universe@0: /* universe@0: * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. universe@0: * Copyright 2023 Mike Becker. All rights reserved. universe@0: * universe@0: * Redistribution and use in source and binary forms, with or without universe@0: * modification, are permitted provided that the following conditions are met: universe@0: * universe@0: * 1. Redistributions of source code must retain the above copyright universe@0: * notice, this list of conditions and the following disclaimer. universe@0: * universe@0: * 2. Redistributions in binary form must reproduce the above copyright universe@0: * notice, this list of conditions and the following disclaimer in the universe@0: * documentation and/or other materials provided with the distribution. universe@0: * universe@0: * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" universe@0: * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE universe@0: * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE universe@0: * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE universe@0: * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR universe@0: * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF universe@0: * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS universe@0: * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN universe@0: * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) universe@0: * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE universe@0: * POSSIBILITY OF SUCH DAMAGE. universe@0: */ universe@0: universe@7: #include "ascension/context.h" universe@7: #include "ascension/error.h" universe@7: #include "ascension/utils.h" universe@15: #include "ascension/shader.h" universe@0: universe@0: #include universe@0: universe@6: #include universe@6: #include universe@0: universe@0: AscContext asc_context; universe@0: universe@0: void asc_context_initialize(void) { universe@0: if (asc_test_flag(asc_context.flags, ASC_FLAG_INITILIZED)) universe@0: return; universe@11: memset(&asc_context, 0, sizeof(AscContext)); universe@0: universe@0: // initialize error buffer universe@0: cxBufferInit( universe@0: &asc_context.error_buffer, universe@0: NULL, universe@0: 256, universe@0: NULL, universe@0: CX_BUFFER_AUTO_EXTEND universe@0: ); universe@0: universe@0: // initialize SDL universe@0: if (SDL_Init(SDL_INIT_VIDEO) < 0) { universe@0: asc_error(SDL_GetError()); universe@0: } else { universe@0: if (TTF_Init() < 0) { universe@0: asc_error(TTF_GetError()); universe@0: } universe@0: } universe@0: SDL_ClearError(); universe@0: asc_set_flag(&asc_context.flags, ASC_FLAG_INITILIZED); universe@0: asc_dprintf("Ascension context initialized."); universe@0: } universe@0: universe@0: void asc_context_destroy(void) { universe@15: asc_shader_destroy_predefined(); universe@7: for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) { universe@7: asc_window_destroy(&asc_context.windows[i]); universe@7: } universe@11: asc_font_cache_clear(); universe@0: universe@0: // quit SDL universe@0: if (TTF_WasInit()) universe@0: TTF_Quit(); universe@0: SDL_Quit(); universe@0: universe@0: // destroy the error buffer universe@0: cxBufferDestroy(&asc_context.error_buffer); universe@0: asc_context.flags = 0; universe@0: asc_dprintf("Ascension context destroyed."); universe@0: } universe@16: universe@16: static void asc_event_window_resized(Uint32 id, Sint32 width, Sint32 height) { universe@16: for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) { universe@16: if (asc_context.windows[i].id == id) { universe@16: asc_context.windows[i].dimensions.width = width; universe@16: asc_context.windows[i].dimensions.height = height; universe@16: asc_mat4f_ortho(asc_context.windows[i].projection, 0, (float) width, (float) height, 0); universe@16: return; universe@16: } universe@16: } universe@16: } universe@16: universe@16: bool asc_loop_next(void) { universe@16: // dispatch SDL events universe@16: SDL_Event event; universe@16: while (SDL_PollEvent(&event)) { universe@16: switch (event.type) { universe@16: case SDL_QUIT: universe@16: asc_set_flag(&asc_context.flags, ASC_FLAG_QUIT); universe@16: break; universe@16: case SDL_WINDOWEVENT: { universe@16: if (event.window.event == SDL_WINDOWEVENT_RESIZED) universe@16: asc_event_window_resized( universe@16: event.window.windowID, universe@16: event.window.data1, universe@16: event.window.data2 universe@16: ); universe@16: break; universe@16: } universe@16: case SDL_KEYDOWN: universe@16: // TODO: remove this code and implement key press map instead universe@16: if (event.key.keysym.sym == SDLK_ESCAPE) universe@16: return false; universe@16: break; universe@16: case SDL_KEYUP: universe@16: // TODO: implement key press map universe@16: break; universe@16: } universe@16: } universe@16: universe@16: // sync the windows universe@16: for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) { universe@16: if (asc_context.windows[i].id > 0) { universe@16: asc_window_sync(&asc_context.windows[i]); universe@16: } universe@16: } universe@16: universe@16: // compute frame time universe@16: static Uint32 ticks; universe@16: Uint32 ticks_elapsed = SDL_GetTicks() - ticks; universe@16: ticks = SDL_GetTicks(); universe@16: asc_context.elapsed_millis = ticks_elapsed; universe@16: asc_context.elapsed = (float) ticks_elapsed / 1000.0f; universe@16: universe@16: return !asc_test_flag(asc_context.flags, ASC_FLAG_QUIT); universe@16: }