src/window.c

Wed, 01 Nov 2023 20:09:49 +0100

author
Mike Becker <universe@uap-core.de>
date
Wed, 01 Nov 2023 20:09:49 +0100
changeset 6
302971e8599b
parent 3
src/core.c@1efd6da2ad53
child 7
9dd76cbd6c90
permissions
-rw-r--r--

move window related stuff to its own unit

     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"
    30 #include <cx/linked_list.h>
    31 #include <cx/printf.h>
    33 #include <GL/glew.h>
    35 static void asc_gl_debug_callback(
    36         GLenum source, GLenum type, GLuint id, GLenum severity,
    37         GLsizei length, const GLchar* message,
    38         const void* userParam
    39 ) {
    40     cxmutstr buf = cx_asprintf(
    41             "source = %d, id = %u, type = %d, severity= %d, message = %.*s",
    42             source, id, type, severity, length, message);
    43     if (type == GL_DEBUG_TYPE_ERROR) {
    44         asc_error(buf.ptr);
    45     } else {
    46         asc_dprintf("GL debug: %*.s", (int)buf.length, buf.ptr);
    47     }
    48     cx_strfree(&buf);
    49 }
    52 static void asc_event_window_resized(Uint32 id, Sint32 width, Sint32 height) {
    53     CxIterator iter = cxListIterator(asc_context.windows);
    54     cx_foreach(AscWindow*, w, iter) {
    55         if (w->id == id) {
    56             w->dimensions.width = width;
    57             w->dimensions.height = height;
    58             return;
    59         }
    60     }
    61 }
    63 bool asc_loop_next(void) {
    64     // dispatch SDL events
    65     SDL_Event event;
    66     while (SDL_PollEvent(&event)) {
    67         switch (event.type) {
    68         case SDL_QUIT:return false;
    69         case SDL_WINDOWEVENT: {
    70             if (event.window.type == SDL_WINDOWEVENT_RESIZED)
    71                 asc_event_window_resized(
    72                         event.window.windowID,
    73                         event.window.data1,
    74                         event.window.data2
    75                 );
    76             break;
    77         }
    78         case SDL_KEYDOWN:
    79             // TODO: remove this code and implement key press map instead
    80             if (event.key.keysym.sym == SDLK_ESCAPE)
    81                 return false;
    82             break;
    83         case SDL_KEYUP:
    84             // TODO: implement key press map
    85             break;
    86         }
    87     }
    89     // sync the windows
    90     CxMutIterator windows = cxListMutIterator(asc_context.windows);
    91     cx_foreach(AscWindow*, w, windows) {
    92         asc_window_sync(w);
    93     }
    94     return true;
    95 }
    97 void asc_window_settings_init_defaults(AscWindowSettings* settings) {
    98     settings->depth_size = 24;
    99     settings->vsync = 1;
   100     settings->dimensions.width = 800;
   101     settings->dimensions.height = 600;
   102     settings->fullscreen = 0;
   103     settings->gl_major_version = 3;
   104     settings->gl_minor_version = 3;
   105     settings->title = "Ascended Window";
   106 }
   108 void asc_window_initialize(AscWindow* window, AscWindowSettings const* settings) {
   109     Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
   110     flags |= settings->fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_RESIZABLE;
   112     window->window = SDL_CreateWindow(
   113             settings->title,
   114             SDL_WINDOWPOS_CENTERED,
   115             SDL_WINDOWPOS_CENTERED,
   116             settings->dimensions.width,
   117             settings->dimensions.height,
   118             flags
   119     );
   120     if (window->window == NULL) {
   121         asc_error(SDL_GetError());
   122         return;
   123     }
   125     window->id = SDL_GetWindowID(window->window);
   126     SDL_GetWindowSize(window->window,
   127             &window->dimensions.width,
   128             &window->dimensions.height
   129     );
   131     SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
   132     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, settings->gl_major_version);
   133     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, settings->gl_minor_version);
   134     SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, settings->depth_size);
   135     SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
   136     window->glctx = SDL_GL_CreateContext(window->window);
   137     if (window->glctx == NULL) {
   138         asc_dprintf("Creating GL context failed for window %u", window->id);
   139     } else {
   140         glewExperimental = GL_TRUE;
   141         GLenum err = glewInit();
   142         if (err == GLEW_OK) {
   143             SDL_GL_SetSwapInterval(settings->vsync);
   144             glEnable(GL_DEPTH_TEST);
   145             glEnable(GL_BLEND);
   146             glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
   147             glEnable(GL_DEBUG_OUTPUT);
   148             glDebugMessageCallback(asc_gl_debug_callback, NULL);
   149             asc_dprintf("Window %u initialized", window->id);
   150             cxListAdd(asc_context.windows, window);
   151             return;
   152         } else {
   153             asc_error(glewGetErrorString(err));
   154         }
   155     }
   157     // cleanup on error
   158     if (window->glctx != NULL) {
   159         SDL_GL_DeleteContext(window->glctx);
   160     }
   161     window->glctx = NULL;
   162     SDL_DestroyWindow(window->window);
   163     window->window = NULL;
   164     window->id = 0;
   165 }
   167 void asc_window_destroy_impl(AscWindow* window) {
   168     // destory the GL context and the window
   169     if (window->glctx != NULL) {
   170         SDL_GL_DeleteContext(window->glctx);
   171     }
   172     if (window->window != NULL) {
   173         SDL_DestroyWindow(window->window);
   174     }
   176     // clean the data
   177     asc_dprintf("Window %u and its OpenGL context destroyed.", window->id);
   178     memset(window, 0, sizeof(AscWindow));
   179 }
   181 void asc_window_destroy(AscWindow* window) {
   182     // find the window in the context and remove it
   183     bool found = false;
   184     CxMutIterator iter = cxListMutIterator(asc_context.windows);
   185     cx_foreach(AscWindow*, w, iter) {
   186         if (w == window) {
   187             found = true;
   188             cxIteratorFlagRemoval(iter);
   189         }
   190     }
   191     if (!found) asc_window_destroy_impl(window);
   192 }
   194 void asc_window_sync(AscWindow const* window) {
   195     SDL_GL_MakeCurrent(window->window, window->glctx);
   196     SDL_GL_SwapWindow(window->window);
   197     glViewport(0, 0, window->dimensions.width, window->dimensions.height);
   198     glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
   199     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   200 }

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