Tue, 05 Aug 2025 20:00:24 +0200
upgrade to SDL 3
0 | 1 | /* |
2 | * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. | |
3 | * Copyright 2023 Mike Becker. All rights reserved. | |
4 | * | |
5 | * Redistribution and use in source and binary forms, with or without | |
6 | * modification, are permitted provided that the following conditions are met: | |
7 | * | |
8 | * 1. Redistributions of source code must retain the above copyright | |
9 | * notice, this list of conditions and the following disclaimer. | |
10 | * | |
11 | * 2. Redistributions in binary form must reproduce the above copyright | |
12 | * notice, this list of conditions and the following disclaimer in the | |
13 | * documentation and/or other materials provided with the distribution. | |
14 | * | |
15 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | |
16 | * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
17 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE | |
18 | * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE | |
19 | * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR | |
20 | * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF | |
21 | * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS | |
22 | * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN | |
23 | * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | |
24 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | |
25 | * POSSIBILITY OF SUCH DAMAGE. | |
26 | */ | |
27 | ||
7 | 28 | #include "ascension/context.h" |
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29 | #include "ascension/error.h" |
0 | 30 | |
253 | 31 | #include <SDL3/SDL.h> |
32 | #include <SDL3_ttf/SDL_ttf.h> | |
0 | 33 | |
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34 | #include <GL/glew.h> |
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35 | |
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36 | #include <time.h> |
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37 | |
0 | 38 | AscContext asc_context; |
39 | ||
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40 | static uint64_t asc_nanos(void) { |
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41 | struct timespec ts; |
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42 | clock_gettime(CLOCK_MONOTONIC, &ts); |
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43 | return 1000000000ull*(uint64_t)ts.tv_sec + (uint64_t)ts.tv_nsec; |
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44 | } |
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45 | |
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46 | // forward declare non-public font cache functions |
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47 | void asc_font_cache_init(void); |
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48 | void asc_font_cache_destroy(void); |
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49 | |
0 | 50 | void asc_context_initialize(void) { |
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51 | if (asc_test_flag(asc_context.flags, ASC_FLAG_INITIALIZED)) |
0 | 52 | return; |
11 | 53 | memset(&asc_context, 0, sizeof(AscContext)); |
0 | 54 | |
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55 | // initialize default paths |
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56 | asc_context.font_path = cx_strdup(CX_STR("./fonts")); |
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57 | asc_context.shader_path = cx_strdup(CX_STR("./shader")); |
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58 | asc_context.texture_path = cx_strdup(CX_STR("./textures")); |
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59 | |
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60 | // initialize the font cache |
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61 | asc_font_cache_init(); |
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62 | |
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63 | // no window, yet |
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64 | asc_context.active_window = ASC_MAX_WINDOWS; |
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65 | |
0 | 66 | // initialize error buffer |
67 | cxBufferInit( | |
68 | &asc_context.error_buffer, | |
69 | NULL, | |
70 | 256, | |
71 | NULL, | |
72 | CX_BUFFER_AUTO_EXTEND | |
73 | ); | |
74 | ||
75 | // initialize SDL | |
253 | 76 | if (!SDL_Init(SDL_INIT_VIDEO)) { |
92 | 77 | asc_error("Failed to initialize SDL: %s", SDL_GetError()); |
253 | 78 | } else if (!TTF_Init()) { |
79 | asc_error("Failed to initialize SDL_ttf: %s", SDL_GetError()); | |
0 | 80 | } |
81 | SDL_ClearError(); | |
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82 | asc_context.total_nanos = asc_nanos(); |
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83 | asc_set_flag(asc_context.flags, ASC_FLAG_INITIALIZED); |
0 | 84 | asc_dprintf("Ascension context initialized."); |
85 | } | |
86 | ||
87 | void asc_context_destroy(void) { | |
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88 | // destroy windows |
7 | 89 | for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) { |
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90 | asc_window_destroy(i); |
7 | 91 | } |
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92 | |
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93 | // destroy the font cache |
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94 | asc_font_cache_destroy(); |
0 | 95 | |
96 | // quit SDL | |
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97 | TTF_Quit(); |
0 | 98 | SDL_Quit(); |
99 | ||
100 | // destroy the error buffer | |
101 | cxBufferDestroy(&asc_context.error_buffer); | |
102 | asc_context.flags = 0; | |
103 | asc_dprintf("Ascension context destroyed."); | |
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104 | |
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105 | // destroy the path information |
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106 | cx_strfree(&asc_context.font_path); |
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107 | cx_strfree(&asc_context.shader_path); |
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108 | cx_strfree(&asc_context.texture_path); |
0 | 109 | } |
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110 | |
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111 | void asc_context_quit(void) { |
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112 | asc_set_flag(asc_context.flags, ASC_FLAG_QUIT); |
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113 | } |
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114 | |
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115 | AscWindow *asc_active_window_assert() { |
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116 | if (asc_context.active_window < ASC_MAX_WINDOWS) { |
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117 | return &asc_context.windows[asc_context.active_window]; |
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118 | } else { |
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119 | asc_dprintf("Window access attempted without active window"); |
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120 | abort(); |
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121 | } |
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122 | } |
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123 | |
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124 | static void asc_event_window_resized(Uint32 id, Sint32 width, Sint32 height) { |
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125 | unsigned int i = asc_window_index(id); |
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126 | if (i < ASC_MAX_WINDOWS) { |
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127 | asc_context.windows[i].resized = true; |
105 | 128 | asc_context.windows[i].dimensions.width = (unsigned) width; |
129 | asc_context.windows[i].dimensions.height = (unsigned) height; | |
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130 | } |
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131 | } |
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132 | |
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133 | bool asc_loop_next(void) { |
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134 | // reset mouse motion |
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135 | asc_context.input.mouse_xrel = 0; |
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136 | asc_context.input.mouse_yrel = 0; |
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137 | |
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138 | // reset key flags |
253 | 139 | for (unsigned int i = 0 ; i < SDL_SCANCODE_COUNT ; i++) { |
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140 | asc_clear_flag(asc_context.input.keys[i], ASC_KEY_RELEASE_FLAG|ASC_KEY_PRESS_FLAG); |
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141 | } |
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142 | |
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143 | // dispatch SDL events |
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144 | SDL_Event event; |
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145 | while (SDL_PollEvent(&event)) { |
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146 | switch (event.type) { |
253 | 147 | case SDL_EVENT_QUIT: |
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148 | asc_set_flag(asc_context.flags, ASC_FLAG_QUIT); |
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149 | break; |
253 | 150 | case SDL_EVENT_WINDOW_RESIZED: { |
151 | asc_event_window_resized( | |
152 | event.window.windowID, | |
153 | event.window.data1, | |
154 | event.window.data2 | |
155 | ); | |
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156 | break; |
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157 | } |
253 | 158 | case SDL_EVENT_WINDOW_FOCUS_GAINED: { |
159 | unsigned int idx = asc_window_index(event.window.windowID); | |
160 | asc_context.windows[idx].focused = true; | |
161 | break; | |
162 | } | |
163 | case SDL_EVENT_WINDOW_FOCUS_LOST: { | |
164 | unsigned int idx = asc_window_index(event.window.windowID); | |
165 | asc_context.windows[idx].focused = false; | |
166 | break; | |
167 | } | |
168 | case SDL_EVENT_MOUSE_MOTION: { | |
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169 | // accumulate relative motion |
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170 | asc_context.input.mouse_xrel += event.motion.xrel; |
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171 | asc_context.input.mouse_yrel += event.motion.yrel; |
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172 | // update absolute position |
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173 | asc_context.input.mouse_x = event.motion.x; |
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174 | asc_context.input.mouse_y = event.motion.y; |
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175 | // update which window the mouse was seen in |
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176 | asc_context.input.mouse_window = |
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177 | asc_window_index(event.motion.windowID); |
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178 | break; |
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179 | } |
253 | 180 | case SDL_EVENT_KEY_DOWN: |
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181 | // we only set the down and press flags if the key is not already known to be down |
253 | 182 | if (asc_key_up(event.key.scancode)) { |
183 | asc_context.input.keys[event.key.scancode] = ASC_KEY_DOWN_FLAG|ASC_KEY_PRESS_FLAG; | |
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184 | } |
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185 | break; |
253 | 186 | case SDL_EVENT_KEY_UP: |
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187 | // we can directly set the release flag - it will be cleared next round |
253 | 188 | asc_context.input.keys[event.key.scancode] = ASC_KEY_RELEASE_FLAG; |
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189 | break; |
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190 | } |
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191 | } |
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192 | |
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193 | // compute frame time |
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194 | uint64_t frame_nanos, ns; |
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195 | do { |
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196 | ns = asc_nanos(); |
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197 | frame_nanos = ns - asc_context.total_nanos; |
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198 | } while (frame_nanos == 0); |
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199 | asc_context.frame_nanos = frame_nanos; |
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200 | unsigned long long fps_1k = asc_seconds(1000) / frame_nanos; |
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201 | asc_context.frame_rate = (float)fps_1k / 1000.f; |
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202 | if (asc_context.frame_rate < 5) { |
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203 | // effectively stop the world when the frame rate drops too low |
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204 | asc_context.frame_factor = 0; |
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205 | } else { |
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206 | asc_context.frame_factor = 1.f / asc_context.frame_rate; |
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207 | } |
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208 | asc_context.total_nanos = ns; |
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209 | |
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210 | // sync the windows |
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211 | for (unsigned int i = 0 ; i < ASC_MAX_WINDOWS ; i++) { |
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212 | asc_window_sync(i); |
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213 | } |
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214 | |
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215 | return !asc_test_flag(asc_context.flags, ASC_FLAG_QUIT); |
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216 | } |
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217 | |
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218 | void asc_set_font_path(const char *path) { |
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219 | cx_strcpy(&asc_context.font_path, cx_str(path)); |
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220 | } |
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221 | |
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222 | void asc_set_shader_path(const char *path) { |
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223 | cx_strcpy(&asc_context.shader_path, cx_str(path)); |
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224 | } |
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225 | |
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226 | void asc_set_texture_path(const char *path) { |
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227 | cx_strcpy(&asc_context.texture_path, cx_str(path)); |
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228 | } |