src/ngfx/core/BaseApplication.h
Namespaces
Name |
---|
ngfx |
Classes
Name | |
---|---|
class | ngfx::BaseApplication |
Source code
/*
* Copyright 2020 GoPro Inc.
*
* Licensed to the Apache Software Foundation (ASF) under one
* or more contributor license agreements. See the NOTICE file
* distributed with this work for additional information
* regarding copyright ownership. The ASF licenses this file
* to you under the Apache License, Version 2.0 (the
* "License"); you may not use this file except in compliance
* with the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing,
* software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
* KIND, either express or implied. See the License for the
* specific language governing permissions and limitations
* under the License.
*/
#pragma once
#include "ngfx/graphics/CommandBuffer.h"
#include "ngfx/graphics/Graphics.h"
#include "ngfx/graphics/GraphicsContext.h"
#include "ngfx/graphics/Window.h"
#include "ngfx/input/InputListener.h"
#include <memory>
#include <string>
namespace ngfx {
class BaseApplication : public InputListener {
public:
BaseApplication(const std::string &appName, int w = Window::DISPLAY_WIDTH,
int h = Window::DISPLAY_HEIGHT,
bool enableDepthStencil = false, bool offscreen = false);
virtual ~BaseApplication() {}
virtual void init();
virtual void createWindow();
virtual void paint();
virtual void recordCommandBuffers();
virtual void close();
virtual void onInit() {}
virtual void onRecordCommandBuffer(CommandBuffer *commandBuffer) = 0;
virtual void onUpdate() {}
virtual void onPaint();
virtual void run();
virtual void drawFrame();
std::unique_ptr<Graphics> graphics;
std::unique_ptr<Window> window;
std::unique_ptr<GraphicsContext> graphicsContext;
std::string appName;
int w, h;
bool enableDepthStencil = false;
bool offscreen = false;
bool persistentCommandBuffers = true;
protected:
bool initOnce = true;
std::unique_ptr<ngfx::Texture> outputTexture, depthTexture;
std::unique_ptr<Framebuffer> outputFramebuffer;
};
}; // namespace ngfx
Updated on 3 April 2021 at 20:21:51 PDT