src/window.c

changeset 6
302971e8599b
parent 3
1efd6da2ad53
child 7
9dd76cbd6c90
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/window.c	Wed Nov 01 20:09:49 2023 +0100
     1.3 @@ -0,0 +1,200 @@
     1.4 +/*
     1.5 + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
     1.6 + * Copyright 2023 Mike Becker. All rights reserved.
     1.7 + *
     1.8 + * Redistribution and use in source and binary forms, with or without
     1.9 + * modification, are permitted provided that the following conditions are met:
    1.10 + *
    1.11 + *   1. Redistributions of source code must retain the above copyright
    1.12 + *      notice, this list of conditions and the following disclaimer.
    1.13 + *
    1.14 + *   2. Redistributions in binary form must reproduce the above copyright
    1.15 + *      notice, this list of conditions and the following disclaimer in the
    1.16 + *      documentation and/or other materials provided with the distribution.
    1.17 + *
    1.18 + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
    1.19 + * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
    1.20 + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
    1.21 + * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
    1.22 + * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
    1.23 + * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
    1.24 + * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
    1.25 + * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
    1.26 + * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
    1.27 + * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
    1.28 + * POSSIBILITY OF SUCH DAMAGE.
    1.29 + */
    1.30 +
    1.31 +#include "ascension/window.h"
    1.32 +
    1.33 +#include <cx/linked_list.h>
    1.34 +#include <cx/printf.h>
    1.35 +
    1.36 +#include <GL/glew.h>
    1.37 +
    1.38 +static void asc_gl_debug_callback(
    1.39 +        GLenum source, GLenum type, GLuint id, GLenum severity,
    1.40 +        GLsizei length, const GLchar* message,
    1.41 +        const void* userParam
    1.42 +) {
    1.43 +    cxmutstr buf = cx_asprintf(
    1.44 +            "source = %d, id = %u, type = %d, severity= %d, message = %.*s",
    1.45 +            source, id, type, severity, length, message);
    1.46 +    if (type == GL_DEBUG_TYPE_ERROR) {
    1.47 +        asc_error(buf.ptr);
    1.48 +    } else {
    1.49 +        asc_dprintf("GL debug: %*.s", (int)buf.length, buf.ptr);
    1.50 +    }
    1.51 +    cx_strfree(&buf);
    1.52 +}
    1.53 +
    1.54 +
    1.55 +static void asc_event_window_resized(Uint32 id, Sint32 width, Sint32 height) {
    1.56 +    CxIterator iter = cxListIterator(asc_context.windows);
    1.57 +    cx_foreach(AscWindow*, w, iter) {
    1.58 +        if (w->id == id) {
    1.59 +            w->dimensions.width = width;
    1.60 +            w->dimensions.height = height;
    1.61 +            return;
    1.62 +        }
    1.63 +    }
    1.64 +}
    1.65 +
    1.66 +bool asc_loop_next(void) {
    1.67 +    // dispatch SDL events
    1.68 +    SDL_Event event;
    1.69 +    while (SDL_PollEvent(&event)) {
    1.70 +        switch (event.type) {
    1.71 +        case SDL_QUIT:return false;
    1.72 +        case SDL_WINDOWEVENT: {
    1.73 +            if (event.window.type == SDL_WINDOWEVENT_RESIZED)
    1.74 +                asc_event_window_resized(
    1.75 +                        event.window.windowID,
    1.76 +                        event.window.data1,
    1.77 +                        event.window.data2
    1.78 +                );
    1.79 +            break;
    1.80 +        }
    1.81 +        case SDL_KEYDOWN:
    1.82 +            // TODO: remove this code and implement key press map instead
    1.83 +            if (event.key.keysym.sym == SDLK_ESCAPE)
    1.84 +                return false;
    1.85 +            break;
    1.86 +        case SDL_KEYUP:
    1.87 +            // TODO: implement key press map
    1.88 +            break;
    1.89 +        }
    1.90 +    }
    1.91 +
    1.92 +    // sync the windows
    1.93 +    CxMutIterator windows = cxListMutIterator(asc_context.windows);
    1.94 +    cx_foreach(AscWindow*, w, windows) {
    1.95 +        asc_window_sync(w);
    1.96 +    }
    1.97 +    return true;
    1.98 +}
    1.99 +
   1.100 +void asc_window_settings_init_defaults(AscWindowSettings* settings) {
   1.101 +    settings->depth_size = 24;
   1.102 +    settings->vsync = 1;
   1.103 +    settings->dimensions.width = 800;
   1.104 +    settings->dimensions.height = 600;
   1.105 +    settings->fullscreen = 0;
   1.106 +    settings->gl_major_version = 3;
   1.107 +    settings->gl_minor_version = 3;
   1.108 +    settings->title = "Ascended Window";
   1.109 +}
   1.110 +
   1.111 +void asc_window_initialize(AscWindow* window, AscWindowSettings const* settings) {
   1.112 +    Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
   1.113 +    flags |= settings->fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_RESIZABLE;
   1.114 +
   1.115 +    window->window = SDL_CreateWindow(
   1.116 +            settings->title,
   1.117 +            SDL_WINDOWPOS_CENTERED,
   1.118 +            SDL_WINDOWPOS_CENTERED,
   1.119 +            settings->dimensions.width,
   1.120 +            settings->dimensions.height,
   1.121 +            flags
   1.122 +    );
   1.123 +    if (window->window == NULL) {
   1.124 +        asc_error(SDL_GetError());
   1.125 +        return;
   1.126 +    }
   1.127 +
   1.128 +    window->id = SDL_GetWindowID(window->window);
   1.129 +    SDL_GetWindowSize(window->window,
   1.130 +            &window->dimensions.width,
   1.131 +            &window->dimensions.height
   1.132 +    );
   1.133 +
   1.134 +    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
   1.135 +    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, settings->gl_major_version);
   1.136 +    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, settings->gl_minor_version);
   1.137 +    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, settings->depth_size);
   1.138 +    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
   1.139 +    window->glctx = SDL_GL_CreateContext(window->window);
   1.140 +    if (window->glctx == NULL) {
   1.141 +        asc_dprintf("Creating GL context failed for window %u", window->id);
   1.142 +    } else {
   1.143 +        glewExperimental = GL_TRUE;
   1.144 +        GLenum err = glewInit();
   1.145 +        if (err == GLEW_OK) {
   1.146 +            SDL_GL_SetSwapInterval(settings->vsync);
   1.147 +            glEnable(GL_DEPTH_TEST);
   1.148 +            glEnable(GL_BLEND);
   1.149 +            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
   1.150 +            glEnable(GL_DEBUG_OUTPUT);
   1.151 +            glDebugMessageCallback(asc_gl_debug_callback, NULL);
   1.152 +            asc_dprintf("Window %u initialized", window->id);
   1.153 +            cxListAdd(asc_context.windows, window);
   1.154 +            return;
   1.155 +        } else {
   1.156 +            asc_error(glewGetErrorString(err));
   1.157 +        }
   1.158 +    }
   1.159 +
   1.160 +    // cleanup on error
   1.161 +    if (window->glctx != NULL) {
   1.162 +        SDL_GL_DeleteContext(window->glctx);
   1.163 +    }
   1.164 +    window->glctx = NULL;
   1.165 +    SDL_DestroyWindow(window->window);
   1.166 +    window->window = NULL;
   1.167 +    window->id = 0;
   1.168 +}
   1.169 +
   1.170 +void asc_window_destroy_impl(AscWindow* window) {
   1.171 +    // destory the GL context and the window
   1.172 +    if (window->glctx != NULL) {
   1.173 +        SDL_GL_DeleteContext(window->glctx);
   1.174 +    }
   1.175 +    if (window->window != NULL) {
   1.176 +        SDL_DestroyWindow(window->window);
   1.177 +    }
   1.178 +
   1.179 +    // clean the data
   1.180 +    asc_dprintf("Window %u and its OpenGL context destroyed.", window->id);
   1.181 +    memset(window, 0, sizeof(AscWindow));
   1.182 +}
   1.183 +
   1.184 +void asc_window_destroy(AscWindow* window) {
   1.185 +    // find the window in the context and remove it
   1.186 +    bool found = false;
   1.187 +    CxMutIterator iter = cxListMutIterator(asc_context.windows);
   1.188 +    cx_foreach(AscWindow*, w, iter) {
   1.189 +        if (w == window) {
   1.190 +            found = true;
   1.191 +            cxIteratorFlagRemoval(iter);
   1.192 +        }
   1.193 +    }
   1.194 +    if (!found) asc_window_destroy_impl(window);
   1.195 +}
   1.196 +
   1.197 +void asc_window_sync(AscWindow const* window) {
   1.198 +    SDL_GL_MakeCurrent(window->window, window->glctx);
   1.199 +    SDL_GL_SwapWindow(window->window);
   1.200 +    glViewport(0, 0, window->dimensions.width, window->dimensions.height);
   1.201 +    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
   1.202 +    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   1.203 +}

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