Mon, 26 Feb 2024 21:16:00 +0100
use tree iterator to free scene nodes
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 | #include "ascension/scene.h" |
universe@21 | 29 | #include "ascension/error.h" |
universe@21 | 30 | |
universe@29 | 31 | #include <cx/tree.h> |
universe@29 | 32 | |
universe@21 | 33 | #include <assert.h> |
universe@21 | 34 | |
universe@30 | 35 | #define node_layout_ \ |
universe@29 | 36 | offsetof(AscSceneNode, parent), offsetof(AscSceneNode, children), \ |
universe@29 | 37 | offsetof(AscSceneNode, prev), offsetof(AscSceneNode, next) |
universe@30 | 38 | #define child_list_off_ \ |
universe@30 | 39 | offsetof(AscSceneNode, children), offsetof(AscSceneNode, next) |
universe@29 | 40 | |
universe@21 | 41 | void asc_scene_init(AscScene *scene) { |
universe@21 | 42 | if (scene->root != NULL) { |
universe@21 | 43 | asc_error("Scene is already initialized."); |
universe@21 | 44 | return; |
universe@21 | 45 | } |
universe@29 | 46 | scene->root = asc_scene_node_empty(); |
universe@21 | 47 | } |
universe@21 | 48 | |
universe@21 | 49 | void asc_scene_destroy(AscScene *scene) { |
universe@21 | 50 | asc_scene_node_free(scene->root); |
universe@21 | 51 | } |
universe@21 | 52 | |
universe@29 | 53 | void asc_scene_add(AscScene *scene, AscSceneNode *node) { |
universe@29 | 54 | asc_scene_node_link(scene->root, node); |
universe@29 | 55 | } |
universe@29 | 56 | |
universe@30 | 57 | void asc_scene_draw(AscScene const *scene) { |
universe@30 | 58 | // TODO: don't visit the tree, visit the render groups |
universe@30 | 59 | CxTreeIterator iter = cx_tree_iterator(scene->root, false, child_list_off_); |
universe@30 | 60 | cx_foreach(AscSceneNode*, node, iter) { |
universe@30 | 61 | if (node->draw_func != NULL) { |
universe@30 | 62 | node->draw_func(node); |
universe@30 | 63 | } |
universe@29 | 64 | } |
universe@29 | 65 | } |
universe@29 | 66 | |
universe@29 | 67 | AscSceneNode *asc_scene_node_empty(void) { |
universe@27 | 68 | // TODO: check if this can remain a calloc or if it's too expensive |
universe@27 | 69 | AscSceneNode *node = calloc(1, sizeof(AscSceneNode)); |
universe@21 | 70 | assert(node != NULL); |
universe@29 | 71 | node->free_func = (asc_scene_free_func) free; |
universe@21 | 72 | return node; |
universe@21 | 73 | } |
universe@21 | 74 | |
universe@21 | 75 | void asc_scene_node_free(AscSceneNode *node) { |
universe@21 | 76 | if (node == NULL) return; |
universe@27 | 77 | |
universe@27 | 78 | // remove this node from its parent |
universe@27 | 79 | asc_scene_node_unlink(node); |
universe@27 | 80 | |
universe@31 | 81 | // free the entire subtree |
universe@31 | 82 | CxTreeIterator iter = cx_tree_iterator(node, true, child_list_off_); |
universe@31 | 83 | cx_foreach(AscSceneNode*, child, iter) { |
universe@31 | 84 | if (!iter.exiting) continue; |
universe@31 | 85 | if (child->free_func != NULL) { |
universe@31 | 86 | child->free_func(child); |
universe@31 | 87 | } else { |
universe@31 | 88 | free(child); |
universe@31 | 89 | } |
universe@21 | 90 | } |
universe@21 | 91 | } |
universe@21 | 92 | |
universe@29 | 93 | void asc_scene_node_link(AscSceneNode * restrict parent, AscSceneNode * restrict node) { |
universe@30 | 94 | cx_tree_link(parent, node, node_layout_); |
universe@29 | 95 | } |
universe@29 | 96 | |
universe@21 | 97 | void asc_scene_node_unlink(AscSceneNode *node) { |
universe@30 | 98 | cx_tree_unlink(node, node_layout_); |
universe@21 | 99 | } |