src/context.c

Thu, 21 Mar 2024 20:34:33 +0100

author
Mike Becker <universe@uap-core.de>
date
Thu, 21 Mar 2024 20:34:33 +0100
changeset 39
7cf310cc47cb
parent 37
8a8cc6725b48
child 44
b3da4096c607
permissions
-rw-r--r--

minor improvements

     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     asc_shader_destroy_predefined();
    67     for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) {
    68         asc_window_destroy(&asc_context.windows[i]);
    69     }
    70     asc_font_cache_clear();
    72     // quit SDL
    73     if (TTF_WasInit())
    74         TTF_Quit();
    75     SDL_Quit();
    77     // destroy the error buffer
    78     cxBufferDestroy(&asc_context.error_buffer);
    79     asc_context.flags = 0;
    80     asc_dprintf("Ascension context destroyed.");
    81 }
    83 static void asc_event_window_resized(Uint32 id, Sint32 width, Sint32 height) {
    84     for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) {
    85         if (asc_context.windows[i].id == id) {
    86             asc_vec2i dimensions = (asc_vec2i) {width, height};
    87             asc_context.windows[i].resized = true;
    88             asc_context.windows[i].dimensions = dimensions;
    89             asc_context.windows[i].ui.viewport.size = dimensions;
    90             asc_context.windows[i].ui.cameras[0].rect.size = dimensions;
    91             return;
    92         }
    93     }
    94 }
    96 bool asc_loop_next(void) {
    97     // dispatch SDL events
    98     SDL_Event event;
    99     while (SDL_PollEvent(&event)) {
   100         switch (event.type) {
   101             case SDL_QUIT:
   102                 asc_set_flag(&asc_context.flags, ASC_FLAG_QUIT);
   103                 break;
   104             case SDL_WINDOWEVENT: {
   105                 if (event.window.event == SDL_WINDOWEVENT_RESIZED)
   106                     asc_event_window_resized(
   107                             event.window.windowID,
   108                             event.window.data1,
   109                             event.window.data2
   110                     );
   111                 break;
   112             }
   113             case SDL_KEYDOWN:
   114                 // TODO: remove this code and implement key press map instead
   115                 if (event.key.keysym.sym == SDLK_ESCAPE)
   116                     return false;
   117                 break;
   118             case SDL_KEYUP:
   119                 // TODO: implement key press map
   120                 break;
   121         }
   122     }
   124     // sync the windows
   125     for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) {
   126         if (asc_context.windows[i].id > 0) {
   127             asc_window_sync(&asc_context.windows[i]);
   128         }
   129     }
   131     // compute frame time
   132     static Uint32 ticks;
   133     Uint32 ticks_elapsed = SDL_GetTicks() - ticks;
   134     ticks = SDL_GetTicks();
   135     asc_context.elapsed_millis = ticks_elapsed;
   136     asc_context.elapsed = (float) ticks_elapsed / 1000.0f;
   138     return !asc_test_flag(asc_context.flags, ASC_FLAG_QUIT);
   139 }

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