Thu, 18 Apr 2024 22:53:55 +0200
consistently refer to windows by ID - fixes #381
This change discovered that the font cache is completely broken. We created issue #387 for this.
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 void asc_window_initialize(unsigned int index, AscWindowSettings const *settings) {
47 if (index >= ASC_MAX_WINDOWS) {
48 asc_error("Maximum number of windows exceeded.");
49 return;
50 }
51 AscWindow *window = &asc_context.windows[index];
52 if (window->id > 0) {
53 asc_error("Cannot create window - slot already occupied.");
54 asc_dprintf("Tried to create window with index %u twice", index);
55 return;
56 }
57 if (window->ui != NULL) {
58 asc_dprintf("Window with index %u has a dangling UI pointer", index);
59 asc_scene_node_free(window->ui);
60 }
62 Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
63 flags |= settings->fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_RESIZABLE;
65 window->window = SDL_CreateWindow(
66 settings->title,
67 SDL_WINDOWPOS_CENTERED,
68 SDL_WINDOWPOS_CENTERED,
69 settings->dimensions.width,
70 settings->dimensions.height,
71 flags
72 );
73 if (window->window == NULL) {
74 asc_error(SDL_GetError());
75 return;
76 }
78 window->id = SDL_GetWindowID(window->window);
79 SDL_GetWindowSize(window->window,
80 &window->dimensions.width,
81 &window->dimensions.height
82 );
83 window->resized = true; // count initial sizing as resize
85 if (asc_gl_context_initialize(&window->glctx, window->window, &settings->glsettings)) {
86 window->ui = asc_scene_node_empty();
87 asc_dprintf("Window %u initialized", window->id);
88 asc_context.active_window = index;
89 } else {
90 asc_dprintf("Creating GL context failed for window %u", window->id);
91 // cleanup on error
92 SDL_DestroyWindow(window->window);
93 window->window = NULL;
94 window->id = 0;
95 }
96 }
98 void asc_window_destroy(unsigned int index) {
99 // safeguard
100 if (asc_context.windows[index].id == 0) return;
102 // this window cannot be active anymore
103 if (asc_context.active_window == index) {
104 asc_context.active_window = ASC_MAX_WINDOWS;
105 }
107 // pointer to the window
108 AscWindow *window = &asc_context.windows[index];
110 // for releasing OpenGL resources, we need to make the context current
111 asc_gl_context_activate(&window->glctx);
113 // destroy all scenes
114 asc_scene_node_free(window->ui);
115 window->ui = NULL;
117 // release context related data
118 asc_gl_context_destroy(&window->glctx);
120 // destroy window
121 if (window->window != NULL) {
122 SDL_DestroyWindow(window->window);
123 }
125 // if another window was active, make the other context current again
126 if (asc_context.active_window < ASC_MAX_WINDOWS) {
127 asc_gl_context_activate(&asc_active_window->glctx);
128 }
130 // clean the data
131 asc_dprintf("Window %u and its OpenGL context destroyed.", window->id);
132 memset(window, 0, sizeof(AscWindow));
133 }
135 void asc_window_sync(unsigned int index) {
136 // necessary safeguard
137 if (asc_context.windows[index].id == 0) return;
139 // active the window that shall be synced temporarily
140 unsigned int active_index = asc_context.active_window;
141 if (index != active_index) {
142 asc_window_activate(index);
143 }
145 // Clear the color buffer for the window frame
146 int window_width = asc_active_window->dimensions.width;
147 int window_height = asc_active_window->dimensions.height;
148 glViewport(0, 0, window_width, window_height);
149 glClear(GL_COLOR_BUFFER_BIT);
150 asc_recti viewport = {0, 0, window_width, window_height};
152 // Draw the UI
153 AscCamera ui_camera;
154 asc_camera_ortho(&ui_camera, viewport);
155 asc_scene_draw(asc_active_window->ui, viewport, &ui_camera);
157 // Swap Buffers
158 SDL_GL_SwapWindow(asc_active_window->window);
160 // Clear Flags
161 asc_active_window->resized = false;
163 if (index != active_index) {
164 asc_window_activate(active_index);
165 }
166 }
168 void asc_window_activate(unsigned int index) {
169 asc_context.active_window = index;
170 asc_gl_context_activate(&asc_active_window->glctx);
171 }