src/window.c

Wed, 01 Nov 2023 21:00:33 +0100

author
Mike Becker <universe@uap-core.de>
date
Wed, 01 Nov 2023 21:00:33 +0100
changeset 7
9dd76cbd6c90
parent 6
302971e8599b
child 9
6ad1a4213954
permissions
-rw-r--r--

improve code structure

universe@0 1 /*
universe@0 2 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
universe@0 3 * Copyright 2023 Mike Becker. All rights reserved.
universe@0 4 *
universe@0 5 * Redistribution and use in source and binary forms, with or without
universe@0 6 * modification, are permitted provided that the following conditions are met:
universe@0 7 *
universe@0 8 * 1. Redistributions of source code must retain the above copyright
universe@0 9 * notice, this list of conditions and the following disclaimer.
universe@0 10 *
universe@0 11 * 2. Redistributions in binary form must reproduce the above copyright
universe@0 12 * notice, this list of conditions and the following disclaimer in the
universe@0 13 * documentation and/or other materials provided with the distribution.
universe@0 14 *
universe@0 15 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
universe@0 16 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
universe@0 17 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
universe@0 18 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
universe@0 19 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
universe@0 20 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
universe@0 21 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
universe@0 22 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
universe@0 23 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
universe@0 24 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
universe@0 25 * POSSIBILITY OF SUCH DAMAGE.
universe@0 26 */
universe@0 27
universe@6 28 #include "ascension/window.h"
universe@7 29 #include "ascension/context.h"
universe@7 30 #include "ascension/error.h"
universe@0 31
universe@0 32 #include <cx/linked_list.h>
universe@0 33 #include <cx/printf.h>
universe@0 34
universe@6 35 #include <GL/glew.h>
universe@6 36
universe@0 37 static void asc_gl_debug_callback(
universe@0 38 GLenum source, GLenum type, GLuint id, GLenum severity,
universe@0 39 GLsizei length, const GLchar* message,
universe@0 40 const void* userParam
universe@0 41 ) {
universe@0 42 cxmutstr buf = cx_asprintf(
universe@0 43 "source = %d, id = %u, type = %d, severity= %d, message = %.*s",
universe@0 44 source, id, type, severity, length, message);
universe@0 45 if (type == GL_DEBUG_TYPE_ERROR) {
universe@0 46 asc_error(buf.ptr);
universe@0 47 } else {
universe@0 48 asc_dprintf("GL debug: %*.s", (int)buf.length, buf.ptr);
universe@0 49 }
universe@0 50 cx_strfree(&buf);
universe@0 51 }
universe@0 52
universe@0 53
universe@0 54 static void asc_event_window_resized(Uint32 id, Sint32 width, Sint32 height) {
universe@7 55 for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) {
universe@7 56 if (asc_context.windows[i].id == id) {
universe@7 57 asc_context.windows[i].dimensions.width = width;
universe@7 58 asc_context.windows[i].dimensions.height = height;
universe@0 59 return;
universe@0 60 }
universe@0 61 }
universe@0 62 }
universe@0 63
universe@0 64 bool asc_loop_next(void) {
universe@0 65 // dispatch SDL events
universe@0 66 SDL_Event event;
universe@0 67 while (SDL_PollEvent(&event)) {
universe@0 68 switch (event.type) {
universe@0 69 case SDL_QUIT:return false;
universe@0 70 case SDL_WINDOWEVENT: {
universe@0 71 if (event.window.type == SDL_WINDOWEVENT_RESIZED)
universe@0 72 asc_event_window_resized(
universe@0 73 event.window.windowID,
universe@0 74 event.window.data1,
universe@0 75 event.window.data2
universe@0 76 );
universe@0 77 break;
universe@0 78 }
universe@0 79 case SDL_KEYDOWN:
universe@0 80 // TODO: remove this code and implement key press map instead
universe@0 81 if (event.key.keysym.sym == SDLK_ESCAPE)
universe@0 82 return false;
universe@0 83 break;
universe@0 84 case SDL_KEYUP:
universe@0 85 // TODO: implement key press map
universe@0 86 break;
universe@0 87 }
universe@0 88 }
universe@0 89
universe@0 90 // sync the windows
universe@7 91 for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) {
universe@7 92 if (asc_context.windows[i].id > 0) {
universe@7 93 asc_window_sync(&asc_context.windows[i]);
universe@7 94 }
universe@0 95 }
universe@0 96 return true;
universe@0 97 }
universe@0 98
universe@0 99 void asc_window_settings_init_defaults(AscWindowSettings* settings) {
universe@0 100 settings->depth_size = 24;
universe@0 101 settings->vsync = 1;
universe@3 102 settings->dimensions.width = 800;
universe@3 103 settings->dimensions.height = 600;
universe@0 104 settings->fullscreen = 0;
universe@0 105 settings->gl_major_version = 3;
universe@0 106 settings->gl_minor_version = 3;
universe@0 107 settings->title = "Ascended Window";
universe@0 108 }
universe@0 109
universe@7 110 AscWindow *asc_window_initialize(unsigned int index, AscWindowSettings const *settings) {
universe@7 111 if (index >= ASC_MAX_WINDOWS) {
universe@7 112 asc_error("Maximum number of windows exceeded.");
universe@7 113 return NULL;
universe@7 114 }
universe@7 115 AscWindow *window = &asc_context.windows[index];
universe@7 116 if (window->id > 0) {
universe@7 117 asc_error("Cannot create window - slot already occupied.");
universe@7 118 asc_dprintf("Tried to create window with index %u", index);
universe@7 119 return NULL;
universe@7 120 }
universe@7 121
universe@0 122 Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
universe@0 123 flags |= settings->fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_RESIZABLE;
universe@0 124
universe@0 125 window->window = SDL_CreateWindow(
universe@0 126 settings->title,
universe@0 127 SDL_WINDOWPOS_CENTERED,
universe@0 128 SDL_WINDOWPOS_CENTERED,
universe@3 129 settings->dimensions.width,
universe@3 130 settings->dimensions.height,
universe@0 131 flags
universe@0 132 );
universe@0 133 if (window->window == NULL) {
universe@0 134 asc_error(SDL_GetError());
universe@7 135 return NULL;
universe@0 136 }
universe@0 137
universe@0 138 window->id = SDL_GetWindowID(window->window);
universe@3 139 SDL_GetWindowSize(window->window,
universe@3 140 &window->dimensions.width,
universe@3 141 &window->dimensions.height
universe@3 142 );
universe@0 143
universe@0 144 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
universe@0 145 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, settings->gl_major_version);
universe@0 146 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, settings->gl_minor_version);
universe@0 147 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, settings->depth_size);
universe@0 148 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
universe@0 149 window->glctx = SDL_GL_CreateContext(window->window);
universe@0 150 if (window->glctx == NULL) {
universe@0 151 asc_dprintf("Creating GL context failed for window %u", window->id);
universe@0 152 } else {
universe@0 153 glewExperimental = GL_TRUE;
universe@0 154 GLenum err = glewInit();
universe@0 155 if (err == GLEW_OK) {
universe@0 156 SDL_GL_SetSwapInterval(settings->vsync);
universe@0 157 glEnable(GL_DEPTH_TEST);
universe@0 158 glEnable(GL_BLEND);
universe@0 159 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
universe@0 160 glEnable(GL_DEBUG_OUTPUT);
universe@0 161 glDebugMessageCallback(asc_gl_debug_callback, NULL);
universe@0 162 asc_dprintf("Window %u initialized", window->id);
universe@7 163 return window;
universe@0 164 } else {
universe@0 165 asc_error(glewGetErrorString(err));
universe@0 166 }
universe@0 167 }
universe@0 168
universe@0 169 // cleanup on error
universe@0 170 if (window->glctx != NULL) {
universe@0 171 SDL_GL_DeleteContext(window->glctx);
universe@0 172 }
universe@0 173 window->glctx = NULL;
universe@0 174 SDL_DestroyWindow(window->window);
universe@0 175 window->window = NULL;
universe@0 176 window->id = 0;
universe@0 177 }
universe@0 178
universe@7 179 void asc_window_destroy(AscWindow* window) {
universe@7 180 // safeguard
universe@7 181 if (window->id == 0) return;
universe@7 182
universe@7 183 // destroy the GL context and the window
universe@0 184 if (window->glctx != NULL) {
universe@0 185 SDL_GL_DeleteContext(window->glctx);
universe@0 186 }
universe@0 187 if (window->window != NULL) {
universe@0 188 SDL_DestroyWindow(window->window);
universe@0 189 }
universe@0 190
universe@0 191 // clean the data
universe@0 192 asc_dprintf("Window %u and its OpenGL context destroyed.", window->id);
universe@0 193 memset(window, 0, sizeof(AscWindow));
universe@0 194 }
universe@0 195
universe@0 196 void asc_window_sync(AscWindow const* window) {
universe@0 197 SDL_GL_MakeCurrent(window->window, window->glctx);
universe@0 198 SDL_GL_SwapWindow(window->window);
universe@3 199 glViewport(0, 0, window->dimensions.width, window->dimensions.height);
universe@0 200 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
universe@0 201 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
universe@0 202 }

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