src/context.c

Thu, 28 Mar 2024 23:30:21 +0100

author
Mike Becker <universe@uap-core.de>
date
Thu, 28 Mar 2024 23:30:21 +0100
changeset 45
18de2af03531
parent 44
b3da4096c607
child 46
d3285aed65b3
permissions
-rw-r--r--

simplify how transforms work

     1 /*
     2  * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
     3  * Copyright 2023 Mike Becker. All rights reserved.
     4  *
     5  * Redistribution and use in source and binary forms, with or without
     6  * modification, are permitted provided that the following conditions are met:
     7  *
     8  *   1. Redistributions of source code must retain the above copyright
     9  *      notice, this list of conditions and the following disclaimer.
    10  *
    11  *   2. Redistributions in binary form must reproduce the above copyright
    12  *      notice, this list of conditions and the following disclaimer in the
    13  *      documentation and/or other materials provided with the distribution.
    14  *
    15  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
    16  * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
    17  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
    18  * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
    19  * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
    20  * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
    21  * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
    22  * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
    23  * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
    24  * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
    25  * POSSIBILITY OF SUCH DAMAGE.
    26  */
    28 #include "ascension/context.h"
    29 #include "ascension/error.h"
    30 #include "ascension/utils.h"
    31 #include "ascension/shader.h"
    33 #include <SDL2/SDL.h>
    34 #include <SDL2/SDL_ttf.h>
    36 AscContext asc_context;
    38 void asc_context_initialize(void) {
    39     if (asc_test_flag(asc_context.flags, ASC_FLAG_INITILIZED))
    40         return;
    41     memset(&asc_context, 0, sizeof(AscContext));
    43     // initialize error buffer
    44     cxBufferInit(
    45             &asc_context.error_buffer,
    46             NULL,
    47             256,
    48             NULL,
    49             CX_BUFFER_AUTO_EXTEND
    50     );
    52     // initialize SDL
    53     if (SDL_Init(SDL_INIT_VIDEO) < 0) {
    54         asc_error(SDL_GetError());
    55     } else {
    56         if (TTF_Init() < 0) {
    57             asc_error(TTF_GetError());
    58         }
    59     }
    60     SDL_ClearError();
    61     asc_set_flag(&asc_context.flags, ASC_FLAG_INITILIZED);
    62     asc_dprintf("Ascension context initialized.");
    63 }
    65 void asc_context_destroy(void) {
    66     for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) {
    67         asc_window_destroy(&asc_context.windows[i]);
    68     }
    69     asc_font_cache_clear();
    71     // quit SDL
    72     if (TTF_WasInit())
    73         TTF_Quit();
    74     SDL_Quit();
    76     // destroy the error buffer
    77     cxBufferDestroy(&asc_context.error_buffer);
    78     asc_context.flags = 0;
    79     asc_dprintf("Ascension context destroyed.");
    80 }
    82 static void asc_event_window_resized(Uint32 id, Sint32 width, Sint32 height) {
    83     for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) {
    84         if (asc_context.windows[i].id == id) {
    85             asc_vec2i dimensions = (asc_vec2i) {width, height};
    86             asc_context.windows[i].resized = true;
    87             asc_context.windows[i].dimensions = dimensions;
    88             asc_context.windows[i].ui.viewport.size = dimensions;
    89             asc_context.windows[i].ui.cameras[0].rect.size = dimensions;
    90             return;
    91         }
    92     }
    93 }
    95 bool asc_loop_next(void) {
    96     // dispatch SDL events
    97     SDL_Event event;
    98     while (SDL_PollEvent(&event)) {
    99         switch (event.type) {
   100             case SDL_QUIT:
   101                 asc_set_flag(&asc_context.flags, ASC_FLAG_QUIT);
   102                 break;
   103             case SDL_WINDOWEVENT: {
   104                 if (event.window.event == SDL_WINDOWEVENT_RESIZED)
   105                     asc_event_window_resized(
   106                             event.window.windowID,
   107                             event.window.data1,
   108                             event.window.data2
   109                     );
   110                 break;
   111             }
   112             case SDL_KEYDOWN:
   113                 // TODO: remove this code and implement key press map instead
   114                 if (event.key.keysym.sym == SDLK_ESCAPE)
   115                     return false;
   116                 break;
   117             case SDL_KEYUP:
   118                 // TODO: implement key press map
   119                 break;
   120         }
   121     }
   123     // sync the windows
   124     for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) {
   125         if (asc_context.windows[i].id > 0) {
   126             asc_window_sync(&asc_context.windows[i]);
   127         }
   128     }
   130     // compute frame time
   131     static Uint32 ticks;
   132     Uint32 ticks_elapsed = SDL_GetTicks() - ticks;
   133     ticks = SDL_GetTicks();
   134     asc_context.elapsed_millis = ticks_elapsed;
   135     asc_context.elapsed = (float) ticks_elapsed / 1000.0f;
   137     return !asc_test_flag(asc_context.flags, ASC_FLAG_QUIT);
   138 }

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