Thu, 18 Apr 2024 21:53:53 +0200
make use of the asc_window_active macro
src/ascension/ui.h | file | annotate | diff | comparison | revisions | |
src/ascension/window.h | file | annotate | diff | comparison | revisions | |
src/primitives.c | file | annotate | diff | comparison | revisions | |
src/scene.c | file | annotate | diff | comparison | revisions | |
src/text.c | file | annotate | diff | comparison | revisions | |
src/window.c | file | annotate | diff | comparison | revisions |
1.1 --- a/src/ascension/ui.h Tue Apr 16 22:20:17 2024 +0200 1.2 +++ b/src/ascension/ui.h Thu Apr 18 21:53:53 2024 +0200 1.3 @@ -31,7 +31,7 @@ 1.4 #include "ui/text.h" 1.5 1.6 #define asc_add_ui_node(node) \ 1.7 - asc_scene_node_link(asc_context.active_window->ui, node) 1.8 + asc_scene_node_link(asc_window_active->ui, node) 1.9 1.10 #endif /* ASCENSION_UI_H */ 1.11
2.1 --- a/src/ascension/window.h Tue Apr 16 22:20:17 2024 +0200 2.2 +++ b/src/ascension/window.h Thu Apr 18 21:53:53 2024 +0200 2.3 @@ -55,6 +55,10 @@ 2.4 AscSceneNode *ui; 2.5 } AscWindow; 2.6 2.7 +/** 2.8 + * The currently active window in the context. 2.9 + * @see asc_window_activate() 2.10 + */ 2.11 #define asc_window_active asc_context.active_window 2.12 2.13 /**
3.1 --- a/src/primitives.c Tue Apr 16 22:20:17 2024 +0200 3.2 +++ b/src/primitives.c Thu Apr 18 21:53:53 2024 +0200 3.3 @@ -87,7 +87,7 @@ 3.4 } 3.5 3.6 void asc_primitives_draw_plane(void) { 3.7 - AscMesh const *mesh = &(asc_context.active_window->glctx.primitives.plane); 3.8 + AscMesh const *mesh = &(asc_window_active->glctx.primitives.plane); 3.9 glBindVertexArray(mesh->vao); 3.10 glDrawArrays(GL_TRIANGLE_STRIP, 0, mesh->vertices); 3.11 } 3.12 \ No newline at end of file
4.1 --- a/src/scene.c Tue Apr 16 22:20:17 2024 +0200 4.2 +++ b/src/scene.c Thu Apr 18 21:53:53 2024 +0200 4.3 @@ -151,7 +151,7 @@ 4.4 // Sprites 4.5 // ------- 4.6 // TODO: implement view matrix for 2D worlds 4.7 - shader = &asc_context.active_window->glctx.shader.sprite.base; 4.8 + shader = &asc_window_active->glctx.shader.sprite.base; 4.9 glUseProgram(shader->id); 4.10 glUniformMatrix4fv(shader->projection, 1, 4.11 GL_FALSE, camera->projection);
5.1 --- a/src/text.c Tue Apr 16 22:20:17 2024 +0200 5.2 +++ b/src/text.c Thu Apr 18 21:53:53 2024 +0200 5.3 @@ -36,7 +36,7 @@ 5.4 5.5 static void asc_text_draw(AscText const *node) { 5.6 // Obtain shader 5.7 - AscShaderSprite *shader = &asc_context.active_window->glctx.shader.sprite; 5.8 + AscShaderSprite *shader = &asc_window_active->glctx.shader.sprite; 5.9 5.10 // Upload model matrix 5.11 glUniformMatrix4fv(shader->base.model, 1,
6.1 --- a/src/window.c Tue Apr 16 22:20:17 2024 +0200 6.2 +++ b/src/window.c Thu Apr 18 21:53:53 2024 +0200 6.3 @@ -85,7 +85,7 @@ 6.4 if (asc_gl_context_initialize(&window->glctx, window->window, &settings->glsettings)) { 6.5 window->ui = asc_scene_node_empty(); 6.6 asc_dprintf("Window %u initialized", window->id); 6.7 - asc_context.active_window = window; 6.8 + asc_window_active = window; 6.9 return window; 6.10 } else { 6.11 asc_dprintf("Creating GL context failed for window %u", window->id); 6.12 @@ -102,8 +102,8 @@ 6.13 if (window->id == 0) return; 6.14 6.15 // this window cannot be active anymore 6.16 - if (asc_context.active_window == window) { 6.17 - asc_context.active_window = NULL; 6.18 + if (asc_window_active == window) { 6.19 + asc_window_active = NULL; 6.20 } 6.21 6.22 // destroy all scenes 6.23 @@ -119,8 +119,8 @@ 6.24 } 6.25 6.26 // if another window was active, make the other context current again 6.27 - if (asc_context.active_window != NULL) { 6.28 - asc_gl_context_activate(&asc_context.active_window->glctx); 6.29 + if (asc_window_active != NULL) { 6.30 + asc_gl_context_activate(&asc_window_active->glctx); 6.31 } 6.32 6.33 // clean the data 6.34 @@ -129,7 +129,7 @@ 6.35 } 6.36 6.37 void asc_window_sync(AscWindow* window) { 6.38 - AscWindow *active_window = asc_context.active_window; 6.39 + AscWindow *active_window = asc_window_active; 6.40 if (window != active_window) { 6.41 asc_window_activate(window); 6.42 } 6.43 @@ -159,5 +159,5 @@ 6.44 6.45 void asc_window_activate(AscWindow *window) { 6.46 asc_gl_context_activate(&window->glctx); 6.47 - asc_context.active_window = (AscWindow *)window; 6.48 + asc_window_active = (AscWindow *)window; 6.49 }