From d2a6fd3f725f7f174535c49d78d07567e12c84d8 Mon Sep 17 00:00:00 2001 From: David Robillard Date: Wed, 6 Jan 2021 23:53:31 +0100 Subject: Split overview into multiple documents --- doc/c/event-loop.rst | 101 +++++++++ doc/c/events.rst | 84 +++++++ doc/c/overview.rst | 581 +----------------------------------------------- doc/c/shutting-down.rst | 20 ++ doc/c/view.rst | 321 ++++++++++++++++++++++++++ doc/c/world.rst | 65 ++++++ doc/c/wscript | 5 + doc/cpp/event-loop.rst | 37 +++ doc/cpp/events.rst | 43 ++++ doc/cpp/overview.rst | 407 +-------------------------------- doc/cpp/view.rst | 299 +++++++++++++++++++++++++ doc/cpp/world.rst | 41 ++++ doc/cpp/wscript | 4 + doc/summary.rst | 22 ++ 14 files changed, 1062 insertions(+), 968 deletions(-) create mode 100644 doc/c/event-loop.rst create mode 100644 doc/c/events.rst create mode 100644 doc/c/shutting-down.rst create mode 100644 doc/c/view.rst create mode 100644 doc/c/world.rst create mode 100644 doc/cpp/event-loop.rst create mode 100644 doc/cpp/events.rst create mode 100644 doc/cpp/view.rst create mode 100644 doc/cpp/world.rst create mode 100644 doc/summary.rst (limited to 'doc') diff --git a/doc/c/event-loop.rst b/doc/c/event-loop.rst new file mode 100644 index 0000000..3b9915f --- /dev/null +++ b/doc/c/event-loop.rst @@ -0,0 +1,101 @@ +.. default-domain:: c +.. highlight:: c + +###################### +Driving the Event Loop +###################### + +Pugl does not contain any threads or other event loop "magic". +For flexibility, the event loop is driven explicitly by repeatedly calling :func:`puglUpdate`, +which processes events from the window system and dispatches them to views when necessary. + +The exact use of :func:`puglUpdate` depends on the application. +Plugins should call it with a ``timeout`` of 0 in a callback driven by the host. +This avoids blocking the main loop, +since other plugins and the host itself need to run as well. + +A program can use whatever timeout is appropriate: +event-driven applications may wait forever by using a ``timeout`` of -1, +while those that draw continuously may use a significant fraction of the frame period +(with enough time left over to render). + +********* +Redrawing +********* + +Occasional redrawing can be requested by calling :func:`puglPostRedisplay` or :func:`puglPostRedisplayRect`. +After these are called, +a :struct:`PuglEventExpose` will be dispatched on the next call to :func:`puglUpdate`. + +For continuous redrawing, +call :func:`puglPostRedisplay` while handling a :struct:`PuglEventUpdate` event. +This event is sent just before views are redrawn, +so it can be used as a hook to expand the update region right before the view is exposed. +Anything else that needs to be done every frame can be handled similarly. + +***************** +Event Dispatching +***************** + +Ideally, pending events are dispatched during a call to :func:`puglUpdate`, +directly within the scope of that call. + +Unfortunately, this is not universally true due to differences between platforms. + +MacOS +===== + +On MacOS, drawing is handled specially and not by the normal event queue mechanism. +This means that configure and expose events, +and possibly others, +may be dispatched to a view outside the scope of a :func:`puglUpdate` call. +In general, you can not rely on coherent event dispatching semantics on MacOS: +the operating system can call into application code at "random" times, +and these calls may result in Pugl events being dispatched. + +An application that follows the Pugl guidelines should work fine, +but there is one significant inconsistency you may encounter on MacOS: +posting a redisplay will not wake up a blocked :func:`puglUpdate` call. + +Windows +======= + +On Windows, the application has relatively tight control over the event loop, +so events are typically dispatched explicitly by :func:`puglUpdate`. +Drawing is handled by events, +so posting a redisplay will wake up a blocked :func:`puglUpdate` call. + +However, it is possible for the system to dispatch events at other times. +So, +it is possible for events to be dispatched outside the scope of a :func:`puglUpdate` call, +but this does not happen in normal circumstances and can largely be ignored. + +X11 +=== + +On X11, the application strictly controls event dispatching, +and there is no way for the system to call into application code at surprising times. +So, all events are dispatched in the scope of a :func:`puglUpdate` call. + +********************* +Recursive Event Loops +********************* + +On Windows and MacOS, +the event loop is stalled while the user is resizing the window or, +on Windows, +has displayed the window menu. +This means that :func:`puglUpdate` will block until the resize is finished, +or the menu is closed. + +Pugl dispatches :struct:`PuglEventLoopEnter` and :struct:`PuglEventLoopLeave` events to notify the application of this situation. +If you want to continuously redraw during resizing on these platforms, +you can schedule a timer with :func:`puglStartTimer` when the recursive loop is entered, +and post redisplays when handling the :struct:`PuglEventTimer`. +Be sure to remove the timer with :func:`puglStopTimer` when the recursive loop is finished. + +On X11, there are no recursive event loops, +and everything works as usual while the user is resizing the window. +There is nothing special about a "live resize" on X11, +and the above loop events will never be dispatched. + diff --git a/doc/c/events.rst b/doc/c/events.rst new file mode 100644 index 0000000..bf964db --- /dev/null +++ b/doc/c/events.rst @@ -0,0 +1,84 @@ +.. default-domain:: c +.. highlight:: c + +*************** +Handling Events +*************** + +Events are sent to a view when it has received user input, +must be drawn, or in other situations that may need to be handled such as resizing. + +Events are sent to the event handler as a :union:`PuglEvent` union. +The ``type`` field defines the type of the event and which field of the union is active. +The application must handle at least :enumerator:`PUGL_CONFIGURE ` +and :enumerator:`PUGL_EXPOSE ` to draw anything, +but there are many other :enum:`event types `. + +For example, a basic event handler might look something like this: + +.. code-block:: c + + static PuglStatus + onEvent(PuglView* view, const PuglEvent* event) + { + MyApp* app = (MyApp*)puglGetHandle(view); + + switch (event->type) { + case PUGL_CREATE: + return setupGraphics(app); + case PUGL_DESTROY: + return teardownGraphics(app); + case PUGL_CONFIGURE: + return resize(app, event->configure.width, event->configure.height); + case PUGL_EXPOSE: + return draw(app, view); + case PUGL_CLOSE: + return quit(app); + case PUGL_BUTTON_PRESS: + return onButtonPress(app, view, event->button); + default: + break; + } + + return PUGL_SUCCESS; + } + +Using the Graphics Context +========================== + +Drawing +------- + +Note that Pugl uses a different drawing model than many libraries, +particularly those designed for game-style main loops like `SDL `_ and `GLFW `_. + +In that style of code, drawing is performed imperatively in the main loop, +but with Pugl, the application must draw only while handling an expose event. +This is because Pugl supports event-driven applications that only draw the damaged region when necessary, +and handles exposure internally to provide optimized and consistent behavior across platforms. + +Cairo Context +------------- + +A Cairo context is created for each :struct:`PuglEventExpose`, +and only exists during the handling of that event. +Null is returned by :func:`puglGetContext` at any other time. + +OpenGL Context +-------------- + +The OpenGL context is only active during the handling of these events: + +- :struct:`PuglEventCreate` +- :struct:`PuglEventDestroy` +- :struct:`PuglEventConfigure` +- :struct:`PuglEventExpose` + +As always, drawing is only possible during an expose. + +Vulkan Context +-------------- + +With Vulkan, the graphics context is managed by the application rather than Pugl. +However, drawing must still only be performed during an expose. + diff --git a/doc/c/overview.rst b/doc/c/overview.rst index 3ebe21e..f597aab 100644 --- a/doc/c/overview.rst +++ b/doc/c/overview.rst @@ -1,579 +1,18 @@ .. default-domain:: c .. highlight:: c -The core API (excluding backend-specific components) is declared in ``pugl.h``: +######## +Overview +######## -.. code-block:: c - - #include - -The API revolves around two main objects: the `world` and the `view`. +The Pugl API revolves around two main objects: the `world` and the `view`. An application creates a world to manage top-level state, then creates one or more views to display. -**************** -Creating a World -**************** - -The world is the top-level object which represents an instance of Pugl. -It handles the connection to the window system, -and manages views and the event loop. - -An application typically has a single world, -which is constructed once on startup and used to drive the main event loop. - -Construction -============ - -A world must be created before any views, and it must outlive all of its views. -A world is created with :func:`puglNewWorld`, for example: - -.. code-block:: c - - PuglWorld* world = puglNewWorld(PUGL_PROGRAM, 0); - -For a plugin, specify :enumerator:`PUGL_MODULE ` instead. -In some cases, it is necessary to pass additional flags. -For example, Vulkan requires thread support: - -.. code-block:: c - - PuglWorld* world = puglNewWorld(PUGL_MODULE, PUGL_WORLD_THREADS) - -It is a good idea to set a class name for your project with :func:`puglSetClassName`. -This allows the window system to distinguish different applications and, -for example, users to set up rules to manage their windows nicely: - -.. code-block:: c - - puglSetClassName(world, "MyAwesomeProject") - -Setting Application Data -======================== - -Pugl will call an event handler in the application with only a view pointer and an event, -so there needs to be some way to access the data you use in your application. -This is done by setting an opaque handle on the world with :func:`puglSetWorldHandle`, -for example: - -.. code-block:: c - - puglSetWorldHandle(world, myApp); - -The handle can be later retrieved with :func:`puglGetWorldHandle`: - -.. code-block:: c - - MyApp* app = (MyApp*)puglGetWorldHandle(world); - -All non-constant data should be accessed via this handle, -to avoid problems associated with static mutable data. - -*************** -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 ` and :doc:`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 ` 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 ` 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 `, -which is set with :func:`puglSetEventFunc`: - -.. code-block:: c - - puglSetEventFunc(view, onEvent); - -See `Handling Events`_ below 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 `Setting Application Data`_ above, -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 `, :doc:`OpenGL `, and :doc:`Vulkan `. - -Using Cairo ------------ - -Cairo-specific API is declared in the ``cairo.h`` header: - -.. code-block:: c - - #include - -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 `_ 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 - -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 ` and -:enumerator:`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 - -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. - -*************** -Handling Events -*************** - -Events are sent to a view when it has received user input, -must be drawn, or in other situations that may need to be handled such as resizing. - -Events are sent to the event handler as a :union:`PuglEvent` union. -The ``type`` field defines the type of the event and which field of the union is active. -The application must handle at least :enumerator:`PUGL_CONFIGURE ` -and :enumerator:`PUGL_EXPOSE ` to draw anything, -but there are many other :enum:`event types `. - -For example, a basic event handler might look something like this: - -.. code-block:: c - - static PuglStatus - onEvent(PuglView* view, const PuglEvent* event) - { - MyApp* app = (MyApp*)puglGetHandle(view); - - switch (event->type) { - case PUGL_CREATE: - return setupGraphics(app); - case PUGL_DESTROY: - return teardownGraphics(app); - case PUGL_CONFIGURE: - return resize(app, event->configure.width, event->configure.height); - case PUGL_EXPOSE: - return draw(app, view); - case PUGL_CLOSE: - return quit(app); - case PUGL_BUTTON_PRESS: - return onButtonPress(app, view, event->button); - default: - break; - } - - return PUGL_SUCCESS; - } - -Using the Graphics Context -========================== - -Drawing -------- - -Note that Pugl uses a different drawing model than many libraries, -particularly those designed for game-style main loops like `SDL `_ and `GLFW `_. - -In that style of code, drawing is performed imperatively in the main loop, -but with Pugl, the application must draw only while handling an expose event. -This is because Pugl supports event-driven applications that only draw the damaged region when necessary, -and handles exposure internally to provide optimized and consistent behavior across platforms. - -Cairo Context -------------- - -A Cairo context is created for each :struct:`PuglEventExpose`, -and only exists during the handling of that event. -Null is returned by :func:`puglGetContext` at any other time. - -OpenGL Context --------------- - -The OpenGL context is only active during the handling of these events: - -- :struct:`PuglEventCreate` -- :struct:`PuglEventDestroy` -- :struct:`PuglEventConfigure` -- :struct:`PuglEventExpose` - -As always, drawing is only possible during an expose. - -Vulkan Context --------------- - -With Vulkan, the graphics context is managed by the application rather than Pugl. -However, drawing must still only be performed during an expose. - -********************** -Driving the Event Loop -********************** - -Pugl does not contain any threads or other event loop "magic". -For flexibility, the event loop is driven explicitly by repeatedly calling :func:`puglUpdate`, -which processes events from the window system and dispatches them to views when necessary. - -The exact use of :func:`puglUpdate` depends on the application. -Plugins should call it with a ``timeout`` of 0 in a callback driven by the host. -This avoids blocking the main loop, -since other plugins and the host itself need to run as well. - -A program can use whatever timeout is appropriate: -event-driven applications may wait forever by using a ``timeout`` of -1, -while those that draw continuously may use a significant fraction of the frame period -(with enough time left over to render). - -Redrawing -========= - -Occasional redrawing can be requested by calling :func:`puglPostRedisplay` or :func:`puglPostRedisplayRect`. -After these are called, -a :struct:`PuglEventExpose` will be dispatched on the next call to :func:`puglUpdate`. - -For continuous redrawing, -call :func:`puglPostRedisplay` while handling a :struct:`PuglEventUpdate` event. -This event is sent just before views are redrawn, -so it can be used as a hook to expand the update region right before the view is exposed. -Anything else that needs to be done every frame can be handled similarly. - -Event Dispatching -================= - -Ideally, pending events are dispatched during a call to :func:`puglUpdate`, -directly within the scope of that call. - -Unfortunately, this is not universally true due to differences between platforms. - -MacOS ------ - -On MacOS, drawing is handled specially and not by the normal event queue mechanism. -This means that configure and expose events, -and possibly others, -may be dispatched to a view outside the scope of a :func:`puglUpdate` call. -In general, you can not rely on coherent event dispatching semantics on MacOS: -the operating system can call into application code at "random" times, -and these calls may result in Pugl events being dispatched. - -An application that follows the Pugl guidelines should work fine, -but there is one significant inconsistency you may encounter on MacOS: -posting a redisplay will not wake up a blocked :func:`puglUpdate` call. - -Windows -------- - -On Windows, the application has relatively tight control over the event loop, -so events are typically dispatched explicitly by :func:`puglUpdate`. -Drawing is handled by events, -so posting a redisplay will wake up a blocked :func:`puglUpdate` call. - -However, it is possible for the system to dispatch events at other times. -So, -it is possible for events to be dispatched outside the scope of a :func:`puglUpdate` call, -but this does not happen in normal circumstances and can largely be ignored. - -X11 ---- - -On X11, the application strictly controls event dispatching, -and there is no way for the system to call into application code at surprising times. -So, all events are dispatched in the scope of a :func:`puglUpdate` call. - -Recursive Event Loops ---------------------- - -On Windows and MacOS, -the event loop is stalled while the user is resizing the window or, -on Windows, -has displayed the window menu. -This means that :func:`puglUpdate` will block until the resize is finished, -or the menu is closed. - -Pugl dispatches :struct:`PuglEventLoopEnter` and :struct:`PuglEventLoopLeave` events to notify the application of this situation. -If you want to continuously redraw during resizing on these platforms, -you can schedule a timer with :func:`puglStartTimer` when the recursive loop is entered, -and post redisplays when handling the :struct:`PuglEventTimer`. -Be sure to remove the timer with :func:`puglStopTimer` when the recursive loop is finished. - -On X11, there are no recursive event loops, -and everything works as usual while the user is resizing the window. -There is nothing special about a "live resize" on X11, -and the above loop events will never be dispatched. - -************* -Shutting Down -************* - -When a view is closed, -it will receive a :struct:`PuglEventClose`. -An application may also set a flag based on user input or other conditions, -which can be used to break out of the main loop and stop calling :func:`puglUpdate`. - -When the main event loop has finished running, -any views and the world need to be destroyed, in that order. -For example: - -.. code-block:: c - - puglFreeView(view); - puglFreeWorld(world); - -.. _pkg-config: https://www.freedesktop.org/wiki/Software/pkg-config/ - -.. _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 - -.. rubric:: Footnotes +.. toctree:: -.. [#f1] MacOS has a strong distinction between - `views `_, - which may be nested, and - `windows `_, - which may not. - On Windows and X11, everything is a nestable window, - but top-level windows are configured differently. + world + view + events + event-loop + shutting-down diff --git a/doc/c/shutting-down.rst b/doc/c/shutting-down.rst new file mode 100644 index 0000000..dfb56cd --- /dev/null +++ b/doc/c/shutting-down.rst @@ -0,0 +1,20 @@ +.. default-domain:: c +.. highlight:: c + +############# +Shutting Down +############# + +When a view is closed, +it will receive a :struct:`PuglEventClose`. +An application may also set a flag based on user input or other conditions, +which can be used to break out of the main loop and stop calling :func:`puglUpdate`. + +When the main event loop has finished running, +any views and the world need to be destroyed, in that order. +For example: + +.. code-block:: c + + puglFreeView(view); + puglFreeWorld(world); 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 ` and :doc:`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 ` 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 ` 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 `, +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 `, +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 `, :doc:`OpenGL `, and :doc:`Vulkan `. + +Using Cairo +=========== + +Cairo-specific API is declared in the ``cairo.h`` header: + +.. code-block:: c + + #include + +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 `_ 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 + +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 ` and +:enumerator:`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 + +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 `_, + which may be nested, and + `windows `_, + 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 diff --git a/doc/c/world.rst b/doc/c/world.rst new file mode 100644 index 0000000..83d9dbd --- /dev/null +++ b/doc/c/world.rst @@ -0,0 +1,65 @@ +################ +Creating a World +################ + +.. default-domain:: c +.. highlight:: c + +The world is the top-level object which represents an instance of Pugl. +It handles the connection to the window system, +and manages views and the event loop. + +An application typically has a single world, +which is constructed once on startup and used to drive the main event loop. + +************ +Construction +************ + +A world must be created before any views, and it must outlive all of its views. +A world is created with :func:`puglNewWorld`, for example: + +.. code-block:: c + + PuglWorld* world = puglNewWorld(PUGL_PROGRAM, 0); + +For a plugin, specify :enumerator:`PUGL_MODULE ` instead. +In some cases, it is necessary to pass additional flags. +For example, Vulkan requires thread support: + +.. code-block:: c + + PuglWorld* world = puglNewWorld(PUGL_MODULE, PUGL_WORLD_THREADS) + +It is a good idea to set a class name for your project with :func:`puglSetClassName`. +This allows the window system to distinguish different applications and, +for example, users to set up rules to manage their windows nicely: + +.. code-block:: c + + puglSetClassName(world, "MyAwesomeProject") + +.. _setting-application-data: + +************************ +Setting Application Data +************************ + +Pugl will call an event handler in the application with only a view pointer and an event, +so there needs to be some way to access the data you use in your application. +This is done by setting an opaque handle on the world with :func:`puglSetWorldHandle`, +for example: + +.. code-block:: c + + puglSetWorldHandle(world, myApp); + +The handle can be later retrieved with :func:`puglGetWorldHandle`: + +.. code-block:: c + + MyApp* app = (MyApp*)puglGetWorldHandle(world); + +All non-constant data should be accessed via this handle, +to avoid problems associated with static mutable data. + diff --git a/doc/c/wscript b/doc/c/wscript index 4e0fbc9..389c43f 100644 --- a/doc/c/wscript +++ b/doc/c/wscript @@ -10,9 +10,14 @@ def build(bld): ("../_templates/about.html", "sphinx/_templates/about.html"), ("../deployment.rst", "sphinx/deployment.rst"), ("../pugl.rst", "sphinx/pugl.rst"), + ("event-loop.rst", "sphinx/event-loop.rst"), + ("events.rst", "sphinx/events.rst"), ("index.rst", "sphinx/index.rst"), ("overview.rst", "sphinx/overview.rst"), ("reference.rst", "sphinx/reference.rst"), + ("shutting-down.rst", "sphinx/shutting-down.rst"), + ("view.rst", "sphinx/view.rst"), + ("world.rst", "sphinx/world.rst"), ] # Run Doxygen to generate XML documentation diff --git a/doc/cpp/event-loop.rst b/doc/cpp/event-loop.rst new file mode 100644 index 0000000..1d2ac41 --- /dev/null +++ b/doc/cpp/event-loop.rst @@ -0,0 +1,37 @@ +.. default-domain:: cpp +.. highlight:: cpp +.. namespace:: pugl + +###################### +Driving the Event Loop +###################### + +Pugl does not contain any threads or other event loop "magic". +For flexibility, the event loop is driven manually by repeatedly calling :func:`World::update`, +which processes events from the window system and dispatches them to views when necessary. + +The exact use of :func:`World::update` depends on the application. +Plugins typically call it with a ``timeout`` of 0 in a callback driven by the host. +This avoids blocking the main loop, +since other plugins and the host itself need to run as well. + +A program can use whatever timeout is appropriate: +event-driven applications may wait forever by using a ``timeout`` of -1, +while those that draw continuously may use a significant fraction of the frame period +(with enough time left over to render). + +********* +Redrawing +********* + +Occasional redrawing can be requested by calling :func:`View::postRedisplay` or :func:`View::postRedisplayRect`. +After these are called, +a :type:`ExposeEvent` will be dispatched on the next call to :func:`World::update`. +Note, however, that this will not wake up a blocked :func:`World::update` call on MacOS +(which does not handle drawing via events). + +For continuous redrawing, +call :func:`View::postRedisplay` while handling a :type:`UpdateEvent`. +This event is sent just before views are redrawn, +so it can be used as a hook to expand the update region right before the view is exposed. +Anything else that needs to be done every frame can be handled similarly. diff --git a/doc/cpp/events.rst b/doc/cpp/events.rst new file mode 100644 index 0000000..72c396c --- /dev/null +++ b/doc/cpp/events.rst @@ -0,0 +1,43 @@ +.. default-domain:: cpp +.. highlight:: cpp +.. namespace:: pugl + +############### +Handling Events +############### + +Events are sent to a view when it has received user input, +must be drawn, or in other situations that may need to be handled such as resizing. + +Events are sent to the ``onEvent`` method that takes the matching event type. +The application must handle at least :type:`ConfigureEvent` +and :type:`ExposeEvent` to draw anything, +but there are many other :type:`event types `. + +For example, basic event handling for our above class might look something like: + +.. code-block:: cpp + + pugl::Status + MyView::onEvent(const pugl::ConfigureEvent& event) noexcept + { + return resize(event.width, event.height); + } + + pugl::Status + MyView::onEvent(const pugl::ExposeEvent& event) noexcept + { + return drawMyAwesomeInterface(event.x, event.y, event.width, event.height); + } + +******* +Drawing +******* + +Note that Pugl uses a different drawing model than many libraries, +particularly those designed for game-style main loops like `SDL `_ and `GLFW `_. + +In that style of code, drawing is performed imperatively in the main loop, +but with Pugl, the application must draw only while handling an expose event. +This is because Pugl supports event-driven applications that only draw the damaged region when necessary, +and handles exposure internally to provide optimized and consistent behavior across platforms. diff --git a/doc/cpp/overview.rst b/doc/cpp/overview.rst index 5fffe37..4ffc3da 100644 --- a/doc/cpp/overview.rst +++ b/doc/cpp/overview.rst @@ -2,6 +2,10 @@ .. highlight:: cpp .. namespace:: pugl +######## +Overview +######## + Pugl is a C library, but the bindings documented here provide a more idiomatic and type-safe API for C++. If you would rather use C, @@ -23,401 +27,10 @@ The API revolves around two main objects: the `world` and the `view`. An application creates a world to manage top-level state, then creates one or more views to display. -Creating a World -================ - -The world is the top-level object which represents an instance of Pugl. -It handles the connection to the window system, -and manages views and the event loop. - -An application typically has a single world, -which is constructed once on startup and used to drive the main event loop. - -Construction ------------- - -A world must be created before any views, and it must outlive all of its views. -The world constructor requires an argument to specify the application type: - -.. code-block:: cpp - - pugl::World world{pugl::WorldType::program}; - -For a plugin, specify :enumerator:`WorldType::module` instead. -In some cases, it is necessary to pass additional flags. -For example, Vulkan requires thread support: - -.. code-block:: cpp - - pugl::World world{pugl::WorldType::program, pugl::WorldFlag::threads}; - -It is a good idea to set a class name for your project with :func:`World::setClassName`. -This allows the window system to distinguish different applications and, -for example, users to set up rules to manage their windows nicely: - -.. code-block:: cpp - - world.setClassName("MyAwesomeProject"); - -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 - pugl::Status onEvent(const pugl::Event&) 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 ` and :doc:`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 ` 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 ` 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 `, :doc:`OpenGL `, and :doc:`Vulkan `. - -Using Cairo -^^^^^^^^^^^ - -Cairo-specific API is declared in the ``cairo.hpp`` header: - -.. code-block:: cpp - - #include - -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 `_ can be accessed with :func:`View::context`: - -.. code-block:: cpp - - cairo_t* cr = static_cast(view.context()); - -Using OpenGL -^^^^^^^^^^^^ - -OpenGL-specific API is declared in the ``gl.hpp`` header: - -.. code-block:: cpp - - #include - -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 - -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. - -Handling Events -=============== - -Events are sent to a view when it has received user input, -must be drawn, or in other situations that may need to be handled such as resizing. - -Events are sent to the ``onEvent`` method that takes the matching event type. -The application must handle at least :type:`ConfigureEvent` -and :type:`ExposeEvent` to draw anything, -but there are many other :type:`event types `. - -For example, basic event handling for our above class might look something like: - -.. code-block:: cpp - - pugl::Status - MyView::onEvent(const pugl::ConfigureEvent& event) noexcept - { - return resize(event.width, event.height); - } - - pugl::Status - MyView::onEvent(const pugl::ExposeEvent& event) noexcept - { - return drawMyAwesomeInterface(event.x, event.y, event.width, event.height); - } - -Drawing -------- - -Note that Pugl uses a different drawing model than many libraries, -particularly those designed for game-style main loops like `SDL `_ and `GLFW `_. - -In that style of code, drawing is performed imperatively in the main loop, -but with Pugl, the application must draw only while handling an expose event. -This is because Pugl supports event-driven applications that only draw the damaged region when necessary, -and handles exposure internally to provide optimized and consistent behavior across platforms. - -Driving the Event Loop -====================== - -Pugl does not contain any threads or other event loop "magic". -For flexibility, the event loop is driven manually by repeatedly calling :func:`World::update`, -which processes events from the window system and dispatches them to views when necessary. - -The exact use of :func:`World::update` depends on the application. -Plugins typically call it with a ``timeout`` of 0 in a callback driven by the host. -This avoids blocking the main loop, -since other plugins and the host itself need to run as well. - -A program can use whatever timeout is appropriate: -event-driven applications may wait forever by using a ``timeout`` of -1, -while those that draw continuously may use a significant fraction of the frame period -(with enough time left over to render). - -Redrawing ---------- - -Occasional redrawing can be requested by calling :func:`View::postRedisplay` or :func:`View::postRedisplayRect`. -After these are called, -a :type:`ExposeEvent` will be dispatched on the next call to :func:`World::update`. -Note, however, that this will not wake up a blocked :func:`World::update` call on MacOS -(which does not handle drawing via events). - -For continuous redrawing, -call :func:`View::postRedisplay` while handling a :type:`UpdateEvent`. -This event is sent just before views are redrawn, -so it can be used as a hook to expand the update region right before the view is exposed. -Anything else that needs to be done every frame can be handled similarly. - -.. _pkg-config: https://www.freedesktop.org/wiki/Software/pkg-config/ - -.. rubric:: Footnotes +.. toctree:: -.. [#f1] MacOS has a strong distinction between - `views `_, - which may be nested, and - `windows `_, - which may not. - On Windows and X11, everything is a nestable window, - but top-level windows are configured differently. + world + view + events + event-loop + shutting-down 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 + pugl::Status onEvent(const pugl::Event&) 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 ` and :doc:`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 ` 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 ` 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 `, :doc:`OpenGL `, and :doc:`Vulkan `. + +Using Cairo +=========== + +Cairo-specific API is declared in the ``cairo.hpp`` header: + +.. code-block:: cpp + + #include + +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 `_ can be accessed with :func:`View::context`: + +.. code-block:: cpp + + cairo_t* cr = static_cast(view.context()); + +Using OpenGL +============ + +OpenGL-specific API is declared in the ``gl.hpp`` header: + +.. code-block:: cpp + + #include + +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 + +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 `_, + which may be nested, and + `windows `_, + which may not. + On Windows and X11, everything is a nestable window, + but top-level windows are configured differently. diff --git a/doc/cpp/world.rst b/doc/cpp/world.rst new file mode 100644 index 0000000..1a3b432 --- /dev/null +++ b/doc/cpp/world.rst @@ -0,0 +1,41 @@ +.. default-domain:: cpp +.. highlight:: cpp +.. namespace:: pugl + +################ +Creating a World +################ + +The world is the top-level object which represents an instance of Pugl. +It handles the connection to the window system, +and manages views and the event loop. + +An application typically has a single world, +which is constructed once on startup and used to drive the main event loop. + +************ +Construction +************ + +A world must be created before any views, and it must outlive all of its views. +The world constructor requires an argument to specify the application type: + +.. code-block:: cpp + + pugl::World world{pugl::WorldType::program}; + +For a plugin, specify :enumerator:`WorldType::module` instead. +In some cases, it is necessary to pass additional flags. +For example, Vulkan requires thread support: + +.. code-block:: cpp + + pugl::World world{pugl::WorldType::program, pugl::WorldFlag::threads}; + +It is a good idea to set a class name for your project with :func:`World::setClassName`. +This allows the window system to distinguish different applications and, +for example, users to set up rules to manage their windows nicely: + +.. code-block:: cpp + + world.setClassName("MyAwesomeProject"); diff --git a/doc/cpp/wscript b/doc/cpp/wscript index a7aefc1..3ccb8c7 100644 --- a/doc/cpp/wscript +++ b/doc/cpp/wscript @@ -12,8 +12,12 @@ def build(bld): ("../pugl.rst", "sphinx/pugl.rst"), ("c-reference.rst", "sphinx/c-reference.rst"), ("cpp-reference.rst", "sphinx/cpp-reference.rst"), + ("event-loop.rst", "sphinx/event-loop.rst"), + ("events.rst", "sphinx/events.rst"), ("index.rst", "sphinx/index.rst"), ("overview.rst", "sphinx/overview.rst"), + ("view.rst", "sphinx/view.rst"), + ("world.rst", "sphinx/world.rst"), ] # Run Doxygen to generate XML documentation diff --git a/doc/summary.rst b/doc/summary.rst new file mode 100644 index 0000000..f05515f --- /dev/null +++ b/doc/summary.rst @@ -0,0 +1,22 @@ +Pugl is an API for writing portable and embeddable GUIs. +Pugl is not a toolkit or framework, +but a minimal portability layer that sets up a drawing context and delivers events. + +Compared to other libraries, +Pugl is particularly suitable for use in plugins or other loadable modules. +There is no implicit context or static data in the library, +so it may be statically linked and used multiple times in the same process. + +Pugl has a modular design that separates the core library from graphics backends. +The core library is graphics agnostic, +it implements platform support and depends only on standard system libraries. +MacOS, Windows, and X11 are currently supported as platforms. + +Graphics backends are separate so that applications only depend on the API that they use. +Pugl includes graphics backends for Cairo_, OpenGL_, and Vulkan_. +It is also possible to use some other graphics API by implementing a custom backend, +or simply accessing the native platform handle for a window. + +.. _Cairo: https://www.cairographics.org/ +.. _OpenGL: https://www.opengl.org/ +.. _Vulkan: https://www.khronos.org/vulkan/ -- cgit v1.2.1