src/window.c

changeset 65
9c44c55d327a
parent 64
f18dc427f86f
child 68
823c03733e42
equal deleted inserted replaced
64:f18dc427f86f 65:9c44c55d327a
41 settings->glsettings.gl_major_version = 4; 41 settings->glsettings.gl_major_version = 4;
42 settings->glsettings.gl_minor_version = 0; 42 settings->glsettings.gl_minor_version = 0;
43 settings->title = "Ascended Window"; 43 settings->title = "Ascended Window";
44 } 44 }
45 45
46 AscWindow *asc_window_initialize(unsigned int index, AscWindowSettings const *settings) { 46 void asc_window_initialize(unsigned int index, AscWindowSettings const *settings) {
47 if (index >= ASC_MAX_WINDOWS) { 47 if (index >= ASC_MAX_WINDOWS) {
48 asc_error("Maximum number of windows exceeded."); 48 asc_error("Maximum number of windows exceeded.");
49 return NULL; 49 return;
50 } 50 }
51 AscWindow *window = &asc_context.windows[index]; 51 AscWindow *window = &asc_context.windows[index];
52 if (window->id > 0) { 52 if (window->id > 0) {
53 asc_error("Cannot create window - slot already occupied."); 53 asc_error("Cannot create window - slot already occupied.");
54 asc_dprintf("Tried to create window with index %u twice", index); 54 asc_dprintf("Tried to create window with index %u twice", index);
55 return NULL; 55 return;
56 } 56 }
57 if (window->ui != NULL) { 57 if (window->ui != NULL) {
58 asc_dprintf("Window with index %u has a dangling UI pointer", index); 58 asc_dprintf("Window with index %u has a dangling UI pointer", index);
59 asc_scene_node_free(window->ui); 59 asc_scene_node_free(window->ui);
60 } 60 }
70 settings->dimensions.height, 70 settings->dimensions.height,
71 flags 71 flags
72 ); 72 );
73 if (window->window == NULL) { 73 if (window->window == NULL) {
74 asc_error(SDL_GetError()); 74 asc_error(SDL_GetError());
75 return NULL; 75 return;
76 } 76 }
77 77
78 window->id = SDL_GetWindowID(window->window); 78 window->id = SDL_GetWindowID(window->window);
79 SDL_GetWindowSize(window->window, 79 SDL_GetWindowSize(window->window,
80 &window->dimensions.width, 80 &window->dimensions.width,
83 window->resized = true; // count initial sizing as resize 83 window->resized = true; // count initial sizing as resize
84 84
85 if (asc_gl_context_initialize(&window->glctx, window->window, &settings->glsettings)) { 85 if (asc_gl_context_initialize(&window->glctx, window->window, &settings->glsettings)) {
86 window->ui = asc_scene_node_empty(); 86 window->ui = asc_scene_node_empty();
87 asc_dprintf("Window %u initialized", window->id); 87 asc_dprintf("Window %u initialized", window->id);
88 asc_window_active = window; 88 asc_context.active_window = index;
89 return window;
90 } else { 89 } else {
91 asc_dprintf("Creating GL context failed for window %u", window->id); 90 asc_dprintf("Creating GL context failed for window %u", window->id);
92 // cleanup on error 91 // cleanup on error
93 SDL_DestroyWindow(window->window); 92 SDL_DestroyWindow(window->window);
94 window->window = NULL; 93 window->window = NULL;
95 window->id = 0; 94 window->id = 0;
96 return NULL;
97 } 95 }
98 } 96 }
99 97
100 void asc_window_destroy(AscWindow* window) { 98 void asc_window_destroy(unsigned int index) {
101 // safeguard 99 // safeguard
102 if (window->id == 0) return; 100 if (asc_context.windows[index].id == 0) return;
103 101
104 // this window cannot be active anymore 102 // this window cannot be active anymore
105 if (asc_window_active == window) { 103 if (asc_context.active_window == index) {
106 asc_window_active = NULL; 104 asc_context.active_window = ASC_MAX_WINDOWS;
107 } 105 }
106
107 // pointer to the window
108 AscWindow *window = &asc_context.windows[index];
109
110 // for releasing OpenGL resources, we need to make the context current
111 asc_gl_context_activate(&window->glctx);
108 112
109 // destroy all scenes 113 // destroy all scenes
110 asc_scene_node_free(window->ui); 114 asc_scene_node_free(window->ui);
111 window->ui = NULL; 115 window->ui = NULL;
112 116
117 if (window->window != NULL) { 121 if (window->window != NULL) {
118 SDL_DestroyWindow(window->window); 122 SDL_DestroyWindow(window->window);
119 } 123 }
120 124
121 // if another window was active, make the other context current again 125 // if another window was active, make the other context current again
122 if (asc_window_active != NULL) { 126 if (asc_context.active_window < ASC_MAX_WINDOWS) {
123 asc_gl_context_activate(&asc_window_active->glctx); 127 asc_gl_context_activate(&asc_active_window->glctx);
124 } 128 }
125 129
126 // clean the data 130 // clean the data
127 asc_dprintf("Window %u and its OpenGL context destroyed.", window->id); 131 asc_dprintf("Window %u and its OpenGL context destroyed.", window->id);
128 memset(window, 0, sizeof(AscWindow)); 132 memset(window, 0, sizeof(AscWindow));
129 } 133 }
130 134
131 void asc_window_sync(AscWindow* window) { 135 void asc_window_sync(unsigned int index) {
132 AscWindow *active_window = asc_window_active; 136 // necessary safeguard
133 if (window != active_window) { 137 if (asc_context.windows[index].id == 0) return;
134 asc_window_activate(window); 138
139 // active the window that shall be synced temporarily
140 unsigned int active_index = asc_context.active_window;
141 if (index != active_index) {
142 asc_window_activate(index);
135 } 143 }
136 144
137 // Clear the color buffer for the window frame 145 // Clear the color buffer for the window frame
138 int window_width = window->dimensions.width; 146 int window_width = asc_active_window->dimensions.width;
139 int window_height = window->dimensions.height; 147 int window_height = asc_active_window->dimensions.height;
140 glViewport(0, 0, window_width, window_height); 148 glViewport(0, 0, window_width, window_height);
141 glClear(GL_COLOR_BUFFER_BIT); 149 glClear(GL_COLOR_BUFFER_BIT);
142 asc_recti viewport = {0, 0, window_width, window_height}; 150 asc_recti viewport = {0, 0, window_width, window_height};
143 151
144 // Draw the UI 152 // Draw the UI
145 AscCamera ui_camera; 153 AscCamera ui_camera;
146 asc_camera_ortho(&ui_camera, viewport); 154 asc_camera_ortho(&ui_camera, viewport);
147 asc_scene_draw(window->ui, viewport, &ui_camera); 155 asc_scene_draw(asc_active_window->ui, viewport, &ui_camera);
148 156
149 // Swap Buffers 157 // Swap Buffers
150 SDL_GL_SwapWindow(window->window); 158 SDL_GL_SwapWindow(asc_active_window->window);
151 159
152 // Clear Flags 160 // Clear Flags
153 window->resized = false; 161 asc_active_window->resized = false;
154 162
155 if (window != active_window) { 163 if (index != active_index) {
156 asc_window_activate(active_window); 164 asc_window_activate(active_index);
157 } 165 }
158 } 166 }
159 167
160 void asc_window_activate(AscWindow *window) { 168 void asc_window_activate(unsigned int index) {
161 asc_gl_context_activate(&window->glctx); 169 asc_context.active_window = index;
162 asc_window_active = (AscWindow *)window; 170 asc_gl_context_activate(&asc_active_window->glctx);
163 } 171 }

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