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