diff options
author | David Robillard <d@drobilla.net> | 2021-01-06 23:53:31 +0100 |
---|---|---|
committer | David Robillard <d@drobilla.net> | 2021-01-06 23:53:31 +0100 |
commit | d2a6fd3f725f7f174535c49d78d07567e12c84d8 (patch) | |
tree | 8ebbe1d224363f94610e64af167a2592390787b4 /doc/c/view.rst | |
parent | 31d059bf849045f45c8c9db361efd093e88a109c (diff) | |
download | pugl-d2a6fd3f725f7f174535c49d78d07567e12c84d8.tar.gz pugl-d2a6fd3f725f7f174535c49d78d07567e12c84d8.tar.bz2 pugl-d2a6fd3f725f7f174535c49d78d07567e12c84d8.zip |
Split overview into multiple documents
Diffstat (limited to 'doc/c/view.rst')
-rw-r--r-- | doc/c/view.rst | 321 |
1 files changed, 321 insertions, 0 deletions
diff --git a/doc/c/view.rst b/doc/c/view.rst new file mode 100644 index 0000000..12f146d --- /dev/null +++ b/doc/c/view.rst @@ -0,0 +1,321 @@ +.. default-domain:: c +.. highlight:: c + +############### +Creating a View +############### + +A view is a drawable region that receives events. +You may think of it as a window, +though it may be embedded and not represent a top-level system window. [#f1]_ + +Creating a visible view is a multi-step process. +When a new view is created with :func:`puglNewView`, +it does not yet represent a "real" system view: + +.. code-block:: c + + PuglView* view = puglNewView(world); + +********************* +Configuring the Frame +********************* + +Before display, +the necessary :doc:`frame <api/frame>` and :doc:`window <api/window>` attributes should be set. +These allow the window system (or plugin host) to arrange the view properly. +For example: + +.. code-block:: c + + const double defaultWidth = 1920.0; + const double defaultHeight = 1080.0; + + puglSetWindowTitle(view, "My Window"); + puglSetDefaultSize(view, defaultWidth, defaultHeight); + puglSetMinSize(view, defaultWidth / 4.0, defaultHeight / 4.0); + puglSetAspectRatio(view, 1, 1, 16, 9); + +There are also several :enum:`hints <PuglViewHint>` for basic attributes that can be set: + +.. code-block:: c + + puglSetViewHint(view, PUGL_RESIZABLE, PUGL_TRUE); + puglSetViewHint(view, PUGL_IGNORE_KEY_REPEAT, PUGL_TRUE); + +********* +Embedding +********* + +To embed the view in another window, +you will need to somehow get the :type:`native view handle <PuglNativeView>` for the parent, +then set it with :func:`puglSetParentWindow`. +If the parent is a Pugl view, +the native handle can be accessed with :func:`puglGetNativeWindow`. +For example: + +.. code-block:: c + + puglSetParentWindow(view, puglGetNativeWindow(parent)); + +************************ +Setting an Event Handler +************************ + +In order to actually do anything, a view must process events from the system. +Pugl dispatches all events to a single :type:`event handling function <PuglEventFunc>`, +which is set with :func:`puglSetEventFunc`: + +.. code-block:: c + + puglSetEventFunc(view, onEvent); + +See :doc:`events` for details on writing the event handler itself. + +***************** +Setting View Data +***************** + +Since the event handler is called with only a view pointer and an event, +there needs to be some way to access application data associated with the view. +Similar to :ref:`setting application data <setting-application-data>`, +this is done by setting an opaque handle on the view with :func:`puglSetHandle`, +for example: + +.. code-block:: c + + puglSetHandle(view, myViewData); + +The handle can be later retrieved, +likely in the event handler, +with :func:`puglGetHandle`: + +.. code-block:: c + + MyViewData* data = (MyViewData*)puglGetHandle(view); + +All non-constant data should be accessed via this handle, +to avoid problems associated with static mutable data. + +If data is also associated with the world, +it can be retrieved via the view using :func:`puglGetWorld`: + +.. code-block:: c + + PuglWorld* world = puglGetWorld(view); + MyApp* app = (MyApp*)puglGetWorldHandle(world); + +***************** +Setting a Backend +***************** + +Before being realized, the view must have a backend set with :func:`puglSetBackend`. + +The backend manages the graphics API that will be used for drawing. +Pugl includes backends and supporting API for +:doc:`Cairo <api/cairo>`, :doc:`OpenGL <api/gl>`, and :doc:`Vulkan <api/vulkan>`. + +Using Cairo +=========== + +Cairo-specific API is declared in the ``cairo.h`` header: + +.. code-block:: c + + #include <pugl/cairo.h> + +The Cairo backend is provided by :func:`puglCairoBackend()`: + +.. code-block:: c + + puglSetBackend(view, puglCairoBackend()); + +No additional configuration is required for Cairo. +To draw when handling an expose event, +the `Cairo context <https://www.cairographics.org/manual/cairo-cairo-t.html>`_ can be accessed with :func:`puglGetContext`: + +.. code-block:: c + + cairo_t* cr = (cairo_t*)puglGetContext(view); + +Using OpenGL +============ + +OpenGL-specific API is declared in the ``gl.h`` header: + +.. code-block:: c + + #include <pugl/gl.h> + +The OpenGL backend is provided by :func:`puglGlBackend()`: + +.. code-block:: c + + puglSetBackend(view, puglGlBackend()); + +Some hints must also be set so that the context can be set up correctly. +For example, to use OpenGL 3.3 Core Profile: + +.. code-block:: c + + puglSetViewHint(view, PUGL_USE_COMPAT_PROFILE, PUGL_FALSE); + puglSetViewHint(view, PUGL_CONTEXT_VERSION_MAJOR, 3); + puglSetViewHint(view, PUGL_CONTEXT_VERSION_MINOR, 3); + +If you need to perform some setup using the OpenGL API, +there are two ways to do so. + +The OpenGL context is active when +:enumerator:`PUGL_CREATE <PuglEventType.PUGL_CREATE>` and +:enumerator:`PUGL_DESTROY <PuglEventType.PUGL_DESTROY>` +events are dispatched, +so things like creating and destroying shaders and textures can be done then. + +Alternatively, if it is cumbersome to set up and tear down OpenGL in the event handler, +:func:`puglEnterContext` and :func:`puglLeaveContext` can be used to manually activate the OpenGL context during application setup. +Note, however, that unlike many other APIs, these functions must not be used for drawing. +It is only valid to use the OpenGL API for configuration in a manually entered context, +rendering will not work. +For example: + +.. code-block:: c + + puglEnterContext(view); + setupOpenGL(myApp); + puglLeaveContext(view); + + while (!myApp->quit) { + puglUpdate(world, 0.0); + } + + puglEnterContext(view); + teardownOpenGL(myApp); + puglLeaveContext(view); + +Using Vulkan +============ + +Vulkan-specific API is declared in the ``vulkan.h`` header. +This header includes Vulkan headers, +so if you are dynamically loading Vulkan at runtime, +you should define ``VK_NO_PROTOTYPES`` before including it. + +.. code-block:: c + + #define VK_NO_PROTOTYPES + + #include <pugl/vulkan.h> + +The Vulkan backend is provided by :func:`puglVulkanBackend()`: + +.. code-block:: c + + puglSetBackend(view, puglVulkanBackend()); + +Unlike OpenGL, almost all Vulkan configuration is done using the Vulkan API directly. +Pugl only provides a portable mechanism to load the Vulkan library and get the functions used to load the rest of the Vulkan API. + +Loading Vulkan +-------------- + +For maximum compatibility, +it is best to not link to Vulkan at compile-time, +but instead load the Vulkan API at run-time. +To do so, first create a :struct:`PuglVulkanLoader`: + +.. code-block:: c + + PuglVulkanLoader* loader = puglNewVulkanLoader(world); + +The loader manages the dynamically loaded Vulkan library, +so it must be kept alive for as long as the application is using Vulkan. +You can get the function used to load Vulkan functions with :func:`puglGetInstanceProcAddrFunc`: + +.. code-block:: c + + PFN_vkGetInstanceProcAddr vkGetInstanceProcAddr = + puglGetInstanceProcAddrFunc(loader); + +This vkGetInstanceProcAddr_ function can be used to load the rest of the Vulkan API. +For example, you can use it to get the vkCreateInstance_ function, +then use that to create your Vulkan instance. +In practice, you will want to use some loader or wrapper API since there are many Vulkan functions. + +For advanced situations, +there is also :func:`puglGetDeviceProcAddrFunc` which retrieves the vkGetDeviceProcAddr_ function instead. + +The Vulkan loader is provided for convenience, +so that applications to not need to write platform-specific code to load Vulkan. +Its use it not mandatory and Pugl can be used with Vulkan loaded by some other method. + +Linking with Vulkan +------------------- + +If you do want to link to the Vulkan library at compile time, +note that the Pugl Vulkan backend does not depend on it, +so you will have to do so explicitly. + +Creating a Surface +------------------ + +The details of using Vulkan are far beyond the scope of this documentation, +but Pugl provides a portable function, :func:`puglCreateSurface`, +to get the Vulkan surface for a view. +Assuming you have somehow created your ``VkInstance``, +you can get the surface for a view using :func:`puglCreateSurface`: + +.. code-block:: c + + VkSurfaceKHR* surface = NULL; + puglCreateSurface(puglGetDeviceProcAddrFunc(loader), + view, + vulkanInstance, + NULL, + &surface); + +**************** +Showing the View +**************** + +Once the view is configured, it can be "realized" with :func:`puglRealize`. +This creates a "real" system view, for example: + +.. code-block:: c + + PuglStatus status = puglRealize(view); + if (status) { + fprintf(stderr, "Error realizing view (%s)\n", puglStrerror(status)); + } + +Note that realizing a view can fail for many reasons, +so the return code should always be checked. +This is generally the case for any function that interacts with the window system. +Most functions also return a :enum:`PuglStatus`, +but these checks are omitted for brevity in the rest of this documentation. + +A realized view is not initially visible, +but can be shown with :func:`puglShow`: + +.. code-block:: c + + puglShow(view); + +To create an initially visible view, +it is also possible to simply call :func:`puglShow` right away. +The view will be automatically realized if necessary. + +.. rubric:: Footnotes + +.. [#f1] MacOS has a strong distinction between + `views <https://developer.apple.com/documentation/appkit/nsview>`_, + which may be nested, and + `windows <https://developer.apple.com/documentation/appkit/nswindow>`_, + which may not. + On Windows and X11, everything is a nestable window, + but top-level windows are configured differently. + +.. _vkCreateInstance: https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/vkCreateInstance.html + +.. _vkGetDeviceProcAddr: https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/vkGetDeviceProcAddr.html + +.. _vkGetInstanceProcAddr: https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/vkGetInstanceProcAddr.html |