src/window.c

Thu, 24 Apr 2025 19:53:40 +0200

author
Mike Becker <universe@uap-core.de>
date
Thu, 24 Apr 2025 19:53:40 +0200
changeset 95
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parent 92
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permissions
-rw-r--r--

in preparation of more scenes, bring back AscScene struct

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1 /*
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2 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
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3 * Copyright 2023 Mike Becker. All rights reserved.
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4 *
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5 * Redistribution and use in source and binary forms, with or without
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6 * modification, are permitted provided that the following conditions are met:
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7 *
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8 * 1. Redistributions of source code must retain the above copyright
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9 * notice, this list of conditions and the following disclaimer.
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10 *
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11 * 2. Redistributions in binary form must reproduce the above copyright
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12 * notice, this list of conditions and the following disclaimer in the
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13 * documentation and/or other materials provided with the distribution.
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14 *
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15 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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16 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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17 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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18 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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19 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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20 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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21 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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22 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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23 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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24 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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25 * POSSIBILITY OF SUCH DAMAGE.
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26 */
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27
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28 #include "ascension/window.h"
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29 #include "ascension/context.h"
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30
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31 #include <GL/glew.h>
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32
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33 void asc_window_settings_init_defaults(AscWindowSettings* settings) {
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34 settings->dimensions.width = 800;
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35 settings->dimensions.height = 600;
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36 settings->fullscreen = false;
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37 settings->glsettings.depth_size = 24;
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38 settings->glsettings.vsync = 1;
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39 settings->glsettings.gl_major_version = 4;
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40 settings->glsettings.gl_minor_version = 0;
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41 settings->title = "Ascended Window";
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42 }
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43
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44 void asc_window_initialize(unsigned int index, AscWindowSettings const *settings) {
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45 if (index >= ASC_MAX_WINDOWS) {
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46 asc_error("Maximum number of windows exceeded (%u/%u).", index, ASC_MAX_WINDOWS);
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47 return;
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48 }
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49 AscWindow *window = &asc_context.windows[index];
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50 if (window->id > 0) {
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51 asc_error("Cannot create window - slot %u already occupied.", index);
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52 return;
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53 }
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54
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55 Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
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56 flags |= settings->fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : SDL_WINDOW_RESIZABLE;
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57
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58 window->window = SDL_CreateWindow(
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59 settings->title,
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60 SDL_WINDOWPOS_CENTERED,
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61 SDL_WINDOWPOS_CENTERED,
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62 settings->dimensions.width,
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63 settings->dimensions.height,
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64 flags
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65 );
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66 if (window->window == NULL) {
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67 asc_error("Creating Window failed: %s", SDL_GetError());
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68 return;
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69 }
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70
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71 window->id = SDL_GetWindowID(window->window);
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72 SDL_GetWindowSize(window->window,
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73 &window->dimensions.width,
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74 &window->dimensions.height
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75 );
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76 window->resized = true; // count initial sizing as resize
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77
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78 if (asc_gl_context_initialize(&window->glctx, window->window, &settings->glsettings)) {
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79 asc_scene_init(&window->ui);
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80 asc_dprintf("Window %u initialized", window->id);
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81 asc_context.active_window = index;
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82 } else {
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83 asc_error("Creating GL context failed for window %u", window->id);
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84 // cleanup on error
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85 SDL_DestroyWindow(window->window);
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86 window->window = NULL;
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87 window->id = 0;
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88 }
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89 }
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90
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91 void asc_window_destroy(unsigned int index) {
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92 // safeguard
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93 if (asc_context.windows[index].id == 0) return;
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94
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95 // this window cannot be active anymore
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96 if (asc_context.active_window == index) {
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97 asc_context.active_window = ASC_MAX_WINDOWS;
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98 }
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99
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100 // pointer to the window
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101 AscWindow *window = &asc_context.windows[index];
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102
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103 // for releasing OpenGL resources, we need to make the context current
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104 asc_gl_context_activate(&window->glctx);
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105
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106 // destroy all scenes
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107 asc_scene_destroy(&window->ui);
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108
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109 // release context related data
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110 asc_gl_context_destroy(&window->glctx);
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111
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112 // destroy window
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113 if (window->window != NULL) {
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114 SDL_DestroyWindow(window->window);
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115 }
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116
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117 // if another window was active, make the other context current again
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118 if (asc_context.active_window < ASC_MAX_WINDOWS) {
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119 asc_gl_context_activate(&asc_active_window->glctx);
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120 }
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121
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122 // clean the data
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123 asc_dprintf("Window %u and its OpenGL context destroyed.", window->id);
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124 memset(window, 0, sizeof(AscWindow));
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125 }
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126
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127 void asc_window_sync(unsigned int index) {
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128 // necessary safeguard
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129 if (asc_context.windows[index].id == 0) return;
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130
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131 // active the window that shall be synced temporarily
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132 unsigned int active_index = asc_context.active_window;
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133 if (index != active_index) {
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134 asc_window_activate(index);
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135 }
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136
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137 // Clear the color buffer for the window frame
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138 int window_width = asc_active_window->dimensions.width;
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139 int window_height = asc_active_window->dimensions.height;
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140 glViewport(0, 0, window_width, window_height);
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141 glClear(GL_COLOR_BUFFER_BIT);
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142
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143 // Draw the UI
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144 AscScene *ui = &asc_active_window->ui;
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145 asc_recti viewport = {0, 0, window_width, window_height};
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146 asc_camera_ortho(&ui->camera, viewport);
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147 asc_scene_draw(ui, viewport);
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148
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149 // Swap Buffers
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150 SDL_GL_SwapWindow(asc_active_window->window);
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151
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152 // Clear Flags
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153 asc_active_window->resized = false;
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154
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155 if (index != active_index) {
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156 asc_window_activate(active_index);
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157 }
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158 }
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159
65
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160 void asc_window_activate(unsigned int index) {
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161 asc_context.active_window = index;
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162 asc_gl_context_activate(&asc_active_window->glctx);
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163 }
68
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164
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165 unsigned int asc_window_index(Uint32 id) {
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166 unsigned int i = 0;
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167 for (; i < ASC_MAX_WINDOWS ; i++) {
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168 if (asc_context.windows[i].id == id) break;
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169 }
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170 return i;
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171 }
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172
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173 void asc_add_ui_node(AscSceneNode *node) {
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174 asc_scene_add_node(&asc_active_window->ui, node);
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175 }

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