universe@21: /* universe@21: * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. universe@21: * Copyright 2023 Mike Becker. All rights reserved. universe@21: * universe@21: * Redistribution and use in source and binary forms, with or without universe@21: * modification, are permitted provided that the following conditions are met: universe@21: * universe@21: * 1. Redistributions of source code must retain the above copyright universe@21: * notice, this list of conditions and the following disclaimer. universe@21: * universe@21: * 2. Redistributions in binary form must reproduce the above copyright universe@21: * notice, this list of conditions and the following disclaimer in the universe@21: * documentation and/or other materials provided with the distribution. universe@21: * universe@21: * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" universe@21: * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE universe@21: * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE universe@21: * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE universe@21: * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR universe@21: * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF universe@21: * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS universe@21: * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN universe@21: * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) universe@21: * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE universe@21: * POSSIBILITY OF SUCH DAMAGE. universe@21: */ universe@21: universe@21: #include "ascension/scene.h" universe@21: #include "ascension/error.h" universe@21: universe@21: #include universe@21: #include universe@21: universe@21: void asc_scene_init(AscScene *scene) { universe@21: if (scene->root != NULL) { universe@21: asc_error("Scene is already initialized."); universe@21: return; universe@21: } universe@21: scene->root = asc_scene_node_create(NULL); universe@21: } universe@21: universe@21: void asc_scene_destroy(AscScene *scene) { universe@21: asc_scene_node_free(scene->root); universe@21: } universe@21: universe@21: AscSceneNode *asc_scene_node_create(AscSceneNode *parent) { universe@21: AscSceneNode *node = malloc(sizeof(AscSceneNode)); universe@21: assert(node != NULL); universe@21: node->children = cxLinkedListCreateSimple(CX_STORE_POINTERS); universe@21: assert(node->children != NULL); universe@21: node->parent = NULL; universe@21: asc_scene_node_link(node, parent); universe@21: return node; universe@21: } universe@21: universe@21: void asc_scene_node_free(AscSceneNode *node) { universe@21: if (node == NULL) return; universe@21: while (cxListSize(node->children) > 0) { universe@21: AscSceneNode *child = cxListAt(node->children, 0); universe@21: asc_scene_node_free(child); universe@21: } universe@21: if (node->parent != NULL) { universe@21: cxListFindRemove(node->parent->children, node); universe@21: } universe@21: free(node); universe@21: } universe@21: universe@21: void asc_scene_node_link( universe@21: AscSceneNode *node, universe@21: AscSceneNode *parent universe@21: ) { universe@21: if (node->parent == parent) return; universe@21: if (node->parent != NULL || parent == NULL) asc_scene_node_unlink(node); universe@21: if (parent != NULL) { universe@21: cxListAdd(parent->children, node); universe@21: node->parent = parent; universe@21: } universe@21: } universe@21: universe@21: void asc_scene_node_unlink(AscSceneNode *node) { universe@21: if (node->parent == NULL) return; universe@21: cxListFindRemove(node->parent->children, node); universe@21: node->parent = NULL; universe@21: }