/* * DISTRHO Plugin Framework (DPF) * Copyright (C) 2012-2016 Filipe Coelho * * Permission to use, copy, modify, and/or distribute this software for any purpose with * or without fee is hereby granted, provided that the above copyright notice and this * permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD * TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN * NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL * DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER * IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN * CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ #ifndef DGL_BASE_HPP_INCLUDED #define DGL_BASE_HPP_INCLUDED #include "../distrho/extra/LeakDetector.hpp" #include "../distrho/extra/ScopedPointer.hpp" // ----------------------------------------------------------------------- // Define namespace #ifndef DGL_NAMESPACE # define DGL_NAMESPACE DGL #endif #define START_NAMESPACE_DGL namespace DGL_NAMESPACE { #define END_NAMESPACE_DGL } #define USE_NAMESPACE_DGL using namespace DGL_NAMESPACE; #ifdef DISTRHO_OS_WINDOWS // ----------------------------------------------------------------------- // Fix OpenGL includes for Windows, based on glfw code #ifndef APIENTRY # define APIENTRY __stdcall #endif // APIENTRY /* We need WINGDIAPI defined */ #ifndef WINGDIAPI # if defined(_MSC_VER) || defined(__BORLANDC__) || defined(__POCC__) # define WINGDIAPI __declspec(dllimport) # elif defined(__LCC__) # define WINGDIAPI __stdcall # else # define WINGDIAPI extern # endif # define DGL_WINGDIAPI_DEFINED #endif // WINGDIAPI /* Some files also need CALLBACK defined */ #ifndef CALLBACK # if defined(_MSC_VER) # if (defined(_M_MRX000) || defined(_M_IX86) || defined(_M_ALPHA) || defined(_M_PPC)) && !defined(MIDL_PASS) # define CALLBACK __stdcall # else # define CALLBACK # endif # else # define CALLBACK __stdcall # endif # define DGL_CALLBACK_DEFINED #endif // CALLBACK /* Most GL/glu.h variants on Windows need wchar_t */ #include #endif // DISTRHO_OS_WINDOWS // ----------------------------------------------------------------------- // OpenGL includes #ifdef DISTRHO_OS_MAC # include #else # ifndef DISTRHO_OS_WINDOWS # define GL_GLEXT_PROTOTYPES # endif # include # include #endif // ----------------------------------------------------------------------- // Missing OpenGL defines #if defined(GL_BGR_EXT) && ! defined(GL_BGR) # define GL_BGR GL_BGR_EXT #endif #if defined(GL_BGRA_EXT) && ! defined(GL_BGRA) # define GL_BGRA GL_BGRA_EXT #endif #ifndef GL_CLAMP_TO_BORDER # define GL_CLAMP_TO_BORDER 0x812D #endif #ifdef DISTRHO_OS_WINDOWS // ----------------------------------------------------------------------- // Fix OpenGL includes for Windows, based on glfw code #ifdef DGL_WINGDIAPI_DEFINED # undef WINGDIAPI # undef DGL_WINGDIAPI_DEFINED #endif #ifdef DGL_CALLBACK_DEFINED # undef CALLBACK # undef DGL_CALLBACK_DEFINED #endif #endif // DISTRHO_OS_WINDOWS START_NAMESPACE_DGL // ----------------------------------------------------------------------- // Base DGL enums /** Convenience symbols for ASCII control characters. */ enum Char { kCharBackspace = 0x08, kCharEscape = 0x1B, kCharDelete = 0x7F }; /** Keyboard modifier flags. */ enum Modifier { kModifierShift = 1 << 0, /**< Shift key */ kModifierControl = 1 << 1, /**< Control key */ kModifierAlt = 1 << 2, /**< Alt/Option key */ kModifierSuper = 1 << 3 /**< Mod4/Command/Windows key */ }; /** Special (non-Unicode) keyboard keys. */ enum Key { kKeyF1 = 1, kKeyF2, kKeyF3, kKeyF4, kKeyF5, kKeyF6, kKeyF7, kKeyF8, kKeyF9, kKeyF10, kKeyF11, kKeyF12, kKeyLeft, kKeyUp, kKeyRight, kKeyDown, kKeyPageUp, kKeyPageDown, kKeyHome, kKeyEnd, kKeyInsert, kKeyShift, kKeyControl, kKeyAlt, kKeySuper }; // ----------------------------------------------------------------------- // Base DGL classes /** Idle callback. */ class IdleCallback { public: virtual ~IdleCallback() {} virtual void idleCallback() = 0; }; // ----------------------------------------------------------------------- END_NAMESPACE_DGL #ifndef DONT_SET_USING_DGL_NAMESPACE // If your code uses a lot of DGL classes, then this will obviously save you // a lot of typing, but can be disabled by setting DONT_SET_USING_DGL_NAMESPACE. using namespace DGL_NAMESPACE; #endif // ----------------------------------------------------------------------- #endif // DGL_BASE_HPP_INCLUDED