revert introduction of high level ucx trees and stick to the low level API default tip

Sun, 06 Oct 2024 20:49:43 +0200

author
Mike Becker <universe@uap-core.de>
date
Sun, 06 Oct 2024 20:49:43 +0200
changeset 75
0ce353485509
parent 74
25fb39f8863a

revert introduction of high level ucx trees and stick to the low level API

src/ascension/scene.h file | annotate | diff | comparison | revisions
src/ascension/ui.h file | annotate | diff | comparison | revisions
src/ascension/window.h file | annotate | diff | comparison | revisions
src/scene.c file | annotate | diff | comparison | revisions
src/window.c file | annotate | diff | comparison | revisions
--- a/src/ascension/scene.h	Sun Oct 06 19:45:34 2024 +0200
+++ b/src/ascension/scene.h	Sun Oct 06 20:49:43 2024 +0200
@@ -34,7 +34,6 @@
 #include "texture.h"
 
 #include <cx/list.h>
-#include <cx/tree.h>
 
 typedef struct AscSceneNode AscSceneNode;
 
@@ -47,11 +46,12 @@
     ASC_RENDER_GROUP_COUNT
 };
 
-typedef CxTree* AscScene;
-
 struct AscSceneNode {
-    struct cx_tree_node_base_s base;
-    AscScene scene;
+    AscSceneNode *parent;
+    AscSceneNode *prev;
+    AscSceneNode *next;
+    AscSceneNode *children;
+    AscSceneNode *last_child;
     CxList *behaviors;
     asc_scene_free_func free_func;
     asc_scene_update_func update_func;
@@ -69,7 +69,6 @@
     uint32_t flags;
 };
 
-// TODO: move to sprite.h
 typedef struct AscSprite {
     AscSceneNode data;
     AscTexture tex;
@@ -101,57 +100,56 @@
 #define ASC_SCENE_NODE_HIDDEN                 0x80000000
 
 /**
- * Draws the specified scene.
+ * Draws the scene with the specified root node.
  *
- * @param scene the scene graph
+ * @param root the root node of the scene graph
  * @param viewport the window viewport the scene shall be drawn to
  * @param camera the camera to obtain the view and projection matrix from
  */
 __attribute__((__nonnull__))
-void asc_scene_draw(AscScene scene, asc_recti viewport, AscCamera *camera);
-
-AscScene asc_scene_create(void);
-void asc_scene_destroy(AscScene scene);
+void asc_scene_draw(AscSceneNode *root, asc_recti viewport, AscCamera *camera);
 
 /**
  * Creates an empty node that may serve as a container for other nodes.
  *
+ * The free_func of this node will be a simple free().
+ *
  * @return the new node
  */
 AscSceneNode *asc_scene_node_empty(void);
 
 /**
- * Adds a node to a (new) parent.
+ * Unlinks the node from its parent and frees the entire subtree.
+ *
+ * The free_func of this node and all child nodes is called, starting
+ * with the leaf nodes and terminating with \p node.
+ *
+ * @param node the node to unlink
+ */
+void asc_scene_node_free(AscSceneNode *node);
+
+/**
+ * Links a node to a (new) parent.
  *
  * @param parent the (new) parent
- * @param node the node to add
+ * @param node the node to link
  */
 __attribute__((__nonnull__))
-void asc_scene_node_add(
+void asc_scene_node_link(
         AscSceneNode *restrict parent,
         AscSceneNode *restrict node
 );
 
 /**
- * Removes a node from its scene.
+ * Unlinks a node from its parent.
  *
  * This might be useful to temporarily remove a subtree from a scene.
+ * To permanently remove the node use asc_scene_node_free().
  *
- * @param node the node to remove from its scene
+ * @param node the node to unlink
  */
 __attribute__((__nonnull__))
-void asc_scene_node_remove(AscSceneNode *node);
-
-/**
- * Retrieves the parent of a particular node.
- *
- * @param node the node
- * @return the parent of \p node (or NULL when it is the root node)
- */
-__attribute__((__nonnull__))
-static inline AscSceneNode *asc_scene_node_parent(AscSceneNode *node) {
-    return (AscSceneNode *) node->base.parent;
-}
+void asc_scene_node_unlink(AscSceneNode *node);
 
 /**
  * Adds a behavior function to the node.
--- a/src/ascension/ui.h	Sun Oct 06 19:45:34 2024 +0200
+++ b/src/ascension/ui.h	Sun Oct 06 20:49:43 2024 +0200
@@ -31,7 +31,7 @@
 #include "ui/text.h"
 
 #define asc_add_ui_node(node) \
-    asc_scene_node_add(asc_active_window->ui->root, node)
+    asc_scene_node_link(asc_active_window->ui, node)
 
 #endif /* ASCENSION_UI_H */
 
--- a/src/ascension/window.h	Sun Oct 06 19:45:34 2024 +0200
+++ b/src/ascension/window.h	Sun Oct 06 20:49:43 2024 +0200
@@ -53,7 +53,7 @@
     SDL_Window* window;
     asc_vec2i dimensions;
     AscGLContext glctx;
-    AscScene ui;
+    AscSceneNode *ui;
 } AscWindow;
 
 /**
--- a/src/scene.c	Sun Oct 06 19:45:34 2024 +0200
+++ b/src/scene.c	Sun Oct 06 20:49:43 2024 +0200
@@ -32,6 +32,7 @@
 
 #include <cx/linked_list.h>
 #include <cx/array_list.h>
+#include <cx/tree.h>
 #include <cx/utils.h>
 
 #include "ascension/shader.h"
@@ -39,7 +40,24 @@
 
 #include <assert.h>
 
-// TODO: move to a sprite.c
+static CxTreeIterator asc_scene_node_iterator(
+        AscSceneNode *node,
+        bool visit_on_exit
+) {
+    return cx_tree_iterator(
+            node, visit_on_exit,
+            offsetof(AscSceneNode, children),
+            offsetof(AscSceneNode, next)
+    );
+}
+
+static CxTreeVisitor asc_scene_node_visitor(AscSceneNode *node) {
+    return cx_tree_visitor(node,
+            offsetof(AscSceneNode, children),
+            offsetof(AscSceneNode, next)
+    );
+}
+
 static void asc_sprite_draw(AscSprite const *node) {
     // Obtain shader
     AscShaderSprite *shader = ASC_SHADER_SPRITE;
@@ -58,7 +76,7 @@
     asc_primitives_draw_plane();
 }
 
-void asc_scene_draw(AscScene scene, asc_recti viewport, AscCamera *camera) {
+void asc_scene_draw(AscSceneNode *root, asc_recti viewport, AscCamera *camera) {
     // create render groups
     CxList *render_group[ASC_RENDER_GROUP_COUNT];
     cx_for_n(i, ASC_RENDER_GROUP_COUNT) {
@@ -66,7 +84,7 @@
     }
 
     // skip the root node deliberately, we know it's just the container
-    CxTreeVisitor iter = cxTreeVisit(scene);
+    CxTreeVisitor iter = asc_scene_node_visitor(root);
     cxIteratorNext(iter);
 
     // update the children and add them to the render groups
@@ -110,7 +128,7 @@
             asc_mat4f_mulst(
                     node->world_transform,
                     node->transform,
-                    asc_scene_node_parent(node)->world_transform
+                    node->parent->world_transform
             );
         }
 
@@ -168,55 +186,54 @@
 
 AscSceneNode *asc_scene_node_empty(void) {
     AscSceneNode *node = calloc(1, sizeof(AscSceneNode));
+    node->free_func = (asc_scene_free_func) free;
     node->scale.x = node->scale.y = node->scale.z = 1;
     asc_transform_identity(node->transform);
     asc_transform_identity(node->world_transform);
     return node;
 }
 
-void asc_scene_node_destructor(AscSceneNode *node) {
-    if (node->behaviors != NULL) {
-        cxListDestroy(node->behaviors);
-    }
-    if (node->free_func != NULL) {
-        node->free_func(node);
-    } else {
-        free(node);
+void asc_scene_node_free(AscSceneNode *node) {
+    if (node == NULL) return;
+
+    // remove this node from its parent
+    asc_scene_node_unlink(node);
+
+    // free the entire subtree
+    CxTreeIterator iter = asc_scene_node_iterator(node, true);
+    cx_foreach(AscSceneNode*, child, iter) {
+        if (!iter.exiting) continue;
+        if (child->behaviors != NULL) {
+            cxListDestroy(child->behaviors);
+        }
+        if (child->free_func != NULL) {
+            child->free_func(child);
+        } else {
+            free(child);
+        }
     }
 }
 
-AscScene asc_scene_create(void) {
-    AscSceneNode *root = asc_scene_node_empty();
-    AscScene scene = cxTreeCreateWrapped(
-            cxDefaultAllocator, root,
-            cx_tree_node_base_layout
+void asc_scene_node_link(AscSceneNode * restrict parent, AscSceneNode * restrict node) {
+    cx_tree_link(
+            parent, node,
+            offsetof(AscSceneNode, parent),
+            offsetof(AscSceneNode, children),
+            offsetof(AscSceneNode, last_child),
+            offsetof(AscSceneNode, prev),
+            offsetof(AscSceneNode, next)
     );
-    root->scene = scene;
-    scene->simple_destructor = (cx_destructor_func) asc_scene_node_destructor;
-    return scene;
-}
-
-void asc_scene_destroy(AscScene scene) {
-    cxTreeDestroy(scene);
 }
 
-void asc_scene_node_add(AscSceneNode * restrict parent, AscSceneNode * restrict node) {
-    assert(node->scene == NULL || node->scene == parent->scene);
-    cxTreeSetParent(parent->scene, parent, node);
-    CxTreeVisitor visitor = cxTreeVisitSubtree(parent->scene, node);
-    cx_foreach(AscSceneNode *, n, visitor) {
-        n->scene = parent->scene;
-    }
-    asc_node_update_transform(node);
-}
-
-void asc_scene_node_remove(AscSceneNode *node) {
-    if (node->scene == NULL) return;
-    cxTreeRemoveSubtree(node->scene, node);
-    CxTreeVisitor visitor = cxTreeVisitSubtree(node->scene, node);
-    cx_foreach(AscSceneNode *, n, visitor) {
-        n->scene = NULL;
-    }
+void asc_scene_node_unlink(AscSceneNode *node) {
+    cx_tree_unlink(
+            node,
+            offsetof(AscSceneNode, parent),
+            offsetof(AscSceneNode, children),
+            offsetof(AscSceneNode, last_child),
+            offsetof(AscSceneNode, prev),
+            offsetof(AscSceneNode, next)
+    );
 }
 
 void asc_scene_add_behavior(
@@ -248,14 +265,7 @@
         return;
     }
 
-    // if node is not part of a scene, just mark it and return
-    if (node->scene == NULL) {
-        asc_set_flag(node->flags, ASC_SCENE_NODE_UPDATE_TRANSFORM);
-        return;
-    }
-
-    // creating the iterator this way saves us from needing scene as parameter
-    CxTreeIterator iter = cxTreeIterateSubtree(node->scene, node, false);
+    CxTreeIterator iter = asc_scene_node_iterator(node, false);
     cx_foreach(AscSceneNode*, n, iter) {
         if (asc_test_flag(n->flags, ASC_SCENE_NODE_UPDATE_TRANSFORM)) {
             cxTreeIteratorContinue(iter);
--- a/src/window.c	Sun Oct 06 19:45:34 2024 +0200
+++ b/src/window.c	Sun Oct 06 20:49:43 2024 +0200
@@ -56,7 +56,7 @@
     }
     if (window->ui != NULL) {
         asc_dprintf("Window with index %u has a dangling UI pointer", index);
-        asc_scene_destroy(window->ui);
+        asc_scene_node_free(window->ui);
     }
 
     Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
@@ -83,7 +83,7 @@
     window->resized = true; // count initial sizing as resize
 
     if (asc_gl_context_initialize(&window->glctx, window->window, &settings->glsettings)) {
-        window->ui = asc_scene_create();
+        window->ui = asc_scene_node_empty();
         asc_dprintf("Window %u initialized", window->id);
         asc_context.active_window = index;
     } else {
@@ -111,7 +111,7 @@
     asc_gl_context_activate(&window->glctx);
 
     // destroy all scenes
-    asc_scene_destroy(window->ui);
+    asc_scene_node_free(window->ui);
     window->ui = NULL;
 
     // release context related data

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