h> |
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#include <Corrade/Containers/ArrayView.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/Tags.h" |
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#include "Magnum/Math/Vector2.h" |
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#include "Magnum/Platform/Platform.h" |
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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 <SDL_main.h> /* For SDL_WinRTRunApp */ |
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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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/** @nosubgrouping |
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@brief SDL2 application |
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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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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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@section Platform-Sdl2Application-bootstrap 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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@code{.sh} |
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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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@endcode |
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See @ref cmake for more information. |
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@section Platform-Sdl2Application-bootstrap-emscripten 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. There are two toolchain files. The |
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`generic/Emscripten.cmake` is for the classical (asm.js) build, the |
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`generic/Emscripten-wasm.cmake` is for WebAssembly build. Don't forget to adapt |
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`EMSCRIPTEN_PREFIX` variable in `toolchains/generic/Emscripten*.cmake` to path |
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where Emscripten is installed; you can also pass it explicitly on command-line |
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using `-DEMSCRIPTEN_PREFIX`. Default is `/usr/emscripten`. |
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Then create build directory and run `cmake` and build/install commands in it. |
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Set `CMAKE_PREFIX_PATH` to where you have all the dependencies installed, set |
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`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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@code{.sh} |
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mkdir build-emscripten && cd build-emscripten |
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cmake .. \ |
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-DCMAKE_TOOLCHAIN_FILE="../toolchains/generic/Emscripten.cmake" \ |
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-DCMAKE_PREFIX_PATH=/usr/lib/emscripten/system \ |
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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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@endcode |
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You can then open `MyApplication.html` in your browser (through webserver, e.g. |
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http://localhost/emscripten/MyApplication.html). |
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@section Platform-Sdl2Application-bootstrap-ios Bootstrap application for iOS |
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Fully contained base application using @ref Sdl2Application for both desktop |
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and iOS build along with pre-filled `*.plist` is available in `base-ios` branch |
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of [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-ios.tar.gz) |
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or [zip](https://github.com/mosra/magnum-bootstrap/archive/base-ios.zip) file. |
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After extracting the downloaded archive, you can do the desktop build in |
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the same way as above. For the iOS build you also need to put the contents of |
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toolchains repository from https://github.com/mosra/toolchains in `toolchains/` |
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subdirectory. |
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|
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Then create build directory and run `cmake` to generate the Xcode project. Set |
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`CMAKE_OSX_ROOT` to SDK you want to target and enable all desired architectures |
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in `CMAKE_OSX_ARCHITECTURES`. Set `CMAKE_PREFIX_PATH` to the directory where |
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you have all the dependencies. |
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@code{.sh} |
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mkdir build-ios && cd build-ios |
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cmake .. \ |
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-DCMAKE_TOOLCHAIN_FILE=../toolchains/generic/iOS.cmake \ |
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-DCMAKE_OSX_SYSROOT=/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk \ |
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-DCMAKE_OSX_ARCHITECTURES="arm64;armv7;armv7s" \ |
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-DCMAKE_PREFIX_PATH=~/ios-libs \ |
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-G Xcode |
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@endcode |
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You can then open the generated project file in Xcode and build/deploy it from |
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there. |
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@section Platform-Sdl2Application-bootstrap-winrt Bootstrap application for Windows RT |
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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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@code{.bat} |
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mkdir build-winrt && cd build-winrt |
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cmake .. ^ |
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-DCORRADE_RC_EXECUTABLE="C:/Sys/bin/corrade-rc.exe" ^ |
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-DCMAKE_PREFIX_PATH="C:/Sys-winrt" ^ |
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-DCMAKE_SYSTEM_NAME=WindowsStore ^ |
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-DCMAKE_SYSTEM_VERSION=8.1 ^ |
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-G "Visual Studio 14 2015" ^ |
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-DSIGNING_CERTIFICATE=<path-to-your-pfx-file> |
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cmake --build . |
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@endcode |
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Change `WindowsStore` to `WindowsPhone` if you want to build for Windows Phone |
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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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@section Platform-Sdl2Application-usage General usage |
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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 of `Magnum` package and link to |
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`Magnum::Sdl2Application` target. If no other application is requested, you can |
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also use generic `Magnum::Application` alias 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 |
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on the screen. The subclass can be then used directly in `main()` --- see |
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convenience macro @ref MAGNUM_SDL2APPLICATION_MAIN(). See @ref platform for |
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more information. |
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@code{.cpp} |
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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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If no other application header is included, this class is also aliased to |
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@cpp Platform::Application @ce and the macro is aliased to @cpp MAGNUM_APPLICATION_MAIN() @ce |
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to simplify porting. |
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@section Platform-Sdl2Application-usage-emscripten Usage with Emscripten |
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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{.html} |
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<!DOCTYPE html> |
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<html> |
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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 @cb{.html} <canvas> @ce enclosed in listener @cb{.html} <div> @ce. |
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The JavaScript file contains event listeners which print loading status on the |
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page. The status displayed in the remaining two @cb{.html} <div> @ce s, if they |
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are available. 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. It's possible to pass command-line arguments to |
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@cpp main() @ce using GET URL parameters. For example, |
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`/app/?foo=bar&fizz&buzz=3` will go to the app as |
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@cb{.py} ['--foo', 'bar', '--fizz', '--buzz', '3'] @ce. |
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@section Platform-Sdl2Application-usage-ios Usage with iOS |
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|
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A lot of options for iOS build (such as HiDPI/Retina support, supported display |
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orientation, icons, splash screen...) is specified through the `*.plist` file. |
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CMake uses its own template that can be configured using various `MACOSX_BUNDLE_*` |
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variables, but many options are missing from there and you are much better off |
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rolling your own template and passing **abosolute** path to it to CMake using |
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the `MACOSX_BUNDLE_INFO_PLIST` property. Below are contents of the `*.plist` |
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file used in the bootstrap application, requesting OpenGL ES 2.0 and |
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advertising Retina support: |
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@code{.xml} |
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<?xml version="1.0" encoding="UTF-8"?> |
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<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> |
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<plist version="1.0"> |
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<dict> |
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<key>CFBundleDevelopmentRegion</key> |
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<string>en-US</string> |
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<key>CFBundleExecutable</key> |
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<string>${MACOSX_BUNDLE_EXECUTABLE_NAME}</string> |
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<key>CFBundleIdentifier</key> |
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<string>cz.mosra.magnum.MyApplication</string> |
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<key>CFBundleInfoDictionaryVersion</key> |
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<string>6.0</string> |
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<key>CFBundleName</key> |
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<string>My Application</string> |
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<key>CFBundlePackageType</key> |
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<string>APPL</string> |
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<key>UIRequiredDeviceCapabilities</key> |
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<array> |
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<string>opengles-2</string> |
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</array> |
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<key>NSHighResolutionCapable</key> |
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<true/> |
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</dict> |
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</plist> |
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@endcode |
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Some other options can be configured from runtime when creating the SDL2 |
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application window, see documentation of particular value for details: |
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|
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- @ref Configuration::WindowFlag::AllowHighDpi allows creating HiDPI/Retina |
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drawable |
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- @ref Configuration::WindowFlag::Borderless hides the menu bar |
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- @ref Configuration::WindowFlag::Resizable makes the application respond to |
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device orientation changes |
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@section Platform-Sdl2Application-usage-winrt 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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|
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@code{.xml} |
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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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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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class MouseScrollEvent; |
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class MultiGestureEvent; |
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class TextInputEvent; |
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class TextEditingEvent; |
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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 @ref tryCreateContext() for an |
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* 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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/** |
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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, NoCreateT); |
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|
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#ifdef MAGNUM_BUILD_DEPRECATED |
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/** |
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* @copybrief Sdl2Application(const Arguments&, NoCreateT) |
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* @deprecated Use @ref Sdl2Application(const Arguments&, NoCreateT) instead. |
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*/ |
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CORRADE_DEPRECATED("use Sdl2Application(const Arguments&, NoCreateT) instead") explicit Sdl2Application(const Arguments& arguments, std::nullptr_t): Sdl2Application{arguments, NoCreate} {} |
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#endif |
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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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/** |
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* @brief Execute main loop |
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* @return Value for returning from @cpp main() @ce |
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* |
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* Calls @ref mainLoopIteration() in a loop until @ref exit() is |
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* called. See @ref MAGNUM_SDL2APPLICATION_MAIN() for usage |
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* information. |
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*/ |
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int exec(); |
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|
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/** |
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* @brief Exit application main loop |
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* |
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* Stops main loop started by @ref exec(). |
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*/ |
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void exit(); |
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|
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/** |
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* @brief Run one iteration of application main loop |
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* |
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* Called internally from @ref exec(). If you want to have better |
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* control over how the main loop behaves, you can call this function |
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* yourself from your own `main()` function instead of it being called |
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* automatically from @ref exec() / @ref MAGNUM_SDL2APPLICATION_MAIN(). |
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*/ |
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void mainLoopIteration(); |
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|
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#ifndef CORRADE_TARGET_EMSCRIPTEN |
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/** |
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* @brief Underlying window handle |
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* |
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* Use in case you need to call SDL functionality directly. |
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* @note Not available in @ref CORRADE_TARGET_EMSCRIPTEN "Emscripten". |
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*/ |
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SDL_Window* window() { return _window; } |
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#endif |
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|
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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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/** |
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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 |
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* macOS, 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 @cpp false @ce if the context |
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* cannot be created, @cpp true @ce 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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* @brief Window size |
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* |
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* Window size to which all input event coordinates can be related. |
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* Note that especially on HiDPI systems the reported window size might |
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* not be the same as framebuffer size. |
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*/ |
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Vector2i windowSize(); |
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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 @cpp 0 @ce for no VSync, @cpp 1 @ce for enabled VSync. Some |
|
* platforms support @cpp -1 @ce for late swap tearing. Prints error |
|
* message and returns @cpp false @ce if swap interval cannot be set, |
|
* @cpp true @ce otherwise. Default is driver-dependent, you can query |
|
* the value with @ref swapInterval(). |
|
* @see @ref setMinimalLoopPeriod() |
|
*/ |
|
bool setSwapInterval(Int interval); |
|
|
|
#ifndef CORRADE_TARGET_EMSCRIPTEN |
|
/** |
|
* @brief Set minimal loop period |
|
* |
|
* This setting reduces the main loop frequency in case VSync is |
|
* not/cannot be enabled or no drawing is done. Default is @cpp 0 @ce |
|
* (i.e. looping at maximum frequency). |
|
* @note Not available in @ref CORRADE_TARGET_EMSCRIPTEN "Emscripten", |
|
* the browser is managing the frequency instead. |
|
* @see @ref setSwapInterval() |
|
*/ |
|
void setMinimalLoopPeriod(UnsignedInt milliseconds) { |
|
_minimalLoopPeriod = milliseconds; |
|
} |
|
#endif |
|
|
|
/** |
|
* @brief Redraw immediately |
|
* |
|
* Marks the window for redrawing, resulting in call to @ref drawEvent() |
|
* in the next iteration. You can call it from @ref drawEvent() itself |
|
* to redraw immediately without waiting for user input. |
|
*/ |
|
void redraw() { _flags |= Flag::Redraw; } |
|
|
|
#ifdef DOXYGEN_GENERATING_OUTPUT |
|
protected: |
|
#else |
|
private: |
|
#endif |
|
/** |
|
* @brief Tick event |
|
* |
|
* If implemented, this function is called periodically after |
|
* processing all input events and before draw event even though there |
|
* might be no input events and redraw is not requested. Useful e.g. |
|
* for asynchronous task polling. Use @ref setMinimalLoopPeriod()/ |
|
* @ref setSwapInterval() to control main loop frequency. |
|
*/ |
|
virtual void tickEvent(); |
|
|
|
/** |
|
* @brief Viewport event |
|
* |
|
* Called when window size changes. The default implementation does |
|
* nothing, if you want to respond to size changes, you should pass the |
|
* new size to @ref DefaultFramebuffer::setViewport() and possibly |
|
* elsewhere (to @ref SceneGraph::Camera::setViewport(), other |
|
* framebuffers...). |
|
* |
|
* Note that this function might not get called at all if the window |
|
* size doesn't change. You should configure the initial state of your |
|
* cameras, framebuffers etc. in application constructor rather than |
|
* relying on this function to be called. Viewport of default |
|
* framebuffer can be retrieved via @ref DefaultFramebuffer::viewport(). |
|
*/ |
|
virtual void viewportEvent(const Vector2i& size); |
|
|
|
/** |
|
* @brief Draw event |
|
* |
|
* Called when the screen is redrawn. You should clean the framebuffer |
|
* using @ref DefaultFramebuffer::clear() and then add your own drawing |
|
* functions. After drawing is finished, call @ref swapBuffers(). If |
|
* you want to draw immediately again, call also @ref redraw(). |
|
*/ |
|
virtual void drawEvent() = 0; |
|
|
|
/*@}*/ |
|
|
|
/** @{ @name Keyboard handling */ |
|
|
|
/** |
|
* @brief Key press event |
|
* |
|
* Called when an key is pressed. Default implementation does nothing. |
|
*/ |
|
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 */ |
|
bool isMouseLocked() const { return SDL_GetRelativeMouseMode(); } |
|
|
|
/** |
|
* @brief Enable or disable mouse locking |
|
* |
|
* When mouse is locked, the cursor is hidden and only |
|
* @ref MouseMoveEvent::relativePosition() is changing, absolute |
|
* position stays the same. |
|
*/ |
|
void setMouseLocked(bool enabled); |
|
|
|
#ifdef DOXYGEN_GENERATING_OUTPUT |
|
protected: |
|
#else |
|
private: |
|
#endif |
|
/** |
|
* @brief Mouse press event |
|
* |
|
* Called when mouse button is pressed. Default implementation does |
|
* nothing. |
|
*/ |
|
virtual void mousePressEvent(MouseEvent& event); |
|
|
|
/** |
|
* @brief Mouse release event |
|
* |
|
* Called when mouse button is released. Default implementation does |
|
* nothing. |
|
*/ |
|
virtual void mouseReleaseEvent(MouseEvent& event); |
|
|
|
/** |
|
* @brief Mouse move event |
|
* |
|
* Called when mouse is moved. Default implementation does nothing. |
|
*/ |
|
virtual void mouseMoveEvent(MouseMoveEvent& event); |
|
|
|
/** |
|
* @brief Mouse scroll event |
|
* |
|
* Called when a scrolling device is used (mouse wheel or scrolling |
|
* area on a touchpad). Default implementation does nothing. |
|
*/ |
|
virtual void mouseScrollEvent(MouseScrollEvent& event); |
|
|
|
/*@}*/ |
|
|
|
/** @{ @name Touch gesture handling */ |
|
|
|
/** |
|
* @brief Multi gesture event |
|
* |
|
* Called when the user performs a gesture using multiple fingers. |
|
* Default implementation does nothing. |
|
* @experimental |
|
*/ |
|
virtual void multiGestureEvent(MultiGestureEvent& event); |
|
|
|
/*@}*/ |
|
|
|
/** @{ @name Text input handling */ |
|
public: |
|
/** |
|
* @brief Whether text input is active |
|
* |
|
* If text input is active, text input events go to @ref textInputEvent() |
|
* and @ref textEditingEvent(). |
|
* @note Note that in @ref CORRADE_TARGET_EMSCRIPTEN "Emscripten" the |
|
* value is emulated and might not reflect external events like |
|
* closing on-screen keyboard. |
|
* @see @ref startTextInput(), @ref stopTextInput() |
|
*/ |
|
bool isTextInputActive(); |
|
|
|
/** |
|
* @brief Start text input |
|
* |
|
* Starts text input that will go to @ref textInputEvent() and |
|
* @ref textEditingEvent(). |
|
* @see @ref stopTextInput(), @ref isTextInputActive(), |
|
* @ref setTextInputRect() |
|
*/ |
|
void startTextInput(); |
|
|
|
/** |
|
* @brief Stop text input |
|
* |
|
* Stops text input that went to @ref textInputEvent() and |
|
* @ref textEditingEvent(). |
|
* @see @ref startTextInput(), @ref isTextInputActive(), @ref textInputEvent() |
|
* @ref textEditingEvent() |
|
*/ |
|
void stopTextInput(); |
|
|
|
/** |
|
* @brief Set text input rectangle |
|
* |
|
* The @p rect defines an area where the text is being displayed, for |
|
* example to hint the system where to place on-screen keyboard. |
|
*/ |
|
void setTextInputRect(const Range2Di& rect); |
|
|
|
#ifdef DOXYGEN_GENERATING_OUTPUT |
|
protected: |
|
#else |
|
private: |
|
#endif |
|
/** |
|
* @brief Text input event |
|
* |
|
* Called when text input is active and the text is being input. |
|
* @see @ref isTextInputActive() |
|
*/ |
|
virtual void textInputEvent(TextInputEvent& event); |
|
|
|
/** |
|
* @brief Text editing event |
|
* |
|
* Called when text input is active and the text is being edited. |
|
*/ |
|
virtual void textEditingEvent(TextEditingEvent& event); |
|
|
|
/*@}*/ |
|
|
|
private: |
|
enum class Flag: UnsignedByte { |
|
Redraw = 1 << 0, |
|
VSyncEnabled = 1 << 1, |
|
NoTickEvent = 1 << 2, |
|
#ifndef CORRADE_TARGET_EMSCRIPTEN |
|
Exit = 1 << 3 |
|
#endif |
|
#ifdef CORRADE_TARGET_EMSCRIPTEN |
|
TextInputActive = 1 << 4 |
|
#endif |
|
}; |
|
|
|
typedef Containers::EnumSet<Flag> Flags; |
|
CORRADE_ENUMSET_FRIEND_OPERATORS(Flags) |
|
|
|
#ifndef CORRADE_TARGET_EMSCRIPTEN |
|
SDL_Window* _window; |
|
SDL_GLContext _glContext; |
|
UnsignedInt _minimalLoopPeriod; |
|
#else |
|
SDL_Surface* _glContext; |
|
#endif |
|
|
|
std::unique_ptr<Platform::Context> _context; |
|
|
|
Flags _flags; |
|
}; |
|
|
|
/** |
|
@brief Configuration |
|
|
|
The created window is always with double-buffered OpenGL context and 24bit |
|
depth buffer. |
|
@see @ref Sdl2Application(), @ref createContext(), @ref tryCreateContext() |
|
*/ |
|
class Sdl2Application::Configuration { |
|
public: |
|
#ifndef CORRADE_TARGET_EMSCRIPTEN |
|
/** |
|
* @brief Context flag |
|
* |
|
* @note Not available in @ref CORRADE_TARGET_EMSCRIPTEN "Emscripten". |
|
* @see @ref Flags, @ref setFlags(), @ref Context::Flag |
|
* @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(), @ref Context::Flags |
|
*/ |
|
#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 window. On iOS this allows the application to respond |
|
* to display orientation changes. Implement @ref viewportEvent() |
|
* to react to the resizing events. |
|
*/ |
|
Resizable = SDL_WINDOW_RESIZABLE, |
|
|
|
Fullscreen = SDL_WINDOW_FULLSCREEN, /**< Fullscreen window */ |
|
|
|
/** No window decoration. On iOS this hides the menu bar. */ |
|
Borderless = SDL_WINDOW_BORDERLESS, |
|
|
|
#ifndef CORRADE_TARGET_EMSCRIPTEN |
|
/** |
|
* Allow high DPI. On iOS you also have to set the |
|
* `NSHighResolutionCapable` entry in the `*.plist` file to make |
|
* it working. |
|
* @note Not available in @ref CORRADE_TARGET_EMSCRIPTEN "Emscripten". |
|
*/ |
|
AllowHighDpi = SDL_WINDOW_ALLOW_HIGHDPI, |
|
#endif |
|
|
|
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(); |
|
|
|
#if !defined(CORRADE_TARGET_EMSCRIPTEN) && !defined(CORRADE_TARGET_IOS) |
|
/** |
|
* @brief Window title |
|
* |
|
* @note Not available in @ref CORRADE_TARGET_EMSCRIPTEN "Emscripten" |
|
* and @ref CORRADE_TARGET_IOS "iOS". |
|
*/ |
|
std::string title() const { return _title; } |
|
#endif |
|
|
|
/** |
|
* @brief Set window title |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Default is @cpp "Magnum SDL2 Application" @ce. |
|
* @note In @ref CORRADE_TARGET_EMSCRIPTEN "Emscripten" and |
|
* @ref CORRADE_TARGET_IOS "iOS" this function does nothing and is |
|
* included only for compatibility. You need to set the title |
|
* separately in platform-specific configuration file. |
|
*/ |
|
#if !defined(CORRADE_TARGET_EMSCRIPTEN) && !defined(CORRADE_TARGET_IOS) |
|
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 @cpp {800, 600} @ce and @cpp {640, 480} @ce on |
|
* Emscripten. On iOS it defaults to a "reasonable" size based on |
|
* whether HiDPI support is enabled using @ref WindowFlag::AllowHighDpi, |
|
* but not necessarily native display resolution (you have to set it |
|
* explicitly). |
|
*/ |
|
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. See also @ref Context::flags(). |
|
* @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 or @ref Version::GLES300 is |
|
* used implicitly based on the target). |
|
*/ |
|
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 @cpp 0 @ce, thus no multisampling. See also |
|
* @ref Renderer::Feature::Multisampling. |
|
*/ |
|
Configuration& setSampleCount(Int count) { |
|
_sampleCount = count; |
|
return *this; |
|
} |
|
|
|
#ifndef CORRADE_TARGET_EMSCRIPTEN |
|
/** |
|
* @brief sRGB-capable default framebuffer |
|
* |
|
* @note Not available in @ref CORRADE_TARGET_EMSCRIPTEN "Emscripten". |
|
*/ |
|
bool isSRGBCapable() const { return _sRGBCapable; } |
|
|
|
/** |
|
* @brief Set sRGB-capable default framebuffer |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Default is @cpp false @ce. See also @ref Renderer::Feature::FramebufferSRGB. |
|
* @note Not available in @ref CORRADE_TARGET_EMSCRIPTEN "Emscripten". |
|
*/ |
|
Configuration& setSRGBCapable(bool enabled) { |
|
_sRGBCapable = enabled; |
|
return *this; |
|
} |
|
#endif |
|
|
|
private: |
|
#if !defined(CORRADE_TARGET_EMSCRIPTEN) && !defined(CORRADE_TARGET_IOS) |
|
std::string _title; |
|
#endif |
|
Vector2i _size; |
|
WindowFlags _windowFlags; |
|
Int _sampleCount; |
|
#ifndef CORRADE_TARGET_EMSCRIPTEN |
|
Version _version; |
|
Flags _flags; |
|
bool _sRGBCapable; |
|
#endif |
|
}; |
|
|
|
/** |
|
@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 |
|
* |
|
* @see @ref KeyEvent::Key::LeftShift, @ref KeyEvent::Key::RightShift |
|
*/ |
|
Shift = KMOD_SHIFT, |
|
|
|
/** |
|
* Ctrl |
|
* |
|
* @see @ref KeyEvent::Key::LeftCtrl, @ref KeyEvent::Key::RightCtrl |
|
*/ |
|
Ctrl = KMOD_CTRL, |
|
|
|
/** |
|
* Alt |
|
* |
|
* @see @ref KeyEvent::Key::LeftAlt, @ref KeyEvent::Key::RightAlt |
|
*/ |
|
Alt = KMOD_ALT, |
|
|
|
/** |
|
* Super key (Windows/⌘) |
|
* |
|
* @see @ref KeyEvent::Key::LeftSuper, @ref KeyEvent::Key::RightSuper |
|
*/ |
|
Super = KMOD_GUI, |
|
|
|
/** |
|
* AltGr |
|
* |
|
* @see @ref KeyEvent::Key::AltGr |
|
*/ |
|
AltGr = KMOD_MODE, |
|
|
|
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 Whether the event is accepted */ |
|
constexpr bool isAccepted() const { return _accepted; } |
|
|
|
/** |
|
* @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; } |
|
|
|
#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 { |
|
Unknown = SDLK_UNKNOWN, /**< Unknown key */ |
|
|
|
/** |
|
* Left Shift |
|
* |
|
* @see @ref InputEvent::Modifier::Shift |
|
*/ |
|
LeftShift = SDLK_LSHIFT, |
|
|
|
/** |
|
* Right Shift |
|
* |
|
* @see @ref InputEvent::Modifier::Shift |
|
*/ |
|
RightShift = SDLK_RSHIFT, |
|
|
|
/** |
|
* Left Ctrl |
|
* |
|
* @see @ref InputEvent::Modifier::Ctrl |
|
*/ |
|
LeftCtrl = SDLK_LCTRL, |
|
|
|
/** |
|
* Right Ctrl |
|
* |
|
* @see @ref InputEvent::Modifier::Ctrl |
|
*/ |
|
RightCtrl = SDLK_RCTRL, |
|
|
|
/** |
|
* Left Alt |
|
* |
|
* @see @ref InputEvent::Modifier::Alt |
|
*/ |
|
LeftAlt = SDLK_LALT, |
|
|
|
/** |
|
* Right Alt |
|
* |
|
* @see @ref InputEvent::Modifier::Alt |
|
*/ |
|
RightAlt = SDLK_RALT, |
|
|
|
/** |
|
* Left Super key (Windows/⌘) |
|
* |
|
* @see @ref InputEvent::Modifier::Super |
|
*/ |
|
LeftSuper = SDLK_LGUI, |
|
|
|
/** |
|
* Right Super key (Windows/⌘) |
|
* |
|
* @see @ref InputEvent::Modifier::Super |
|
*/ |
|
RightSuper = SDLK_RGUI, |
|
|
|
/** |
|
* AltGr |
|
* |
|
* @see @ref InputEvent::Modifier::AltGr |
|
*/ |
|
AltGr = SDLK_MODE, |
|
|
|
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 */ |
|
Home = SDLK_HOME, /**< Home */ |
|
End = SDLK_END, /**< End */ |
|
PageUp = SDLK_PAGEUP, /**< Page up */ |
|
PageDown = SDLK_PAGEDOWN, /**< Page down */ |
|
Backspace = SDLK_BACKSPACE, /**< Backspace */ |
|
Insert = SDLK_INSERT, /**< Insert */ |
|
Delete = SDLK_DELETE, /**< Delete */ |
|
|
|
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 */ |
|
|
|
Space = SDLK_SPACE, /**< Space */ |
|
Tab = SDLK_TAB, /**< Tab */ |
|
Comma = SDLK_COMMA, /**< Comma */ |
|
Period = SDLK_PERIOD, /**< Period */ |
|
Minus = SDLK_MINUS, /**< Minus */ |
|
Plus = SDLK_PLUS, /**< Plus */ |
|
Slash = SDLK_SLASH, /**< Slash */ |
|
Percent = SDLK_PERCENT, /**< Percent */ |
|
Semicolon = SDLK_SEMICOLON, /**< Semicolon */ |
|
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 Name for given key |
|
* |
|
* Human-readable localized UTF-8 name for given @p key, intended for |
|
* displaying to the user in e.g. key binding configuration. If there |
|
* is no name for given key, empty string is returned. |
|
* @see @ref keyName(Key) |
|
*/ |
|
static std::string keyName(Key key); |
|
|
|
/** |
|
* @brief Key |
|
* |
|
* @see @ref keyName() |
|
*/ |
|
constexpr Key key() const { return _key; } |
|
|
|
/** |
|
* @brief Key name |
|
* |
|
* Human-readable localized UTF-8 name for the key returned by |
|
* @ref key(), intended for displaying to the user in e.g. |
|
* key binding configuration. If there is no name for that key, empty |
|
* string is returned. |
|
* @see @ref keyName(Key) |
|
*/ |
|
std::string keyName() const; |
|
|
|
/** @brief Modifiers */ |
|
constexpr Modifiers modifiers() const { return _modifiers; } |
|
|
|
/** |
|
* @brief Whether the key press is repeated |
|
* |
|
* Returns @cpp true @ce if the key press event is repeated, |
|
* @cpp false @ce if not or if this was key release event. |
|
*/ |
|
constexpr bool isRepeated() const { return _repeated; } |
|
|
|
private: |
|
constexpr KeyEvent(Key key, Modifiers modifiers, bool repeated): _key{key}, _modifiers{modifiers}, _repeated{repeated} {} |
|
|
|
const Key _key; |
|
const Modifiers _modifiers; |
|
const bool _repeated; |
|
}; |
|
|
|
/** |
|
@brief Mouse event |
|
|
|
@see @ref MouseMoveEvent, @ref MouseScrollEvent, @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 */ |
|
|
|
/** First extra button (e.g. wheel left) */ |
|
X1 = SDL_BUTTON_X1, |
|
|
|
/** Second extra button (e.g. wheel right) */ |
|
X2 = SDL_BUTTON_X2, |
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED |
|
/** |
|
* Wheel up |
|
* @deprecated Use @ref MouseScrollEvent and @ref mouseScrollEvent() instead. |
|
*/ |
|
WheelUp CORRADE_DEPRECATED_ENUM("use mouseScrollEvent() and MouseScrollEvent instead") = SDL_BUTTON_X2 + 1, |
|
|
|
/** |
|
* Wheel down |
|
* @deprecated Use @ref MouseScrollEvent and @ref mouseScrollEvent() instead. |
|
*/ |
|
WheelDown CORRADE_DEPRECATED_ENUM("use mouseScrollEvent() and MouseScrollEvent instead") = SDL_BUTTON_X2 + 2 |
|
#endif |
|
}; |
|
|
|
/** @brief Button */ |
|
constexpr Button button() const { return _button; } |
|
|
|
/** @brief Position */ |
|
constexpr Vector2i position() const { return _position; } |
|
|
|
#ifndef CORRADE_TARGET_EMSCRIPTEN |
|
/** |
|
* @brief Click count |
|
* |
|
* @note Not available in @ref CORRADE_TARGET_EMSCRIPTEN "Emscripten". |
|
*/ |
|
constexpr Int clickCount() const { return _clickCount; } |
|
#endif |
|
|
|
/** |
|
* @brief Modifiers |
|
* |
|
* Lazily populated on first request. |
|
*/ |
|
Modifiers modifiers(); |
|
|
|
private: |
|
constexpr MouseEvent(Button button, const Vector2i& position |
|
#ifndef CORRADE_TARGET_EMSCRIPTEN |
|
, Int clickCount |
|
#endif |
|
): _button{button}, _position{position}, |
|
#ifndef CORRADE_TARGET_EMSCRIPTEN |
|
_clickCount{clickCount}, |
|
#endif |
|
_modifiersLoaded{false} {} |
|
|
|
const Button _button; |
|
const Vector2i _position; |
|
#ifndef CORRADE_TARGET_EMSCRIPTEN |
|
const Int _clickCount; |
|
#endif |
|
bool _modifiersLoaded; |
|
Modifiers _modifiers; |
|
}; |
|
|
|
/** |
|
@brief Mouse move event |
|
|
|
@see @ref MouseEvent, @ref MouseScrollEvent, @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 */ |
|
|
|
/** First extra button (e.g. wheel left) */ |
|
X1 = SDL_BUTTON_X1MASK, |
|
|
|
/** Second extra button (e.g. wheel right) */ |
|
X2 = SDL_BUTTON_X2MASK |
|
}; |
|
|
|
/** |
|
* @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}, _buttons{buttons}, _modifiersLoaded{false} {} |
|
|
|
const Vector2i _position, _relativePosition; |
|
const Buttons _buttons; |
|
bool _modifiersLoaded; |
|
Modifiers _modifiers; |
|
}; |
|
|
|
/** |
|
@brief Mouse scroll event |
|
|
|
@see @ref MouseEvent, @ref MouseMoveEvent, @ref mouseScrollEvent() |
|
*/ |
|
class Sdl2Application::MouseScrollEvent: public Sdl2Application::InputEvent { |
|
friend Sdl2Application; |
|
|
|
public: |
|
/** @brief Scroll offset */ |
|
constexpr Vector2 offset() const { return _offset; } |
|
|
|
/** |
|
* @brief Modifiers |
|
* |
|
* Lazily populated on first request. |
|
*/ |
|
Modifiers modifiers(); |
|
|
|
private: |
|
constexpr MouseScrollEvent(const Vector2& offset): _offset{offset}, _modifiersLoaded{false} {} |
|
|
|
const Vector2 _offset; |
|
bool _modifiersLoaded; |
|
Modifiers _modifiers; |
|
}; |
|
|
|
/** |
|
@brief Multi gesture event |
|
|
|
@experimental |
|
@see @ref multiGestureEvent() |
|
*/ |
|
class Sdl2Application::MultiGestureEvent { |
|
friend Sdl2Application; |
|
|
|
public: |
|
/** @brief Copying is not allowed */ |
|
MultiGestureEvent(const MultiGestureEvent&) = delete; |
|
|
|
/** @brief Moving is not allowed */ |
|
MultiGestureEvent(MultiGestureEvent&&) = delete; |
|
|
|
/** @brief Copying is not allowed */ |
|
MultiGestureEvent& operator=(const MultiGestureEvent&) = delete; |
|
|
|
/** @brief Moving is not allowed */ |
|
MultiGestureEvent& operator=(MultiGestureEvent&&) = delete; |
|
|
|
/** @brief Whether the event is accepted */ |
|
constexpr bool isAccepted() const { return _accepted; } |
|
|
|
/** |
|
* @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 Gesture center */ |
|
Vector2 center() const { return _center; } |
|
|
|
/** |
|
* @brief Relative rotation |
|
* |
|
* Rotation relative to previous event. |
|
*/ |
|
Float relativeRotation() const { return _relativeRotation; } |
|
|
|
/** |
|
* @brief Relative distance |
|
* |
|
* Distance of the fingers relative to previous event. |
|
*/ |
|
Float relativeDistance() const { return _relativeDistance; } |
|
|
|
/** |
|
* @brief Finger count |
|
* |
|
* Count of fingers performing the gesture. |
|
*/ |
|
Int fingerCount() const { return _fingerCount; } |
|
|
|
private: |
|
constexpr MultiGestureEvent(const Vector2& center, Float relativeRotation, Float relativeDistance, Int fingerCount): _center{center}, _relativeRotation{relativeRotation}, _relativeDistance{relativeDistance}, _fingerCount{fingerCount}, _accepted{false} {} |
|
|
|
Vector2 _center; |
|
Float _relativeRotation, |
|
_relativeDistance; |
|
Int _fingerCount; |
|
bool _accepted; |
|
}; |
|
|
|
/** |
|
@brief Text input event |
|
|
|
@see @ref TextEditingEvent, @ref textInputEvent() |
|
*/ |
|
class Sdl2Application::TextInputEvent { |
|
friend Sdl2Application; |
|
|
|
public: |
|
/** @brief Copying is not allowed */ |
|
TextInputEvent(const TextInputEvent&) = delete; |
|
|
|
/** @brief Moving is not allowed */ |
|
TextInputEvent(TextInputEvent&&) = delete; |
|
|
|
/** @brief Copying is not allowed */ |
|
TextInputEvent& operator=(const TextInputEvent&) = delete; |
|
|
|
/** @brief Moving is not allowed */ |
|
TextInputEvent& operator=(TextInputEvent&&) = delete; |
|
|
|
/** @brief Whether the event is accepted */ |
|
constexpr bool isAccepted() const { return _accepted; } |
|
|
|
/** |
|
* @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 Input text in UTF-8 */ |
|
constexpr Containers::ArrayView<const char> text() const { return _text; } |
|
|
|
private: |
|
constexpr TextInputEvent(Containers::ArrayView<const char> text): _text{text}, _accepted{false} {} |
|
|
|
Containers::ArrayView<const char> _text; |
|
bool _accepted; |
|
}; |
|
|
|
/** |
|
@brief Text editing event |
|
|
|
@see @ref textEditingEvent() |
|
*/ |
|
class Sdl2Application::TextEditingEvent { |
|
friend Sdl2Application; |
|
|
|
public: |
|
/** @brief Copying is not allowed */ |
|
TextEditingEvent(const TextEditingEvent&) = delete; |
|
|
|
/** @brief Moving is not allowed */ |
|
TextEditingEvent(TextEditingEvent&&) = delete; |
|
|
|
/** @brief Copying is not allowed */ |
|
TextEditingEvent& operator=(const TextEditingEvent&) = delete; |
|
|
|
/** @brief Moving is not allowed */ |
|
TextEditingEvent& operator=(TextEditingEvent&&) = delete; |
|
|
|
/** @brief Whether the event is accepted */ |
|
constexpr bool isAccepted() const { return _accepted; } |
|
|
|
/** |
|
* @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 Input text in UTF-8 */ |
|
constexpr Containers::ArrayView<const char> text() const { return _text; } |
|
|
|
/** @brief Location to begin editing from */ |
|
constexpr Int start() const { return _start; } |
|
|
|
/** @brief Number of characters to edit from the start point */ |
|
constexpr Int length() const { return _length; } |
|
|
|
private: |
|
constexpr TextEditingEvent(Containers::ArrayView<const char> text, Int start, Int length): _text{text}, _start{start}, _length{length}, _accepted{false} {} |
|
|
|
Containers::ArrayView<const char> _text; |
|
Int _start, _length; |
|
bool _accepted; |
|
}; |
|
|
|
/** @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 on all supported platforms except |
|
@ref CORRADE_TARGET_WINDOWS_RT "Windows RT", see @ref portability-applications |
|
for more information. |
|
|
|
@code{.cpp} |
|
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 |
|
@cpp MAGNUM_APPLICATION_MAIN() @ce. |
|
*/ |
|
#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::Flags) |
|
#ifndef CORRADE_TARGET_EMSCRIPTEN |
|
CORRADE_ENUMSET_OPERATORS(Sdl2Application::Configuration::Flags) |
|
#endif |
|
CORRADE_ENUMSET_OPERATORS(Sdl2Application::Configuration::WindowFlags) |
|
CORRADE_ENUMSET_OPERATORS(Sdl2Application::InputEvent::Modifiers) |
|
CORRADE_ENUMSET_OPERATORS(Sdl2Application::MouseMoveEvent::Buttons) |
|
|
|
}} |
|
|
|
#endif
|
|
|