src/window.c

Thu, 18 Apr 2024 21:53:53 +0200

author
Mike Becker <universe@uap-core.de>
date
Thu, 18 Apr 2024 21:53:53 +0200
changeset 64
f18dc427f86f
parent 47
44457f6cb0a2
child 65
9c44c55d327a
permissions
-rw-r--r--

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 }

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