src/window.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 47
44457f6cb0a2
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/window.h"
    29 #include "ascension/context.h"
    30 #include "ascension/error.h"
    31 #include "ascension/utils.h"
    33 #include <GL/glew.h>
    35 void asc_window_settings_init_defaults(AscWindowSettings* settings) {
    36     settings->dimensions.width = 800;
    37     settings->dimensions.height = 600;
    38     settings->fullscreen = 0;
    39     settings->glsettings.depth_size = 24;
    40     settings->glsettings.vsync = 1;
    41     settings->glsettings.gl_major_version = 4;
    42     settings->glsettings.gl_minor_version = 0;
    43     settings->title = "Ascended Window";
    44 }
    46 static void asc_window_init_scenes(AscWindow *window) {
    47     asc_scene_init(&window->ui);
    48     asc_camera_ortho(&window->ui.cameras[0], (asc_recti){
    49         0, 0, window->dimensions
    50     });
    51 }
    53 AscWindow *asc_window_initialize(unsigned int index, AscWindowSettings const *settings) {
    54     if (index >= ASC_MAX_WINDOWS) {
    55         asc_error("Maximum number of windows exceeded.");
    56         return NULL;
    57     }
    58     AscWindow *window = &asc_context.windows[index];
    59     if (window->id > 0) {
    60         asc_error("Cannot create window - slot already occupied.");
    61         asc_dprintf("Tried to create window with index %u", index);
    62         return NULL;
    63     }
    65     Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
    66     flags |= settings->fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_RESIZABLE;
    68     window->window = SDL_CreateWindow(
    69             settings->title,
    70             SDL_WINDOWPOS_CENTERED,
    71             SDL_WINDOWPOS_CENTERED,
    72             settings->dimensions.width,
    73             settings->dimensions.height,
    74             flags
    75     );
    76     if (window->window == NULL) {
    77         asc_error(SDL_GetError());
    78         return NULL;
    79     }
    81     window->id = SDL_GetWindowID(window->window);
    82     SDL_GetWindowSize(window->window,
    83             &window->dimensions.width,
    84             &window->dimensions.height
    85     );
    86     window->resized = true; // count initial sizing as resize
    88     if (asc_gl_context_initialize(&window->glctx, window->window, &settings->glsettings)) {
    89         asc_dprintf("Window %u initialized", window->id);
    90         asc_context.active_window = window;
    91         asc_window_init_scenes(window);
    92         return window;
    93     } else {
    94         asc_dprintf("Creating GL context failed for window %u", window->id);
    95         // cleanup on error
    96         SDL_DestroyWindow(window->window);
    97         window->window = NULL;
    98         window->id = 0;
    99         return NULL;
   100     }
   101 }
   103 void asc_window_destroy(AscWindow* window) {
   104     // safeguard
   105     if (window->id == 0) return;
   107     // this window cannot be active anymore
   108     if (asc_context.active_window == window) {
   109         asc_context.active_window = NULL;
   110     }
   112     // destroy all scenes
   113     asc_scene_destroy(&window->ui);
   115     // release context related data
   116     asc_gl_context_destroy(&window->glctx);
   118     // destroy window
   119     if (window->window != NULL) {
   120         SDL_DestroyWindow(window->window);
   121     }
   123     // if another window was active, make the other context current again
   124     if (asc_context.active_window != NULL) {
   125         asc_gl_context_activate(&asc_context.active_window->glctx);
   126     }
   128     // clean the data
   129     asc_dprintf("Window %u and its OpenGL context destroyed.", window->id);
   130     memset(window, 0, sizeof(AscWindow));
   131 }
   133 void asc_window_sync(AscWindow* window) {
   134     AscWindow *active_window = asc_context.active_window;
   135     if (window != active_window) {
   136         asc_window_activate(window);
   137     }
   139     // Draw the UI
   140     asc_scene_draw(&window->ui);
   142     // Swap Buffers
   143     SDL_GL_SwapWindow(window->window);
   145     // Clear Flags
   146     window->resized = false;
   148     if (window != active_window) {
   149         asc_window_activate(active_window);
   150     }
   151 }
   153 void asc_window_activate(AscWindow *window) {
   154     asc_gl_context_activate(&window->glctx);
   155     asc_context.active_window = (AscWindow *)window;
   156 }

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