Tue, 16 Apr 2024 22:20:17 +0200
implement mouse motion and key press events
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 #ifndef ASCENSION_SCENE_H
29 #define ASCENSION_SCENE_H
31 #include "datatypes.h"
32 #include "transform.h"
33 #include "camera.h"
35 #include <cx/list.h>
37 typedef struct AscSceneNode AscSceneNode;
39 typedef void(*asc_scene_free_func)(AscSceneNode*);
40 typedef void(*asc_scene_update_func)(AscSceneNode*);
41 typedef void(*asc_scene_draw_func)(AscSceneNode const*);
43 enum AscRenderGroup {
44 ASC_RENDER_GROUP_SPRITE_OPAQUE,
45 ASC_RENDER_GROUP_SPRITE_BLEND,
46 ASC_RENDER_GROUP_COUNT
47 };
49 struct AscSceneNode {
50 AscSceneNode *parent;
51 AscSceneNode *prev;
52 AscSceneNode *next;
53 AscSceneNode *children;
54 CxList *behaviors;
55 asc_scene_free_func free_func;
56 asc_scene_update_func update_func;
57 asc_scene_draw_func draw_func;
58 unsigned depth; // TODO: do we really need this bullshit?
59 asc_vec3f position;
60 asc_vec3f rotation;
61 asc_vec3f scale;
62 asc_transform transform;
63 asc_transform world_transform;
64 enum AscRenderGroup render_group;
65 /**
66 * Custom flags for this node.
67 * The #ASC_SCENE_NODE_FLAGS_MASK bits are reserved for general flags.
68 */
69 uint32_t flags;
70 };
72 #define ASC_SCENE_NODE_FLAGS_MASK 0xFF000000
73 #define ASC_SCENE_NODE_UPDATE_GRAPHICS 0x01000000
74 #define ASC_SCENE_NODE_UPDATE_TRANSFORM 0x02000000
75 #define ASC_SCENE_NODE_HIDDEN 0x80000000
77 /**
78 * Place this as first member of a structure that shall be used as a scene node.
79 */
80 #define extend_asc_scene_node AscSceneNode base
82 /**
83 * Draws the scene with the specified root node.
84 *
85 * @param root the root node of the scene graph
86 * @param viewport the window viewport the scene shall be drawn to
87 * @param camera the camera to obtain the view and projection matrix from
88 */
89 __attribute__((__nonnull__))
90 void asc_scene_draw(AscSceneNode *root, asc_recti viewport, AscCamera *camera);
92 /**
93 * Creates an empty node that may serve as a container for other nodes.
94 *
95 * The free_func of this node will be a simple free().
96 *
97 * @return the new node
98 */
99 AscSceneNode *asc_scene_node_empty(void);
101 /**
102 * Unlinks the node from its parent and frees the entire subtree.
103 *
104 * The free_func of this node and all child nodes is called, starting
105 * with the leaf nodes and terminating with \p node.
106 *
107 * @param node the node to unlink
108 */
109 void asc_scene_node_free(AscSceneNode *node);
111 /**
112 * Links a node to a (new) parent.
113 *
114 * @param parent the (new) parent
115 * @param node the node to link
116 */
117 __attribute__((__nonnull__))
118 void asc_scene_node_link(
119 AscSceneNode *restrict parent,
120 AscSceneNode *restrict node
121 );
123 /**
124 * Unlinks a node from its parent.
125 *
126 * This might be useful to temporarily remove a subtree from a scene.
127 * To permanently remove the node use asc_scene_node_free().
128 *
129 * @param node the node to unlink
130 */
131 __attribute__((__nonnull__))
132 void asc_scene_node_unlink(AscSceneNode *node);
134 /**
135 * Adds a behavior function to the node.
136 *
137 * A behavior function MUST NOT be added more than once to the same node.
138 * This will not be checked.
139 *
140 * @param node the node
141 * @param behavior the behavior function
142 */
143 __attribute__((__nonnull__))
144 void asc_scene_add_behavior(
145 AscSceneNode *node,
146 asc_scene_update_func behavior
147 );
149 /**
150 * Removes a behavior function from the node.
151 *
152 * If the behavior function is not attached to this node, this function
153 * does nothing.
154 *
155 * @param node the node
156 * @param behavior the behavior function
157 */
158 __attribute__((__nonnull__))
159 void asc_scene_remove_behavior(
160 AscSceneNode *node,
161 asc_scene_update_func behavior
162 );
164 __attribute__((__nonnull__))
165 void asc_node_update(AscSceneNode *node);
167 __attribute__((__nonnull__))
168 void asc_node_update_transform(AscSceneNode *node);
171 __attribute__((__nonnull__)) static inline
172 void asc_set_position(AscSceneNode *node, float x, float y, float z) {
173 node->position.x = x;
174 node->position.y = y;
175 node->position.z = z;
176 asc_node_update_transform(node);
177 }
179 __attribute__((__nonnull__)) static inline
180 void asc_set_position2d(AscSceneNode *node, int x, int y) {
181 node->position.x = (float)x;
182 node->position.y = (float)y;
183 node->position.z = 0.f;
184 asc_node_update_transform(node);
185 }
187 __attribute__((__nonnull__)) static inline
188 asc_vec2i asc_get_position2d(AscSceneNode *node) {
189 return (asc_vec2i) {(int) node->position.x, (int) node->position.y};
190 }
192 __attribute__((__nonnull__)) static inline
193 void asc_set_scale(AscSceneNode *node, float width, float height, float depth) {
194 node->scale.width = width;
195 node->scale.height = height;
196 node->scale.depth = depth;
197 asc_node_update_transform(node);
198 }
200 __attribute__((__nonnull__)) static inline
201 void asc_set_scale2d(AscSceneNode *node, int width, int height) {
202 node->scale.width = (float)width;
203 node->scale.height = (float)height;
204 node->scale.depth = 1.f;
205 asc_node_update_transform(node);
206 }
208 __attribute__((__nonnull__)) static inline
209 asc_vec2i asc_get_scale2d(AscSceneNode *node) {
210 return (asc_vec2i) {(int) node->scale.width, (int) node->scale.height};
211 }
213 #endif // ASCENSION_SCENE_H