Tue, 16 Apr 2024 22:20:17 +0200
implement mouse motion and key press events
universe@21 | 1 | /* |
universe@21 | 2 | * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. |
universe@21 | 3 | * Copyright 2023 Mike Becker. All rights reserved. |
universe@21 | 4 | * |
universe@21 | 5 | * Redistribution and use in source and binary forms, with or without |
universe@21 | 6 | * modification, are permitted provided that the following conditions are met: |
universe@21 | 7 | * |
universe@21 | 8 | * 1. Redistributions of source code must retain the above copyright |
universe@21 | 9 | * notice, this list of conditions and the following disclaimer. |
universe@21 | 10 | * |
universe@21 | 11 | * 2. Redistributions in binary form must reproduce the above copyright |
universe@21 | 12 | * notice, this list of conditions and the following disclaimer in the |
universe@21 | 13 | * documentation and/or other materials provided with the distribution. |
universe@21 | 14 | * |
universe@21 | 15 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
universe@21 | 16 | * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
universe@21 | 17 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE |
universe@21 | 18 | * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE |
universe@21 | 19 | * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR |
universe@21 | 20 | * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF |
universe@21 | 21 | * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS |
universe@21 | 22 | * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN |
universe@21 | 23 | * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) |
universe@21 | 24 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE |
universe@21 | 25 | * POSSIBILITY OF SUCH DAMAGE. |
universe@21 | 26 | */ |
universe@21 | 27 | |
universe@21 | 28 | #ifndef ASCENSION_SCENE_H |
universe@21 | 29 | #define ASCENSION_SCENE_H |
universe@21 | 30 | |
universe@37 | 31 | #include "datatypes.h" |
universe@32 | 32 | #include "transform.h" |
universe@37 | 33 | #include "camera.h" |
universe@37 | 34 | |
universe@47 | 35 | #include <cx/list.h> |
universe@32 | 36 | |
universe@29 | 37 | typedef struct AscSceneNode AscSceneNode; |
universe@29 | 38 | |
universe@29 | 39 | typedef void(*asc_scene_free_func)(AscSceneNode*); |
universe@32 | 40 | typedef void(*asc_scene_update_func)(AscSceneNode*); |
universe@29 | 41 | typedef void(*asc_scene_draw_func)(AscSceneNode const*); |
universe@29 | 42 | |
universe@37 | 43 | enum AscRenderGroup { |
universe@41 | 44 | ASC_RENDER_GROUP_SPRITE_OPAQUE, |
universe@47 | 45 | ASC_RENDER_GROUP_SPRITE_BLEND, |
universe@47 | 46 | ASC_RENDER_GROUP_COUNT |
universe@37 | 47 | }; |
universe@37 | 48 | |
universe@29 | 49 | struct AscSceneNode { |
universe@29 | 50 | AscSceneNode *parent; |
universe@29 | 51 | AscSceneNode *prev; |
universe@29 | 52 | AscSceneNode *next; |
universe@29 | 53 | AscSceneNode *children; |
universe@47 | 54 | CxList *behaviors; |
universe@29 | 55 | asc_scene_free_func free_func; |
universe@32 | 56 | asc_scene_update_func update_func; |
universe@29 | 57 | asc_scene_draw_func draw_func; |
universe@63 | 58 | unsigned depth; // TODO: do we really need this bullshit? |
universe@45 | 59 | asc_vec3f position; |
universe@45 | 60 | asc_vec3f rotation; |
universe@45 | 61 | asc_vec3f scale; |
universe@45 | 62 | asc_transform transform; |
universe@38 | 63 | asc_transform world_transform; |
universe@37 | 64 | enum AscRenderGroup render_group; |
universe@58 | 65 | /** |
universe@58 | 66 | * Custom flags for this node. |
universe@58 | 67 | * The #ASC_SCENE_NODE_FLAGS_MASK bits are reserved for general flags. |
universe@58 | 68 | */ |
universe@58 | 69 | uint32_t flags; |
universe@29 | 70 | }; |
universe@29 | 71 | |
universe@61 | 72 | #define ASC_SCENE_NODE_FLAGS_MASK 0xFF000000 |
universe@61 | 73 | #define ASC_SCENE_NODE_UPDATE_GRAPHICS 0x01000000 |
universe@61 | 74 | #define ASC_SCENE_NODE_UPDATE_TRANSFORM 0x02000000 |
universe@61 | 75 | #define ASC_SCENE_NODE_HIDDEN 0x80000000 |
universe@58 | 76 | |
universe@29 | 77 | /** |
universe@47 | 78 | * Place this as first member of a structure that shall be used as a scene node. |
universe@29 | 79 | */ |
universe@32 | 80 | #define extend_asc_scene_node AscSceneNode base |
universe@29 | 81 | |
universe@37 | 82 | /** |
universe@47 | 83 | * Draws the scene with the specified root node. |
universe@37 | 84 | * |
universe@47 | 85 | * @param root the root node of the scene graph |
universe@47 | 86 | * @param viewport the window viewport the scene shall be drawn to |
universe@47 | 87 | * @param camera the camera to obtain the view and projection matrix from |
universe@37 | 88 | */ |
universe@29 | 89 | __attribute__((__nonnull__)) |
universe@47 | 90 | void asc_scene_draw(AscSceneNode *root, asc_recti viewport, AscCamera *camera); |
universe@29 | 91 | |
universe@29 | 92 | /** |
universe@29 | 93 | * Creates an empty node that may serve as a container for other nodes. |
universe@29 | 94 | * |
universe@29 | 95 | * The free_func of this node will be a simple free(). |
universe@29 | 96 | * |
universe@29 | 97 | * @return the new node |
universe@29 | 98 | */ |
universe@29 | 99 | AscSceneNode *asc_scene_node_empty(void); |
universe@21 | 100 | |
universe@47 | 101 | /** |
universe@47 | 102 | * Unlinks the node from its parent and frees the entire subtree. |
universe@47 | 103 | * |
universe@47 | 104 | * The free_func of this node and all child nodes is called, starting |
universe@47 | 105 | * with the leaf nodes and terminating with \p node. |
universe@47 | 106 | * |
universe@47 | 107 | * @param node the node to unlink |
universe@47 | 108 | */ |
universe@21 | 109 | void asc_scene_node_free(AscSceneNode *node); |
universe@21 | 110 | |
universe@47 | 111 | /** |
universe@47 | 112 | * Links a node to a (new) parent. |
universe@47 | 113 | * |
universe@47 | 114 | * @param parent the (new) parent |
universe@47 | 115 | * @param node the node to link |
universe@47 | 116 | */ |
universe@29 | 117 | __attribute__((__nonnull__)) |
universe@33 | 118 | void asc_scene_node_link( |
universe@33 | 119 | AscSceneNode *restrict parent, |
universe@33 | 120 | AscSceneNode *restrict node |
universe@33 | 121 | ); |
universe@21 | 122 | |
universe@47 | 123 | /** |
universe@47 | 124 | * Unlinks a node from its parent. |
universe@47 | 125 | * |
universe@47 | 126 | * This might be useful to temporarily remove a subtree from a scene. |
universe@47 | 127 | * To permanently remove the node use asc_scene_node_free(). |
universe@47 | 128 | * |
universe@47 | 129 | * @param node the node to unlink |
universe@47 | 130 | */ |
universe@29 | 131 | __attribute__((__nonnull__)) |
universe@21 | 132 | void asc_scene_node_unlink(AscSceneNode *node); |
universe@21 | 133 | |
universe@47 | 134 | /** |
universe@47 | 135 | * Adds a behavior function to the node. |
universe@47 | 136 | * |
universe@47 | 137 | * A behavior function MUST NOT be added more than once to the same node. |
universe@47 | 138 | * This will not be checked. |
universe@47 | 139 | * |
universe@47 | 140 | * @param node the node |
universe@47 | 141 | * @param behavior the behavior function |
universe@47 | 142 | */ |
universe@33 | 143 | __attribute__((__nonnull__)) |
universe@47 | 144 | void asc_scene_add_behavior( |
universe@33 | 145 | AscSceneNode *node, |
universe@33 | 146 | asc_scene_update_func behavior |
universe@33 | 147 | ); |
universe@33 | 148 | |
universe@47 | 149 | /** |
universe@47 | 150 | * Removes a behavior function from the node. |
universe@47 | 151 | * |
universe@47 | 152 | * If the behavior function is not attached to this node, this function |
universe@47 | 153 | * does nothing. |
universe@47 | 154 | * |
universe@47 | 155 | * @param node the node |
universe@47 | 156 | * @param behavior the behavior function |
universe@47 | 157 | */ |
universe@33 | 158 | __attribute__((__nonnull__)) |
universe@47 | 159 | void asc_scene_remove_behavior( |
universe@47 | 160 | AscSceneNode *node, |
universe@47 | 161 | asc_scene_update_func behavior |
universe@47 | 162 | ); |
universe@33 | 163 | |
universe@61 | 164 | __attribute__((__nonnull__)) |
universe@61 | 165 | void asc_node_update(AscSceneNode *node); |
universe@45 | 166 | |
universe@38 | 167 | __attribute__((__nonnull__)) |
universe@61 | 168 | void asc_node_update_transform(AscSceneNode *node); |
universe@45 | 169 | |
universe@45 | 170 | |
universe@45 | 171 | __attribute__((__nonnull__)) static inline |
universe@45 | 172 | void asc_set_position(AscSceneNode *node, float x, float y, float z) { |
universe@45 | 173 | node->position.x = x; |
universe@45 | 174 | node->position.y = y; |
universe@45 | 175 | node->position.z = z; |
universe@61 | 176 | asc_node_update_transform(node); |
universe@45 | 177 | } |
universe@45 | 178 | |
universe@45 | 179 | __attribute__((__nonnull__)) static inline |
universe@45 | 180 | void asc_set_position2d(AscSceneNode *node, int x, int y) { |
universe@45 | 181 | node->position.x = (float)x; |
universe@45 | 182 | node->position.y = (float)y; |
universe@45 | 183 | node->position.z = 0.f; |
universe@61 | 184 | asc_node_update_transform(node); |
universe@45 | 185 | } |
universe@45 | 186 | |
universe@45 | 187 | __attribute__((__nonnull__)) static inline |
universe@45 | 188 | asc_vec2i asc_get_position2d(AscSceneNode *node) { |
universe@45 | 189 | return (asc_vec2i) {(int) node->position.x, (int) node->position.y}; |
universe@45 | 190 | } |
universe@45 | 191 | |
universe@45 | 192 | __attribute__((__nonnull__)) static inline |
universe@45 | 193 | void asc_set_scale(AscSceneNode *node, float width, float height, float depth) { |
universe@45 | 194 | node->scale.width = width; |
universe@45 | 195 | node->scale.height = height; |
universe@45 | 196 | node->scale.depth = depth; |
universe@61 | 197 | asc_node_update_transform(node); |
universe@45 | 198 | } |
universe@45 | 199 | |
universe@45 | 200 | __attribute__((__nonnull__)) static inline |
universe@45 | 201 | void asc_set_scale2d(AscSceneNode *node, int width, int height) { |
universe@45 | 202 | node->scale.width = (float)width; |
universe@45 | 203 | node->scale.height = (float)height; |
universe@45 | 204 | node->scale.depth = 1.f; |
universe@61 | 205 | asc_node_update_transform(node); |
universe@45 | 206 | } |
universe@45 | 207 | |
universe@45 | 208 | __attribute__((__nonnull__)) static inline |
universe@45 | 209 | asc_vec2i asc_get_scale2d(AscSceneNode *node) { |
universe@45 | 210 | return (asc_vec2i) {(int) node->scale.width, (int) node->scale.height}; |
universe@45 | 211 | } |
universe@38 | 212 | |
universe@21 | 213 | #endif // ASCENSION_SCENE_H |
universe@21 | 214 |