Fri, 29 Mar 2024 00:03:25 +0100
make the timer have nanoseconds precision
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 #include <time.h>
38 AscContext asc_context;
40 static uint64_t asc_nanos(void) {
41 struct timespec ts;
42 clock_gettime(CLOCK_MONOTONIC, &ts);
43 return 1000000000ull*(uint64_t)ts.tv_sec + (uint64_t)ts.tv_nsec;
44 }
46 void asc_context_initialize(void) {
47 if (asc_test_flag(asc_context.flags, ASC_FLAG_INITILIZED))
48 return;
49 memset(&asc_context, 0, sizeof(AscContext));
51 // initialize error buffer
52 cxBufferInit(
53 &asc_context.error_buffer,
54 NULL,
55 256,
56 NULL,
57 CX_BUFFER_AUTO_EXTEND
58 );
60 // initialize SDL
61 if (SDL_Init(SDL_INIT_VIDEO) < 0) {
62 asc_error(SDL_GetError());
63 } else {
64 if (TTF_Init() < 0) {
65 asc_error(TTF_GetError());
66 }
67 }
68 SDL_ClearError();
69 asc_context.total_nanos = asc_nanos();
70 asc_set_flag(&asc_context.flags, ASC_FLAG_INITILIZED);
71 asc_dprintf("Ascension context initialized.");
72 }
74 void asc_context_destroy(void) {
75 for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) {
76 asc_window_destroy(&asc_context.windows[i]);
77 }
78 asc_font_cache_clear();
80 // quit SDL
81 if (TTF_WasInit())
82 TTF_Quit();
83 SDL_Quit();
85 // destroy the error buffer
86 cxBufferDestroy(&asc_context.error_buffer);
87 asc_context.flags = 0;
88 asc_dprintf("Ascension context destroyed.");
89 }
91 static void asc_event_window_resized(Uint32 id, Sint32 width, Sint32 height) {
92 for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) {
93 if (asc_context.windows[i].id == id) {
94 asc_vec2i dimensions = (asc_vec2i) {width, height};
95 asc_context.windows[i].resized = true;
96 asc_context.windows[i].dimensions = dimensions;
97 asc_context.windows[i].ui.viewport.size = dimensions;
98 asc_context.windows[i].ui.cameras[0].rect.size = dimensions;
99 return;
100 }
101 }
102 }
104 bool asc_loop_next(void) {
105 // dispatch SDL events
106 SDL_Event event;
107 while (SDL_PollEvent(&event)) {
108 switch (event.type) {
109 case SDL_QUIT:
110 asc_set_flag(&asc_context.flags, ASC_FLAG_QUIT);
111 break;
112 case SDL_WINDOWEVENT: {
113 if (event.window.event == SDL_WINDOWEVENT_RESIZED)
114 asc_event_window_resized(
115 event.window.windowID,
116 event.window.data1,
117 event.window.data2
118 );
119 break;
120 }
121 case SDL_KEYDOWN:
122 // TODO: remove this code and implement key press map instead
123 if (event.key.keysym.sym == SDLK_ESCAPE)
124 return false;
125 break;
126 case SDL_KEYUP:
127 // TODO: implement key press map
128 break;
129 }
130 }
132 // sync the windows
133 for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) {
134 if (asc_context.windows[i].id > 0) {
135 asc_window_sync(&asc_context.windows[i]);
136 }
137 }
139 // compute frame time
140 uint64_t frame_nanos, ns;
141 do {
142 ns = asc_nanos();
143 frame_nanos = ns - asc_context.total_nanos;
144 } while (frame_nanos == 0);
145 asc_context.frame_nanos = frame_nanos;
146 asc_context.total_nanos = ns;
148 return !asc_test_flag(asc_context.flags, ASC_FLAG_QUIT);
149 }