src/context.c

Wed, 06 Mar 2024 23:13:06 +0100

author
Mike Becker <universe@uap-core.de>
date
Wed, 06 Mar 2024 23:13:06 +0100
changeset 35
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parent 28
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child 37
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permissions
-rw-r--r--

fix name of demo binary

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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/context.h"
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29 #include "ascension/error.h"
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30 #include "ascension/utils.h"
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31 #include "ascension/shader.h"
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32
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33 #include <SDL2/SDL.h>
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34 #include <SDL2/SDL_ttf.h>
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35
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36 AscContext asc_context;
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37
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38 void asc_context_initialize(void) {
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39 if (asc_test_flag(asc_context.flags, ASC_FLAG_INITILIZED))
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40 return;
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41 memset(&asc_context, 0, sizeof(AscContext));
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42
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43 // initialize error buffer
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44 cxBufferInit(
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45 &asc_context.error_buffer,
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46 NULL,
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47 256,
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48 NULL,
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49 CX_BUFFER_AUTO_EXTEND
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50 );
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51
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52 // initialize SDL
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53 if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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54 asc_error(SDL_GetError());
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55 } else {
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56 if (TTF_Init() < 0) {
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57 asc_error(TTF_GetError());
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58 }
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59 }
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60 SDL_ClearError();
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61 asc_set_flag(&asc_context.flags, ASC_FLAG_INITILIZED);
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62 asc_dprintf("Ascension context initialized.");
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63 }
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64
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65 void asc_context_destroy(void) {
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66 asc_shader_destroy_predefined();
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67 for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) {
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68 asc_window_destroy(&asc_context.windows[i]);
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69 }
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70 asc_font_cache_clear();
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71
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72 // quit SDL
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73 if (TTF_WasInit())
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74 TTF_Quit();
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75 SDL_Quit();
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76
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77 // destroy the error buffer
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78 cxBufferDestroy(&asc_context.error_buffer);
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79 asc_context.flags = 0;
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80 asc_dprintf("Ascension context destroyed.");
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81 }
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82
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83 static void asc_event_window_resized(Uint32 id, Sint32 width, Sint32 height) {
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84 for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) {
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85 if (asc_context.windows[i].id == id) {
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86 asc_context.windows[i].dimensions.width = width;
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87 asc_context.windows[i].dimensions.height = height;
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88 asc_mat4f_ortho(asc_context.windows[i].projection, 0, (float) width, (float) height, 0);
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89 return;
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90 }
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91 }
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92 }
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93
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94 bool asc_loop_next(void) {
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95 // dispatch SDL events
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96 SDL_Event event;
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97 while (SDL_PollEvent(&event)) {
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98 switch (event.type) {
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99 case SDL_QUIT:
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100 asc_set_flag(&asc_context.flags, ASC_FLAG_QUIT);
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101 break;
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102 case SDL_WINDOWEVENT: {
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103 if (event.window.event == SDL_WINDOWEVENT_RESIZED)
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104 asc_event_window_resized(
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105 event.window.windowID,
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106 event.window.data1,
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107 event.window.data2
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108 );
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109 break;
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110 }
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111 case SDL_KEYDOWN:
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112 // TODO: remove this code and implement key press map instead
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113 if (event.key.keysym.sym == SDLK_ESCAPE)
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114 return false;
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115 break;
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116 case SDL_KEYUP:
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117 // TODO: implement key press map
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118 break;
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119 }
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120 }
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121
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122 // sync the windows
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123 for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) {
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124 if (asc_context.windows[i].id > 0) {
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125 asc_window_sync(&asc_context.windows[i]);
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126 }
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127 }
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128
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129 // compute frame time
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130 static Uint32 ticks;
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131 Uint32 ticks_elapsed = SDL_GetTicks() - ticks;
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132 ticks = SDL_GetTicks();
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133 asc_context.elapsed_millis = ticks_elapsed;
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134 asc_context.elapsed = (float) ticks_elapsed / 1000.0f;
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135
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136 return !asc_test_flag(asc_context.flags, ASC_FLAG_QUIT);
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137 }

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