src/window.c

Wed, 01 Nov 2023 21:00:33 +0100

author
Mike Becker <universe@uap-core.de>
date
Wed, 01 Nov 2023 21:00:33 +0100
changeset 7
9dd76cbd6c90
parent 6
302971e8599b
child 9
6ad1a4213954
permissions
-rw-r--r--

improve code structure

     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"
    32 #include <cx/linked_list.h>
    33 #include <cx/printf.h>
    35 #include <GL/glew.h>
    37 static void asc_gl_debug_callback(
    38         GLenum source, GLenum type, GLuint id, GLenum severity,
    39         GLsizei length, const GLchar* message,
    40         const void* userParam
    41 ) {
    42     cxmutstr buf = cx_asprintf(
    43             "source = %d, id = %u, type = %d, severity= %d, message = %.*s",
    44             source, id, type, severity, length, message);
    45     if (type == GL_DEBUG_TYPE_ERROR) {
    46         asc_error(buf.ptr);
    47     } else {
    48         asc_dprintf("GL debug: %*.s", (int)buf.length, buf.ptr);
    49     }
    50     cx_strfree(&buf);
    51 }
    54 static void asc_event_window_resized(Uint32 id, Sint32 width, Sint32 height) {
    55     for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) {
    56         if (asc_context.windows[i].id == id) {
    57             asc_context.windows[i].dimensions.width = width;
    58             asc_context.windows[i].dimensions.height = height;
    59             return;
    60         }
    61     }
    62 }
    64 bool asc_loop_next(void) {
    65     // dispatch SDL events
    66     SDL_Event event;
    67     while (SDL_PollEvent(&event)) {
    68         switch (event.type) {
    69         case SDL_QUIT:return false;
    70         case SDL_WINDOWEVENT: {
    71             if (event.window.type == SDL_WINDOWEVENT_RESIZED)
    72                 asc_event_window_resized(
    73                         event.window.windowID,
    74                         event.window.data1,
    75                         event.window.data2
    76                 );
    77             break;
    78         }
    79         case SDL_KEYDOWN:
    80             // TODO: remove this code and implement key press map instead
    81             if (event.key.keysym.sym == SDLK_ESCAPE)
    82                 return false;
    83             break;
    84         case SDL_KEYUP:
    85             // TODO: implement key press map
    86             break;
    87         }
    88     }
    90     // sync the windows
    91     for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) {
    92         if (asc_context.windows[i].id > 0) {
    93             asc_window_sync(&asc_context.windows[i]);
    94         }
    95     }
    96     return true;
    97 }
    99 void asc_window_settings_init_defaults(AscWindowSettings* settings) {
   100     settings->depth_size = 24;
   101     settings->vsync = 1;
   102     settings->dimensions.width = 800;
   103     settings->dimensions.height = 600;
   104     settings->fullscreen = 0;
   105     settings->gl_major_version = 3;
   106     settings->gl_minor_version = 3;
   107     settings->title = "Ascended Window";
   108 }
   110 AscWindow *asc_window_initialize(unsigned int index, AscWindowSettings const *settings) {
   111     if (index >= ASC_MAX_WINDOWS) {
   112         asc_error("Maximum number of windows exceeded.");
   113         return NULL;
   114     }
   115     AscWindow *window = &asc_context.windows[index];
   116     if (window->id > 0) {
   117         asc_error("Cannot create window - slot already occupied.");
   118         asc_dprintf("Tried to create window with index %u", index);
   119         return NULL;
   120     }
   122     Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
   123     flags |= settings->fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_RESIZABLE;
   125     window->window = SDL_CreateWindow(
   126             settings->title,
   127             SDL_WINDOWPOS_CENTERED,
   128             SDL_WINDOWPOS_CENTERED,
   129             settings->dimensions.width,
   130             settings->dimensions.height,
   131             flags
   132     );
   133     if (window->window == NULL) {
   134         asc_error(SDL_GetError());
   135         return NULL;
   136     }
   138     window->id = SDL_GetWindowID(window->window);
   139     SDL_GetWindowSize(window->window,
   140             &window->dimensions.width,
   141             &window->dimensions.height
   142     );
   144     SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
   145     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, settings->gl_major_version);
   146     SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, settings->gl_minor_version);
   147     SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, settings->depth_size);
   148     SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
   149     window->glctx = SDL_GL_CreateContext(window->window);
   150     if (window->glctx == NULL) {
   151         asc_dprintf("Creating GL context failed for window %u", window->id);
   152     } else {
   153         glewExperimental = GL_TRUE;
   154         GLenum err = glewInit();
   155         if (err == GLEW_OK) {
   156             SDL_GL_SetSwapInterval(settings->vsync);
   157             glEnable(GL_DEPTH_TEST);
   158             glEnable(GL_BLEND);
   159             glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
   160             glEnable(GL_DEBUG_OUTPUT);
   161             glDebugMessageCallback(asc_gl_debug_callback, NULL);
   162             asc_dprintf("Window %u initialized", window->id);
   163             return window;
   164         } else {
   165             asc_error(glewGetErrorString(err));
   166         }
   167     }
   169     // cleanup on error
   170     if (window->glctx != NULL) {
   171         SDL_GL_DeleteContext(window->glctx);
   172     }
   173     window->glctx = NULL;
   174     SDL_DestroyWindow(window->window);
   175     window->window = NULL;
   176     window->id = 0;
   177 }
   179 void asc_window_destroy(AscWindow* window) {
   180     // safeguard
   181     if (window->id == 0) return;
   183     // destroy the GL context and the window
   184     if (window->glctx != NULL) {
   185         SDL_GL_DeleteContext(window->glctx);
   186     }
   187     if (window->window != NULL) {
   188         SDL_DestroyWindow(window->window);
   189     }
   191     // clean the data
   192     asc_dprintf("Window %u and its OpenGL context destroyed.", window->id);
   193     memset(window, 0, sizeof(AscWindow));
   194 }
   196 void asc_window_sync(AscWindow const* window) {
   197     SDL_GL_MakeCurrent(window->window, window->glctx);
   198     SDL_GL_SwapWindow(window->window);
   199     glViewport(0, 0, window->dimensions.width, window->dimensions.height);
   200     glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
   201     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   202 }

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