Sun, 21 Jan 2024 13:34:49 +0100
make AscText immutable when drawing
0 | 1 | /* |
2 | * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. | |
3 | * Copyright 2023 Mike Becker. All rights reserved. | |
4 | * | |
5 | * Redistribution and use in source and binary forms, with or without | |
6 | * modification, are permitted provided that the following conditions are met: | |
7 | * | |
8 | * 1. Redistributions of source code must retain the above copyright | |
9 | * notice, this list of conditions and the following disclaimer. | |
10 | * | |
11 | * 2. Redistributions in binary form must reproduce the above copyright | |
12 | * notice, this list of conditions and the following disclaimer in the | |
13 | * documentation and/or other materials provided with the distribution. | |
14 | * | |
15 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | |
16 | * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
17 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE | |
18 | * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE | |
19 | * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR | |
20 | * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF | |
21 | * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS | |
22 | * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN | |
23 | * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | |
24 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | |
25 | * POSSIBILITY OF SUCH DAMAGE. | |
26 | */ | |
27 | ||
7 | 28 | #include "ascension/context.h" |
29 | #include "ascension/error.h" | |
30 | #include "ascension/utils.h" | |
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31 | #include "ascension/shader.h" |
0 | 32 | |
33 | #include <cx/linked_list.h> | |
34 | ||
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35 | #include <SDL2/SDL.h> |
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36 | #include <SDL2/SDL_ttf.h> |
0 | 37 | |
38 | AscContext asc_context; | |
39 | ||
40 | void asc_context_initialize(void) { | |
41 | if (asc_test_flag(asc_context.flags, ASC_FLAG_INITILIZED)) | |
42 | return; | |
11 | 43 | memset(&asc_context, 0, sizeof(AscContext)); |
0 | 44 | |
45 | // initialize error buffer | |
46 | cxBufferInit( | |
47 | &asc_context.error_buffer, | |
48 | NULL, | |
49 | 256, | |
50 | NULL, | |
51 | CX_BUFFER_AUTO_EXTEND | |
52 | ); | |
53 | ||
54 | // initialize SDL | |
55 | if (SDL_Init(SDL_INIT_VIDEO) < 0) { | |
56 | asc_error(SDL_GetError()); | |
57 | } else { | |
58 | if (TTF_Init() < 0) { | |
59 | asc_error(TTF_GetError()); | |
60 | } | |
61 | } | |
62 | SDL_ClearError(); | |
63 | asc_set_flag(&asc_context.flags, ASC_FLAG_INITILIZED); | |
64 | asc_dprintf("Ascension context initialized."); | |
65 | } | |
66 | ||
67 | void asc_context_destroy(void) { | |
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68 | asc_shader_destroy_predefined(); |
7 | 69 | for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) { |
70 | asc_window_destroy(&asc_context.windows[i]); | |
71 | } | |
11 | 72 | asc_font_cache_clear(); |
0 | 73 | |
74 | // quit SDL | |
75 | if (TTF_WasInit()) | |
76 | TTF_Quit(); | |
77 | SDL_Quit(); | |
78 | ||
79 | // destroy the error buffer | |
80 | cxBufferDestroy(&asc_context.error_buffer); | |
81 | asc_context.flags = 0; | |
82 | asc_dprintf("Ascension context destroyed."); | |
83 | } | |
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84 | |
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85 | static void asc_event_window_resized(Uint32 id, Sint32 width, Sint32 height) { |
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86 | for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) { |
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87 | if (asc_context.windows[i].id == id) { |
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88 | asc_context.windows[i].dimensions.width = width; |
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89 | asc_context.windows[i].dimensions.height = height; |
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90 | asc_mat4f_ortho(asc_context.windows[i].projection, 0, (float) width, (float) height, 0); |
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91 | return; |
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92 | } |
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93 | } |
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94 | } |
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95 | |
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96 | bool asc_loop_next(void) { |
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97 | // dispatch SDL events |
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98 | SDL_Event event; |
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99 | while (SDL_PollEvent(&event)) { |
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100 | switch (event.type) { |
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101 | case SDL_QUIT: |
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102 | asc_set_flag(&asc_context.flags, ASC_FLAG_QUIT); |
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103 | break; |
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104 | case SDL_WINDOWEVENT: { |
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105 | if (event.window.event == SDL_WINDOWEVENT_RESIZED) |
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106 | asc_event_window_resized( |
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107 | event.window.windowID, |
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108 | event.window.data1, |
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109 | event.window.data2 |
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110 | ); |
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111 | break; |
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112 | } |
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113 | case SDL_KEYDOWN: |
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114 | // TODO: remove this code and implement key press map instead |
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115 | if (event.key.keysym.sym == SDLK_ESCAPE) |
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116 | return false; |
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117 | break; |
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118 | case SDL_KEYUP: |
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119 | // TODO: implement key press map |
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120 | break; |
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121 | } |
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122 | } |
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123 | |
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124 | // sync the windows |
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125 | for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) { |
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126 | if (asc_context.windows[i].id > 0) { |
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127 | asc_window_sync(&asc_context.windows[i]); |
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128 | } |
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129 | } |
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130 | |
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131 | // compute frame time |
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132 | static Uint32 ticks; |
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133 | Uint32 ticks_elapsed = SDL_GetTicks() - ticks; |
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134 | ticks = SDL_GetTicks(); |
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135 | asc_context.elapsed_millis = ticks_elapsed; |
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136 | asc_context.elapsed = (float) ticks_elapsed / 1000.0f; |
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137 | |
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138 | return !asc_test_flag(asc_context.flags, ASC_FLAG_QUIT); |
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139 | } |