src/window.c

changeset 16
c5dde81b6fb2
parent 13
f04a49b2aeee
child 29
1d001eb694dc
equal deleted inserted replaced
15:362b7659dc76 16:c5dde81b6fb2
43 "source = %d, id = %u, type = %d, severity= %d, message = %.*s", 43 "source = %d, id = %u, type = %d, severity= %d, message = %.*s",
44 source, id, type, severity, length, message); 44 source, id, type, severity, length, message);
45 if (type == GL_DEBUG_TYPE_ERROR) { 45 if (type == GL_DEBUG_TYPE_ERROR) {
46 asc_error(buf.ptr); 46 asc_error(buf.ptr);
47 } else { 47 } else {
48 asc_dprintf("GL debug: %*.s", (int)buf.length, buf.ptr); 48 asc_dprintf("GL debug: %.*s", (int)buf.length, buf.ptr);
49 } 49 }
50 cx_strfree(&buf); 50 cx_strfree(&buf);
51 }
52
53
54 static void asc_event_window_resized(Uint32 id, Sint32 width, Sint32 height) {
55 for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) {
56 if (asc_context.windows[i].id == id) {
57 asc_context.windows[i].dimensions.width = width;
58 asc_context.windows[i].dimensions.height = height;
59 asc_mat4f_ortho(asc_context.windows[i].projection, 0, (float) width, (float) height, 0);
60 return;
61 }
62 }
63 }
64
65 bool asc_loop_next(void) {
66 // dispatch SDL events
67 SDL_Event event;
68 while (SDL_PollEvent(&event)) {
69 switch (event.type) {
70 case SDL_QUIT:
71 asc_set_flag(&asc_context.flags, ASC_FLAG_QUIT);
72 break;
73 case SDL_WINDOWEVENT: {
74 if (event.window.type == SDL_WINDOWEVENT_RESIZED)
75 asc_event_window_resized(
76 event.window.windowID,
77 event.window.data1,
78 event.window.data2
79 );
80 break;
81 }
82 case SDL_KEYDOWN:
83 // TODO: remove this code and implement key press map instead
84 if (event.key.keysym.sym == SDLK_ESCAPE)
85 return false;
86 break;
87 case SDL_KEYUP:
88 // TODO: implement key press map
89 break;
90 }
91 }
92
93 // sync the windows
94 for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) {
95 if (asc_context.windows[i].id > 0) {
96 asc_window_sync(&asc_context.windows[i]);
97 }
98 }
99
100 return !asc_test_flag(asc_context.flags, ASC_FLAG_QUIT);
101 } 51 }
102 52
103 void asc_window_settings_init_defaults(AscWindowSettings* settings) { 53 void asc_window_settings_init_defaults(AscWindowSettings* settings) {
104 settings->depth_size = 24; 54 settings->depth_size = 24;
105 settings->vsync = 1; 55 settings->vsync = 1;
168 glEnable(GL_DEPTH_TEST); 118 glEnable(GL_DEPTH_TEST);
169 glEnable(GL_BLEND); 119 glEnable(GL_BLEND);
170 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 120 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
171 glEnable(GL_DEBUG_OUTPUT); 121 glEnable(GL_DEBUG_OUTPUT);
172 glDebugMessageCallback(asc_gl_debug_callback, NULL); 122 glDebugMessageCallback(asc_gl_debug_callback, NULL);
123
173 asc_dprintf("Window %u initialized", window->id); 124 asc_dprintf("Window %u initialized", window->id);
174 return window; 125 if (asc_primitives_init(&window->primitives)) {
126 asc_context.active_window = window;
127 return window;
128 } else {
129 asc_dprintf("!!! Creating primitives for window %u failed !!!", window->id);
130 }
175 } else { 131 } else {
176 asc_error(glewGetErrorString(err)); 132 asc_error(glewGetErrorString(err));
177 } 133 }
178 } 134 }
179 135
189 145
190 void asc_window_destroy(AscWindow* window) { 146 void asc_window_destroy(AscWindow* window) {
191 // safeguard 147 // safeguard
192 if (window->id == 0) return; 148 if (window->id == 0) return;
193 149
150 // this window cannot be active anymore
151 if (asc_context.active_window == window) {
152 asc_context.active_window = NULL;
153 }
154
155 // release context related data (we have to make the GL context current for this)
156 SDL_GL_MakeCurrent(window->window, window->glctx);
157 asc_primitives_destroy(&window->primitives);
158
194 // destroy the GL context and the window 159 // destroy the GL context and the window
195 if (window->glctx != NULL) { 160 if (window->glctx != NULL) {
196 SDL_GL_DeleteContext(window->glctx); 161 SDL_GL_DeleteContext(window->glctx);
197 } 162 }
198 if (window->window != NULL) { 163 if (window->window != NULL) {
199 SDL_DestroyWindow(window->window); 164 SDL_DestroyWindow(window->window);
200 } 165 }
201 166
167 // if another window was active, make the other context current again
168 if (asc_context.active_window != NULL) {
169 AscWindow const *aw = asc_context.active_window;
170 SDL_GL_MakeCurrent(aw->window, aw->glctx);
171 }
172
202 // clean the data 173 // clean the data
203 asc_dprintf("Window %u and its OpenGL context destroyed.", window->id); 174 asc_dprintf("Window %u and its OpenGL context destroyed.", window->id);
204 memset(window, 0, sizeof(AscWindow)); 175 memset(window, 0, sizeof(AscWindow));
205 } 176 }
206 177
207 void asc_window_sync(AscWindow const* window) { 178 void asc_window_sync(AscWindow const* window) {
208 SDL_GL_MakeCurrent(window->window, window->glctx); 179 AscWindow const *active_window = asc_context.active_window;
180 if (window != active_window) {
181 asc_window_activate(window);
182 }
209 SDL_GL_SwapWindow(window->window); 183 SDL_GL_SwapWindow(window->window);
210 glViewport(0, 0, window->dimensions.width, window->dimensions.height); 184 glViewport(0, 0, window->dimensions.width, window->dimensions.height);
211 glClearColor(0.0f, 0.0f, 0.0f, 1.0f); 185 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
212 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 186 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
187 if (window != active_window) {
188 asc_window_activate(active_window);
189 }
213 } 190 }
191
192 void asc_window_activate(AscWindow const *window) {
193 SDL_GL_MakeCurrent(window->window, window->glctx);
194 asc_context.active_window = window;
195 }

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