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