src/ascension/window.h

Thu, 12 Jun 2025 22:44:49 +0200

author
Mike Becker <universe@uap-core.de>
date
Thu, 12 Jun 2025 22:44:49 +0200
changeset 145
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parent 125
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child 149
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permissions
-rw-r--r--

consistent naming of structs and their typedefs

fixes #664

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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 #ifndef ASCENSION_WINDOW_H
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29 #define ASCENSION_WINDOW_H
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30
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31 #include <SDL2/SDL.h>
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32
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33 #include "datatypes.h"
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34 #include "glcontext.h"
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35 #include "scene.h"
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36
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37 #ifndef ASC_MAX_WINDOWS
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38 /** The maximum number of windows that can exist simultaneously. */
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39 #define ASC_MAX_WINDOWS 4u
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40 #endif // ASC_MAX_WINDOWS
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41
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42 #ifndef ASC_MAX_SCENES
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43 /** The maximum number of non-UI scenes per window. */
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44 #define ASC_MAX_SCENES 8u
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45 #endif // ASC_MAX_SCENES
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46
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47 typedef struct asc_window_settings_s {
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48 AscGLContextSettings glsettings;
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49 asc_vec2i dimensions;
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50 char const* title;
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51 bool fullscreen;
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52 } AscWindowSettings;
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53
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54 typedef struct asc_window_s {
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55 Uint32 id;
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56 bool resized;
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57 bool focused;
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58 SDL_Window* window;
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59 asc_vec2u dimensions;
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60 AscGLContext glctx;
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61 AscScene ui;
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62 AscScene scenes[ASC_MAX_SCENES];
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63 } AscWindow;
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64
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65 /**
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66 * Initializes the settings structure with default values.
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67 *
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68 * @param settings an uninitialized settings object
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69 */
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70 void asc_window_settings_init_defaults(AscWindowSettings* settings);
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71
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72 /**
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73 * Creates and initializes a new window and a corresponding OpenGL context.
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74 *
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75 * The new window will also be automatically activated (see asc_window_activate()).
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76 *
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77 * The index specified must not be in use by another window already.
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78 * The maximum number of windows is defined by #ASC_MAX_WINDOWS.
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79 *
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80 * @param index the index of the new window
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81 * @param settings the settings to be used for initialization
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82 */
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83 void asc_window_initialize(unsigned int index, AscWindowSettings const* settings);
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84
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85 /**
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86 * Destroys the window and its OpenGL context.
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87 *
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88 * When this window is currently active, there
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89 * will be \em no active window afterwards.
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90 *
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91 * Still alive windows will also be destroyed by asc_context_destroy()
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92 * automatically.
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93 *
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94 * @param index the index of the window
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95 */
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96 void asc_window_destroy(unsigned int index);
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97
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98 /**
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99 * Swaps buffers and adjusts the viewport to the current window size.
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100 *
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101 * This function is automatically invoked by asc_loop_next().
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102 * You usually should not call this function manually.
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103 *
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104 * If this function is invoked on a non-initialized window, nothing happens.
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105 *
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106 * @param index the index of the window
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107 */
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108 void asc_window_sync(unsigned int index);
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109
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110 /**
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111 * Switches the active window.
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112 *
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113 * In particular that makes the corresponding OpenGL context "current".
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114 * When you only want to draw into one window, you'll never need this.
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115 *
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116 * @param index the index of the window
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117 */
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118 void asc_window_activate(unsigned int index);
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119
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120
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121 /**
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122 * Returns the index of the window with the specified SDL window ID.
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123 *
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124 * Returns #ASC_MAX_WINDOWS if no window with the specified ID exists.
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125 *
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126 * @param id the SDL window ID
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127 * @return the window index
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128 */
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129 unsigned int asc_window_index(Uint32 id);
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130
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131 /**
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132 * Returns a pointer to the scene within the currently active window with the specified index.
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133 *
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134 * If you want to use a scene, you need to initialize it first.
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135 * You can destroy the scene any time you want, but used scenes are also
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136 * destroyed automatically when the window gets destroyed.
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137 *
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138 * @param index an index less than #ASC_MAX_SCENES
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139 * @return a pointer to the scene
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140 */
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141 AscScene *asc_window_scene(unsigned int index);
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142
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143 void asc_add_ui_node(AscSceneNode *node);
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144
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145 #endif /* ASCENSION_WINDOW_H */
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146

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