Tue, 28 Oct 2025 22:04:05 +0100
update to newest UCX 3.2 snapshot
| 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 | ||
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28 | #include "ascension/error.h" |
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29 | #include "ascension/window.h" |
| 7 | 30 | #include "ascension/context.h" |
| 0 | 31 | |
| 253 | 32 | #include <GL/glew.h> |
| 33 | ||
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34 | #include <assert.h> |
| 253 | 35 | #include <stdio.h> |
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36 | |
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37 | void asc_window_initialize(unsigned int index, AscGLContextSettings settings) { |
| 7 | 38 | if (index >= ASC_MAX_WINDOWS) { |
| 92 | 39 | asc_error("Maximum number of windows exceeded (%u/%u).", index, ASC_MAX_WINDOWS); |
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40 | return; |
| 7 | 41 | } |
| 42 | AscWindow *window = &asc_context.windows[index]; | |
| 43 | if (window->id > 0) { | |
| 92 | 44 | asc_error("Cannot create window - slot %u already occupied.", index); |
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45 | return; |
| 7 | 46 | } |
| 47 | ||
| 253 | 48 | SDL_WindowFlags flags = SDL_WINDOW_OPENGL; |
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49 | flags |= settings.fullscreen ? SDL_WINDOW_FULLSCREEN : SDL_WINDOW_RESIZABLE; |
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50 | window->window = SDL_CreateWindow("Ascension",800, 600, flags); |
| 0 | 51 | if (window->window == NULL) { |
| 92 | 52 | asc_error("Creating Window failed: %s", SDL_GetError()); |
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53 | return; |
| 0 | 54 | } |
| 55 | ||
| 56 | window->id = SDL_GetWindowID(window->window); | |
| 105 | 57 | { |
| 58 | Sint32 w, h; | |
| 59 | SDL_GetWindowSize(window->window, &w, &h); | |
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60 | window->dimensions = ASC_VEC2U(w, h); |
| 105 | 61 | } |
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62 | window->resized = true; // count initial sizing as resize |
| 0 | 63 | |
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64 | // default UI scale |
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65 | window->ui_scale = 1.0f; |
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66 | |
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67 | if (asc_gl_context_initialize(&window->glctx, window->window, &settings)) { |
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68 | char ui_scene_name[16]; |
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69 | snprintf(ui_scene_name, sizeof(ui_scene_name), "Window %u UI", index); |
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70 | asc_scene_init(&window->ui, ui_scene_name, |
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71 | .type = ASC_CAMERA_ORTHO, |
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72 | .ortho.rect = ASC_RECT(0, 0, window->dimensions.width, window->dimensions.height), |
| 101 | 73 | .projection_update_func = asc_camera_ortho_update_size |
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74 | ); |
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75 | asc_dprintf("Window %u initialized at index %u", window->id, index); |
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76 | asc_context.active_window = index; |
| 0 | 77 | } else { |
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78 | asc_error("Creating GL context failed for window %u at index %u", window->id, index); |
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79 | // cleanup on error |
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80 | SDL_DestroyWindow(window->window); |
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81 | window->window = NULL; |
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82 | window->id = 0; |
| 0 | 83 | } |
| 84 | } | |
| 85 | ||
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86 | void asc_window_destroy(unsigned int index) { |
| 7 | 87 | // safeguard |
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88 | if (asc_context.windows[index].id == 0) return; |
| 7 | 89 | |
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90 | // this window cannot be active anymore |
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91 | if (asc_context.active_window == index) { |
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92 | asc_context.active_window = ASC_MAX_WINDOWS; |
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93 | } |
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94 | |
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95 | // pointer to the window |
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96 | AscWindow *window = &asc_context.windows[index]; |
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97 | |
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98 | // for releasing OpenGL resources, we need to make the context current |
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99 | asc_gl_context_activate(&window->glctx); |
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100 | |
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101 | // destroy all scenes |
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102 | for (unsigned int i = 0; i < ASC_MAX_SCENES; i++) { |
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103 | asc_scene_destroy(&window->scenes[i]); |
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104 | } |
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105 | asc_scene_destroy(&window->ui); |
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106 | |
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107 | // release context related data |
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108 | asc_gl_context_destroy(&window->glctx); |
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109 | |
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110 | // destroy window |
| 0 | 111 | if (window->window != NULL) { |
| 112 | SDL_DestroyWindow(window->window); | |
| 113 | } | |
| 114 | ||
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115 | // if another window was active, make the other context current again |
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116 | if (asc_context.active_window < ASC_MAX_WINDOWS) { |
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117 | asc_gl_context_activate(&asc_active_window->glctx); |
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118 | } |
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119 | |
| 0 | 120 | // clean the data |
| 121 | asc_dprintf("Window %u and its OpenGL context destroyed.", window->id); | |
| 122 | memset(window, 0, sizeof(AscWindow)); | |
| 123 | } | |
| 124 | ||
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125 | void asc_window_sync(unsigned int index) { |
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126 | if (index > ASC_MAX_WINDOWS) { |
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127 | asc_error("Index for syncing window out of bounds (%u/%u).", index, ASC_MAX_WINDOWS); |
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128 | return; |
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129 | } |
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130 | AscWindow *window = &asc_context.windows[index]; |
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131 | // necessary safeguard |
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132 | if (window->id == 0) return; |
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133 | |
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134 | // active the window that shall be synced temporarily |
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135 | unsigned int active_index = asc_context.active_window; |
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136 | if (index != active_index) { |
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137 | asc_window_activate(index); |
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138 | } |
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139 | |
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140 | // Clear the color buffer for the window frame |
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141 | int window_width = window->dimensions.width; |
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142 | int window_height = window->dimensions.height; |
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143 | glViewport(0, 0, window_width, window_height); |
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144 | glClear(GL_COLOR_BUFFER_BIT); |
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145 | |
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146 | // Update the viewports when the window resized |
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147 | if (window->resized) { |
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148 | for (unsigned int i = 0; i < ASC_MAX_SCENES; i++) { |
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149 | if (asc_scene_active(&window->scenes[i])) { |
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150 | asc_camera_update_viewport(&window->scenes[i].camera, window->dimensions); |
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151 | } |
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152 | } |
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153 | asc_camera_update_viewport(&window->ui.camera, window->dimensions); |
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154 | } |
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155 | |
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156 | // Execute all behaviors |
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157 | // TODO: this can eventually be parallelized |
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158 | for (unsigned int i = 0; i < ASC_MAX_SCENES; i++) { |
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159 | asc_scene_execute_behaviors(&window->scenes[i]); |
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160 | } |
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161 | asc_scene_execute_behaviors(&window->ui); |
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162 | |
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163 | // Draw all scenes |
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164 | for (unsigned int i = 0; i < ASC_MAX_SCENES; i++) { |
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165 | asc_scene_draw(&window->scenes[i]); |
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166 | } |
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167 | asc_scene_draw(&window->ui); |
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168 | |
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169 | // Swap Buffers |
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170 | SDL_GL_SwapWindow(window->window); |
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171 | |
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172 | // Clear Flags |
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173 | window->resized = false; |
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174 | |
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175 | if (index != active_index) { |
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176 | asc_window_activate(active_index); |
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177 | } |
| 0 | 178 | } |
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179 | |
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180 | void asc_window_activate(unsigned int index) { |
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181 | asc_context.active_window = index; |
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182 | asc_gl_context_activate(&asc_active_window->glctx); |
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183 | } |
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184 | |
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185 | unsigned int asc_window_index(Uint32 id) { |
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186 | unsigned int i = 0; |
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187 | for (; i < ASC_MAX_WINDOWS ; i++) { |
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188 | if (asc_context.windows[i].id == id) break; |
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189 | } |
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190 | return i; |
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191 | } |
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192 | |
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193 | AscScene *asc_window_scene(unsigned int index) { |
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194 | return &asc_active_window->scenes[index]; |
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195 | } |
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196 | |
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197 | asc_vec2u asc_window_display_resolution(void) { |
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198 | const AscWindow *window = asc_active_window; |
| 253 | 199 | SDL_DisplayID display = SDL_GetDisplayForWindow(window->window); |
| 200 | const SDL_DisplayMode *dm = SDL_GetDesktopDisplayMode(display); | |
| 201 | if (dm == NULL) { | |
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202 | asc_error("Failed to get display mode for window %u on display %d: %s", |
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203 | window->id, display, SDL_GetError()); |
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204 | } |
| 253 | 205 | return ASC_VEC2U(dm->w, dm->h); |
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206 | } |
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207 | |
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208 | float asc_window_ui_scale(unsigned int index) { |
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209 | assert(asc_context.windows[index].window != NULL); |
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210 | return asc_context.windows[index].ui_scale; |
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211 | } |
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212 | |
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213 | void asc_window_set_title(unsigned index, const char *title) { |
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214 | assert(asc_context.windows[index].window != NULL); |
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215 | SDL_SetWindowTitle(asc_context.windows[index].window, title); |
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216 | } |
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217 | |
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218 | void asc_window_set_position(unsigned index, asc_vec2i pos) { |
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219 | assert(asc_context.windows[index].window != NULL); |
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220 | SDL_SetWindowPosition(asc_context.windows[index].window, pos.x, pos.y); |
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221 | } |
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222 | |
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223 | void asc_window_center(unsigned index) { |
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224 | // TODO: add support for multiple displays |
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225 | // TODO: add support for centering just one axis |
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226 | assert(asc_context.windows[index].window != NULL); |
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227 | SDL_SetWindowPosition(asc_context.windows[index].window, |
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228 | SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED); |
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229 | } |
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230 | |
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231 | void asc_window_set_size(unsigned index, asc_vec2u size) { |
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232 | assert(asc_context.windows[index].window != NULL); |
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233 | asc_context.windows[index].dimensions = size; |
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234 | // TODO: check what needs to be changed when SDL_WINDOW_ALLOW_HIGHDPI is supported by the engine |
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235 | SDL_SetWindowSize(asc_context.windows[index].window, (int)size.width, (int)size.height); |
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236 | } |