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/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013 Vladimír Vondruš <mosra@centrum.cz>
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.
*/
namespace Magnum { namespace Platform {
/** @page platform Platform support
@brief Integration into windowing toolkits and creation of windowless contexts
@tableofcontents
Platform namespace provides classes integrating %Magnum engine into various
toolkits, both windowed and windowless. All the classes have common API to
achieve static polymorphism, so basically you can use different toolkits on
different platforms and the only thing you need to change is the class name,
everything else is the same.
Basic usage is to subclass the chosen `*Application` class and implement
required methods.
@section platform-windowed Windowed applications
Windowed applications provide a window and keyboard and mouse handling. The
most basic toolkit (and toolkit available on most platforms) is GLUT, which is
is implemented in GlutApplication. As said above, the usage is similar for all
toolkits, you must provide two-argument constructor and implement at least
@ref GlutApplication::viewportEvent() "viewportEvent()" and
@ref GlutApplication::drawEvent() "drawEvent()".
Barebone application implementation which will just clear the window to dark
blue color:
@code
#include <DefaultFramebuffer.h>
#include <Renderer.h>
#include <Platform/GlutApplication.h>
using namespace Magnum;
class MyApplication: public Platform::GlutApplication {
public:
MyApplication(const Arguments& arguments);
void viewportEvent(const Vector2i& viewport) override;
void drawEvent() override;
};
MyApplication::MyApplication(const Arguments& arguments): Platform::GlutApplication(arguments) {
// Set clear color to dark blue
Renderer::setClearColor({0.0f, 0.0f, 0.4f});
}
void MyApplication::viewportEvent(const Vector2i& size) {
// Resize the framebuffer to new window size
defaultFramebuffer.setViewport({{}, size});
}
void MyApplication::drawEvent() {
// Clear the window
defaultFramebuffer.clear(DefaultFramebuffer::Clear::Color);
// The context is double-buffered, swap buffers
swapBuffers();
}
// main() function implementation
MAGNUM_GLUTAPPLICATION_MAIN(MyApplication)
@endcode
@section platform-windowless Windowless applications
Windowless applications provide just a context for ofscreen rendering or
performing tasks on GPU. There is not yet any platform-independent toolkit
which could handle this in portable way, thus you have to use platform-specific
ones. As example we use WindowlessGlxApplication, you need to implement just
@ref WindowlessGlxApplication::exec() "exec()" function.
Barebone application which will just print out current OpenGL version and
renderer string and exits:
@code
#include <Context.h>
#include <Platform/WindowlessGlxApplication.h>
using namespace Magnum;
class MyApplication: public Platform::WindowlessGlxApplication {
public:
MyApplication(const Arguments& arguments);
int exec() override;
};
MyApplication::MyApplication(const Arguments& arguments): Platform::WindowlessGlxApplication(arguments) {}
int MyApplication::exec() {
Debug() << "OpenGL version:" << Context::current()->versionString();
Debug() << "OpenGL renderer:" << Context::current()->rendererString();
// Exit with success
return 0;
}
// main() function implementation
MAGNUM_WINDOWLESSGLXAPPLICATION_MAIN(MyApplication)
@endcode
@section platform-compilation Compilation with CMake
Barebone compilation consists just of finding %Magnum library with required
`*Application` component, compilation of the executable and linking the
libraries to it:
@code
find_package(Magnum REQUIRED GlutApplication)
include_directories(${MAGNUM_INCLUDE_DIRS})
add_executable(myapplication MyApplication.cpp)
target_link_libraries(myapplication
${MAGNUM_LIBRARIES}
${MAGNUM_GLUTAPPLICATION_LIBRARIES})
@endcode
@section platform-configuration Specifying configuration
By default the application is created with some reasonable defaults (e.g.
window size 800x600 pixels). If you want something else, you can pass
@ref GlutApplication::Configuration "Configuration" instance to application
constructor. Using method chaining it can be done conveniently like this:
@code
MyApplication::MyApplication(int& argc, char** argv):
Platform::GlutApplication(argc, argv, (new Configuration)
->setTitle("My Application")->setSize({800, 600}) {
// ...
}
@endcode
However, sometimes you would need to configure the application based on some
configuration file or system introspection. In that case you can pass `nullptr`
instead of Configuration instance and then specify it later with
@ref GlutApplication::createContext() "createContext()":
@code
MyApplication::MyApplication(int& argc, char** argv): Platform::GlutApplication(argc, argv, nullptr) {
// ...
createContext((new Configuration)
->setTitle("My Application")
->setSize(size));
// ...
}
@endcode
The configuration passed to constructor and @ref GlutApplication::createContext() "createContext()"
is automaticall deleted afterwards and if the context creation fails, the
application exits. However, it is also possible to negotiate the context using
@ref GlutApplication::tryCreateContext() "tryCreateContext()". The major
difference is that this function returns `false` instead of exiting and it
doesn't delete the configuration afterwards so you can reuse it. You can for
example try enabling MSAA and if the context creation fails, fall back to
no-AA rendering:
@code
MyApplication::MyApplication(int& argc, char** argv): Platform::GlutApplication(argc, argv, nullptr) {
// ...
auto conf = new Configuration;
conf->setTitle("My Application")
->setSampleCount(16);
if(!tryCreateContext(conf))
createContext(conf->setSampleCount(0));
else delete conf;
// ...
}
@endcode
*/
}}