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About the developer

alaingalvan
212 Stars 16 Forks MIT License 176 Commits 3 Opened issues

Description

💻📱 A cross platform system abstraction library written in C++ for managing windows and performing OS tasks.

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Logo

CrossWindow

cmake-img License Travis Tests Appveyor Tests Coverage Tests

A basic cross platform system abstraction library for managing windows and performing OS tasks.

Features

  • 🌟 Simple Window, File Dialog, and Message Dialog Creation

  • ⌨️ 🖱️ 👆 🎮 Basic Input (Keyboard, Mouse, Touch, and Gamepad)

  • 👻 Platform specific features (Mac Transparency, Mobile Accelerometer, etc.)

  • 💊 Unit Tests + Test Coverage (Appveyor for Windows, CircleCI for Android / MacOS / iOS, Travis for Linux/Noop)

  • 😎 Well maintained C++ 11, with a promise to evolve as the standard evolves. (C++ Modules, Package Managers, etc.)

Supported Platforms

  • 🖼️ Windows (Win32)

  • 🍎 Mac (Cocoa)

  • 📱 iOS (UIKit)

  • 🐧 Linux (XCB or XLib)

  • 🤖 Android (In Progress)

  • 🌐 WebAssembly (Emscripten)

  • ❌ Noop (Headless)

Installation

First add the repo as a submodule in your dependencies folder such as

external/
:
cd external
git submodule add https://github.com/alaingalvan/crosswindow.git

Then in your

CMakeLists.txt
file, include the following:
# ⬇ Add your dependency:
add_subdirectories(external/crosswindow)

❎ When creating your executable use CrossWindow's abstraction function:

xwin_add_executable( # Target ${PROJECT_NAME} # Source Files (make sure to surround in quotations so CMake treats it as a list) "${SOURCE_FILES}" )

🔗 Link CrossWindow to your project:

target_link_libraries( ${PROJECT_NAME} CrossWindow )

Fill out the rest of your

CMakeLists.txt
file with any other source files and dependencies you may have, then in your project root:
# 🖼️ To build your Visual Studio solution on Windows x64
cmake -B build -A x64

🍎 To build your XCode project On Mac OS for Mac OS

cmake -B build -G Xcode

📱 To build your XCode project on Mac OS for iOS / iPad OS / tvOS / watchOS

cmake -B build -G Xcode -DCMAKE_SYSTEM_NAME=iOS

🐧 To build your .make file on Linux

cmake -B build

🔨 Build on any platform:

cmake -B build --build

For WebAssembly you'll need to have Emscripten installed. Assuming you have the SDK installed, do the following to build a WebAssembly project:

# 🌐 For WebAssembly Projects
mkdir webassembly
cd webassembly
cmake .. -DXWIN_OS=WASM -DCMAKE_TOOLCHAIN_FILE="$EMSDK/emscripten/1.38.1/cmake/Modules/Platform/Emscripten.cmake" -DCMAKE_BUILD_TYPE=Release

Run emconfigure with the normal configure command as an argument.

$EMSDK/emscripten/emconfigure ./configure

Run emmake with the normal make to generate linked LLVM bitcode.

$EMSDK/emscripten/emmake make

Compile the linked bitcode generated by make (project.bc) to JavaScript.

'project.bc' should be replaced with the make output for your project (e.g. 'yourproject.so')

$EMSDK/emscripten/emcc project.bc -o project.js

For more information visit the Emscripten Docs on CMake.

For Android Studio you'll need to make a project, then edit your

build.gradle
file.
// 🤖 To build your Android Studio project
android {
    ...
    externalNativeBuild {
        cmake {
            ...
            // Use the following syntax when passing arguments to variables:
            // arguments "-DVAR_NAME=ARGUMENT".
            arguments "-DXWIN_OS=ANDROID",
            // The following line passes 'rtti' and 'exceptions' to 'ANDROID_CPP_FEATURES'.
            "-DANDROID_CPP_FEATURES=rtti exceptions"
        }
    }
  buildTypes {...}

// Use this block to link Gradle to your CMake build script. externalNativeBuild { cmake {...} } }

for more information visit Android Studio's docs on CMake.

Usage

Then create a main delegate function

void xmain(int argc, const char** argv)
in a
.cpp
file in your project (for example "
XMain.cpp
") where you'll put your application logic:
#include "CrossWindow/CrossWindow.h"

void xmain(int argc, const char** argv) { // 🖼️ Create Window Description xwin::WindowDesc windowDesc; windowDesc.name = "Test"; windowDesc.title = "My Title"; windowDesc.visible = true; windowDesc.width = 1280; windowDesc.height = 720;

bool closed = false;

// 🌟 Initialize
xwin::Window window;
xwin::EventQueue eventQueue;

if (!window.create(windowDesc, eventQueue))
{ return; }

// 🏁 Engine loop
bool isRunning = true;

while (isRunning)
{
    // ♻️ Update the event queue
    eventQueue.update();

    // 🎈 Iterate through that queue:
    while (!eventQueue.empty())
    {
        const xwin::Event& event = eventQueue.front();

        if (event.type == xwin::EventType::MouseMove)
        {
            const xwin::MouseData mouse = event.data.mouse;
        }
        if (event.type == xwin::EventType::Close)
        {
            window.close();
            isRunning = false;
        }

        eventQueue.pop();
    }
}

}

This

xmain
function will be called from a platform specific main function that will be included in your main project by CMake. If you ever need to access something from the platform specific main function for whatever reason, you'll find it in
xwin::getXWinState()
.

For more examples visit the Documentation or try out the examples.

Development

Be sure to have CMake Installed.

| CMake Options | Description | |:-------------:|:-----------:| |

XWIN_TESTS
| Whether or not unit tests are enabled. Defaults to
OFF
, Can be
ON
or
OFF
. | |
XWIN_API
| The OS API to use for window generation, defaults to
AUTO
, can be can be
NOOP
,
WIN32
<!--,
UWP
-->,
COCOA
,
UIKIT
,
XCB
<!--
XLIB
,
MIR
,
WAYLAND
-->,
ANDROID
, or
WASM
. | |
XWIN_OS
| Optional - What Operating System to build for, functions as a quicker way of setting target platforms. Defaults to
AUTO
, can be
NOOP
,
WINDOWS
,
MACOS
,
LINUX
,
ANDROID
,
IOS
,
WASM
. If your platform supports multiple apis, the final api will be automatically set to CrossWindow defaults (
WIN32
on Windows,
XCB
on Linux ). If
XWIN_API
is set this option is ignored. |

First install Git, then open any terminal such as Hyper in any folder and type:

# 🐑 Clone the repo
git clone https://github.com/alaingalvan/crosswindow.git --recurse-submodules

💿 go inside the folder

cd crosswindow

👯 If you forget to recurse-submodules you can always run:

git submodule update --init

From there we'll need to set up our build files. Be sure to have the following installed:

Then type the following in your terminal from the repo folder:

# 🖼️ To build your Visual Studio solution on Windows x64
cmake -B build -A x64 -DXWIN_TESTS=ON

🍎 To build your XCode project on Mac OS

cmake -B build -G Xcode -DXWIN_TESTS=ON

🐧 To build your .make file on Linux

cmake -B build -DXWIN_TESTS=ON

🔨 Build on any platform:

cmake -B build --build

Whenever you add new files to the project, run

cmake ..
from your solution/project folder
/build/
, and if you edit the
CMakeLists.txt
file be sure to delete the generated files and run Cmake again.

License

CrossWindow is licensed as either MIT or Apache-2.0, whichever you would prefer.

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