Thu, 18 Apr 2024 21:53:53 +0200
make use of the asc_window_active macro
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 AscWindow *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 NULL;
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 NULL;
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 NULL;
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_window_active = window;
89 return window;
90 } else {
91 asc_dprintf("Creating GL context failed for window %u", window->id);
92 // cleanup on error
93 SDL_DestroyWindow(window->window);
94 window->window = NULL;
95 window->id = 0;
96 return NULL;
97 }
98 }
100 void asc_window_destroy(AscWindow* window) {
101 // safeguard
102 if (window->id == 0) return;
104 // this window cannot be active anymore
105 if (asc_window_active == window) {
106 asc_window_active = NULL;
107 }
109 // destroy all scenes
110 asc_scene_node_free(window->ui);
111 window->ui = NULL;
113 // release context related data
114 asc_gl_context_destroy(&window->glctx);
116 // destroy window
117 if (window->window != NULL) {
118 SDL_DestroyWindow(window->window);
119 }
121 // if another window was active, make the other context current again
122 if (asc_window_active != NULL) {
123 asc_gl_context_activate(&asc_window_active->glctx);
124 }
126 // clean the data
127 asc_dprintf("Window %u and its OpenGL context destroyed.", window->id);
128 memset(window, 0, sizeof(AscWindow));
129 }
131 void asc_window_sync(AscWindow* window) {
132 AscWindow *active_window = asc_window_active;
133 if (window != active_window) {
134 asc_window_activate(window);
135 }
137 // Clear the color buffer for the window frame
138 int window_width = window->dimensions.width;
139 int window_height = window->dimensions.height;
140 glViewport(0, 0, window_width, window_height);
141 glClear(GL_COLOR_BUFFER_BIT);
142 asc_recti viewport = {0, 0, window_width, window_height};
144 // Draw the UI
145 AscCamera ui_camera;
146 asc_camera_ortho(&ui_camera, viewport);
147 asc_scene_draw(window->ui, viewport, &ui_camera);
149 // Swap Buffers
150 SDL_GL_SwapWindow(window->window);
152 // Clear Flags
153 window->resized = false;
155 if (window != active_window) {
156 asc_window_activate(active_window);
157 }
158 }
160 void asc_window_activate(AscWindow *window) {
161 asc_gl_context_activate(&window->glctx);
162 asc_window_active = (AscWindow *)window;
163 }