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author | David Robillard <d@drobilla.net> | 2021-01-06 23:53:31 +0100 |
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committer | David Robillard <d@drobilla.net> | 2021-01-06 23:53:31 +0100 |
commit | d2a6fd3f725f7f174535c49d78d07567e12c84d8 (patch) | |
tree | 8ebbe1d224363f94610e64af167a2592390787b4 /doc/cpp/view.rst | |
parent | 31d059bf849045f45c8c9db361efd093e88a109c (diff) | |
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Split overview into multiple documents
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diff --git a/doc/cpp/view.rst b/doc/cpp/view.rst new file mode 100644 index 0000000..3f5aee8 --- /dev/null +++ b/doc/cpp/view.rst @@ -0,0 +1,299 @@ +.. default-domain:: cpp +.. highlight:: cpp +.. namespace:: pugl + +############### +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]_ + +Pugl communicates with views by dispatching events. +For flexibility, the event handler can be a different object than the view. +This allows using :class:`View` along with a separate event handler class. +Alternatively, a view class can inherit from :class:`View` and set itself as its event handler, +for a more object-oriented style. + +This documentation will use the latter approach, +so we will define a class for our view that contains everything needed: + +.. code-block:: cpp + + class MyView : public pugl::View + { + public: + explicit MyView(pugl::World& world) + : pugl::View{world} + { + setEventHandler(*this); + } + + pugl::Status onEvent(const pugl::ConfigureEvent& event) noexcept; + pugl::Status onEvent(const pugl::ExposeEvent& event) noexcept; + + // With other handlers here as needed... + + // Fallback handler for all other events + template<PuglEventType t, class Base> + pugl::Status onEvent(const pugl::Event<t, Base>&) noexcept + { + return pugl::Status::success; + } + + private: + // Some data... + }; + +Pugl will call an ``onEvent`` method of the event handler (the view in this case) for every event. + +Note that Pugl uses a static dispatching mechanism rather than virtual functions to minimize overhead. +It is therefore necessary for the final class to define a handler for every event type. +A terse way to do this without writing every implementation is to define a fallback handler as a template, +as in the example above. +Alternatively, you can define an explicit handler for each event that simply returns :enumerator:`Status::success`. +This way, it will be a compile error if any event is not explicitly handled. + +********************* +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. + +Derived classes can configure themselves during construction, +but we assume here that configuration is being done outside the view. +For example: + +.. code-block:: cpp + + const double defaultWidth = 1920.0; + const double defaultHeight = 1080.0; + + view.setWindowTitle("My Window"); + view.setDefaultSize(defaultWidth, defaultHeight); + view.setMinSize(defaultWidth / 4.0, defaultHeight / 4.0); + view.setAspectRatio(1, 1, 16, 9); + +There are also several :type:`hints <PuglViewHint>` for basic attributes that can be set: + +.. code-block:: cpp + + view.setHint(pugl::ViewHint::resizable, true); + view.setHint(pugl::ViewHint::ignoreKeyRepeat, true); + +********* +Embedding +********* + +To embed the view in another window, +you will need to somehow get the :type:`native view handle <pugl::NativeView>` for the parent, +then set it with :func:`View::setParentWindow`. +If the parent is a Pugl view, +the native handle can be accessed with :func:`View::nativeWindow`. +For example: + +.. code-block:: cpp + + view.setParentWindow(view, parent.getNativeWindow()); + +***************** +Setting a Backend +***************** + +Before being realized, the view must have a backend set with :func:`View::setBackend`. + +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.hpp`` header: + +.. code-block:: cpp + + #include <pugl/cairo.hpp> + +The Cairo backend is provided by :func:`cairoBackend()`: + +.. code-block:: cpp + + view.setBackend(pugl::cairoBackend()); + +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:`View::context`: + +.. code-block:: cpp + + cairo_t* cr = static_cast<cairo_t*>(view.context()); + +Using OpenGL +============ + +OpenGL-specific API is declared in the ``gl.hpp`` header: + +.. code-block:: cpp + + #include <pugl/gl.hpp> + +The OpenGL backend is provided by :func:`glBackend()`: + +.. code-block:: cpp + + view.setBackend(pugl::glBackend()); + +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:: cpp + + view.setHint(pugl::ViewHint::useCompatProfile, false); + view.setHint(pugl::ViewHint::contextVersionMajor, 3); + view.setHint(pugl::ViewHint::contextVersionMinor, 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 +:type:`CreateEvent` and +:type:`DestroyEvent` +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:`enterContext` and :func:`leaveContext` 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:: cpp + + pugl::enterContext(view); + myApp.setupOpenGL(); + pugl::leaveContext(view); + + while (!myApp.quit()) { + world.update(0.0); + } + + pugl::enterContext(view); + myApp.teardownOpenGL(); + pugl::leaveContext(view); + +Using Vulkan +============ + +Vulkan-specific API is declared in the ``vulkan.hpp`` 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:: cpp + + #define VK_NO_PROTOTYPES + + #include <pugl/vulkan.hpp> + +The Vulkan backend is provided by :func:`vulkanBackend()`: + +.. code-block:: cpp + + view.setBackend(pugl::vulkanBackend()); + +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 :class:`VulkanLoader`: + +.. code-block:: cpp + + pugl::VulkanLoader loader{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:`VulkanLoader::getInstanceProcAddrFunc`: + +.. code-block:: cpp + + auto vkGetInstanceProcAddr = loader.getInstanceProcAddrFunc(); + +It is best to use this function to load everything at run time, +rather than link to the Vulkan library at run time. +You can, for example, pass this to get the ``vkCreateInstance`` function using this, +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. + +It is not necessary to use :class:`VulkanLoader`, +you can, for example, use the ``DynamicLoader`` from ``vulkan.hpp`` in the Vulkan SDK instead. + +The details of using Vulkan are far beyond the scope of this documentation, +but Pugl provides a portable function, :func:`createSurface`, +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:`createSurface`: + +.. code-block:: cpp + + VkSurfaceKHR* surface = nullptr; + puglCreateSurface(loader.getDeviceProcAddrFunc(), + view, + vulkanInstance, + nullptr, + &surface); + +Pugl does not provide API that uses ``vulkan.hpp`` to avoid the onerous dependency, +but if you are using it with exceptions and unique handles, +it is straightforward to wrap the surface handle yourself. + +**************** +Showing the View +**************** + +Once the view is configured, it can be "realized" with :func:`View::realize`. +This creates a "real" system view, for example: + +.. code-block:: cpp + + pugl::Status status = view.realize(); + if (status != pugl::Status::success) { + std::cerr << "Error realizing view: " << pugl::strerror(status) << "\n"; + } + +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:`Status`, +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:`View::show`: + +.. code-block:: cpp + + view.show(); + +To create an initially visible view, +it is also possible to simply call :func:`View::show()` 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. |