Thu, 12 Jun 2025 22:44:49 +0200
consistent naming of structs and their typedefs
fixes #664
src/ascension/camera.h | file | annotate | diff | comparison | revisions | |
src/ascension/context.h | file | annotate | diff | comparison | revisions | |
src/ascension/glcontext.h | file | annotate | diff | comparison | revisions | |
src/ascension/input.h | file | annotate | diff | comparison | revisions | |
src/ascension/mesh.h | file | annotate | diff | comparison | revisions | |
src/ascension/scene.h | file | annotate | diff | comparison | revisions | |
src/ascension/shader.h | file | annotate | diff | comparison | revisions | |
src/ascension/sprite.h | file | annotate | diff | comparison | revisions | |
src/ascension/texture.h | file | annotate | diff | comparison | revisions | |
src/ascension/ui/font.h | file | annotate | diff | comparison | revisions | |
src/ascension/ui/text.h | file | annotate | diff | comparison | revisions | |
src/ascension/window.h | file | annotate | diff | comparison | revisions | |
src/mesh.c | file | annotate | diff | comparison | revisions | |
src/sprite.c | file | annotate | diff | comparison | revisions |
--- a/src/ascension/camera.h Wed Jun 11 23:38:55 2025 +0200 +++ b/src/ascension/camera.h Thu Jun 12 22:44:49 2025 +0200 @@ -30,12 +30,12 @@ #include "datatypes.h" -typedef struct AscCamera AscCamera; +typedef struct asc_camera_s AscCamera; typedef asc_recti(*asc_camera_viewport_update_func)(asc_vec2u window_size); typedef void(*asc_camera_projection_update_func)(AscCamera*, asc_vec2u window_size); -struct AscCamera { +struct asc_camera_s { asc_mat4f projection; asc_mat4f view; asc_recti viewport;
--- a/src/ascension/context.h Wed Jun 11 23:38:55 2025 +0200 +++ b/src/ascension/context.h Thu Jun 12 22:44:49 2025 +0200 @@ -50,7 +50,7 @@ /** * The global ascension context. */ -typedef struct AscContext { +typedef struct asc_context_s { unsigned int flags; CxBuffer error_buffer; cxmutstr font_path;
--- a/src/ascension/glcontext.h Wed Jun 11 23:38:55 2025 +0200 +++ b/src/ascension/glcontext.h Thu Jun 12 22:44:49 2025 +0200 @@ -32,14 +32,14 @@ #include <cx/list.h> -typedef struct AscGLContextSettings { +typedef struct asc_gl_context_settings_s { int gl_major_version; int gl_minor_version; int vsync; int depth_size; } AscGLContextSettings; -typedef struct AscGLContext { +typedef struct asc_gl_context_s { SDL_Window *window; SDL_GLContext glctx; /**
--- a/src/ascension/input.h Wed Jun 11 23:38:55 2025 +0200 +++ b/src/ascension/input.h Thu Jun 12 22:44:49 2025 +0200 @@ -30,9 +30,7 @@ #include <SDL2/SDL_scancode.h> -typedef struct AscInput AscInput; - -struct AscInput { +typedef struct asc_input_s { /** * The last X position of the mouse in \c mouse_window. */ @@ -61,7 +59,7 @@ * @see asc_key_up() */ unsigned char keys[SDL_NUM_SCANCODES]; -}; +} AscInput; #define ASC_KEY_DOWN_FLAG 1u #define ASC_KEY_PRESS_FLAG 2u
--- a/src/ascension/mesh.h Wed Jun 11 23:38:55 2025 +0200 +++ b/src/ascension/mesh.h Thu Jun 12 22:44:49 2025 +0200 @@ -37,7 +37,7 @@ ASC_MESH_3D_COLORED, }; -typedef struct AscMesh { +typedef struct asc_mesh_s { // TODO: for batched rendering, VAO and VBO must not be part of the mesh unsigned vbo; unsigned vao; @@ -47,27 +47,27 @@ float *vtx_data; } AscMesh; -typedef struct AscMeshVertex2d { +typedef struct asc_vertex2d { asc_vec2f pos; asc_vec2f uv; -} AscMeshVertex2d; +} asc_vertex2d; -typedef struct AscMeshVertex2dColored { +typedef struct asc_vertex2d_col { asc_vec2f pos; asc_vec2f uv; asc_col4f color; -} AscMeshVertex2dColored; +} asc_vertex2d_col; -typedef struct AscMeshVertex3d { +typedef struct asc_vertex3d { asc_vec3f pos; asc_vec2f uv; -} AscMeshVertex3d; +} asc_vertex3d; -typedef struct AscMeshVertex3dColored { +typedef struct asc_vertex3d_col { asc_vec3f pos; asc_vec2f uv; asc_col4f color; -} AscMeshVertex3dColored; +} asc_vertex3d_col; void asc_mesh_destroy(AscMesh *mesh);
--- a/src/ascension/scene.h Wed Jun 11 23:38:55 2025 +0200 +++ b/src/ascension/scene.h Thu Jun 12 22:44:49 2025 +0200 @@ -33,7 +33,7 @@ #include <cx/list.h> -typedef struct { +typedef struct asc_scene_s { AscCamera camera; AscSceneNode *root; struct {
--- a/src/ascension/shader.h Wed Jun 11 23:38:55 2025 +0200 +++ b/src/ascension/shader.h Thu Jun 12 22:44:49 2025 +0200 @@ -57,7 +57,7 @@ struct asc_shader_code_defines_s defines; } AscShaderCodeInfo; -typedef struct AscShaderCodes { +typedef struct asc_shader_codes_s { char *vtx; char *frag; /** @@ -70,7 +70,7 @@ const char *frag_pp; } AscShaderCodes; -typedef struct AscShaderProgram { +typedef struct asc_shader_program_s { unsigned int id; unsigned int gl_id; int model;
--- a/src/ascension/sprite.h Wed Jun 11 23:38:55 2025 +0200 +++ b/src/ascension/sprite.h Thu Jun 12 22:44:49 2025 +0200 @@ -33,7 +33,7 @@ #include "texture.h" #include "camera.h" -typedef struct AscSprite { +typedef struct asc_sprite_s { AscSceneNode data; AscMesh mesh; unsigned width;
--- a/src/ascension/texture.h Wed Jun 11 23:38:55 2025 +0200 +++ b/src/ascension/texture.h Thu Jun 12 22:44:49 2025 +0200 @@ -32,9 +32,7 @@ #include <SDL2/SDL_surface.h> -typedef struct AscTexture AscTexture; - -struct AscTexture { +typedef struct asc_texture_s { /** * OpenGL texture target. * Not to be confused with asc_texture_target! @@ -45,7 +43,7 @@ unsigned height; unsigned refcount; // TODO: add support for texture atlas - idea: rects are defined in AscTexture and can be indexed -}; +} AscTexture; enum asc_texture_target { ASC_TEXTURE_RECTANGLE,
--- a/src/ascension/ui/font.h Wed Jun 11 23:38:55 2025 +0200 +++ b/src/ascension/ui/font.h Thu Jun 12 22:44:49 2025 +0200 @@ -37,7 +37,7 @@ ASC_FONT_BOLD_ITALIC, }; -typedef struct AscFont { +typedef struct asc_font_s { /** * Style of the font. */
--- a/src/ascension/ui/text.h Wed Jun 11 23:38:55 2025 +0200 +++ b/src/ascension/ui/text.h Thu Jun 12 22:44:49 2025 +0200 @@ -33,7 +33,7 @@ #include <cx/string.h> -typedef struct AscText { +typedef struct asc_text_s { // TODO: try to remove the explicit dependency to a sprite AscSprite base; cxmutstr text;
--- a/src/ascension/window.h Wed Jun 11 23:38:55 2025 +0200 +++ b/src/ascension/window.h Thu Jun 12 22:44:49 2025 +0200 @@ -44,14 +44,14 @@ #define ASC_MAX_SCENES 8u #endif // ASC_MAX_SCENES -typedef struct AscWindowSettings { +typedef struct asc_window_settings_s { AscGLContextSettings glsettings; asc_vec2i dimensions; char const* title; bool fullscreen; } AscWindowSettings; -typedef struct AscWindow { +typedef struct asc_window_s { Uint32 id; bool resized; bool focused;
--- a/src/mesh.c Wed Jun 11 23:38:55 2025 +0200 +++ b/src/mesh.c Thu Jun 12 22:44:49 2025 +0200 @@ -82,7 +82,7 @@ asc_mesh_allocate_buffers(mesh, 1); } - unsigned required_memory = 4 * sizeof(AscMeshVertex2d); + unsigned required_memory = 4 * sizeof(asc_vertex2d); // free any previous data if (mesh->vtx_data && mesh->vtx_data_size < required_memory) { @@ -91,14 +91,14 @@ } // allocate memory - AscMeshVertex2d *data; + asc_vertex2d *data; if (mesh->vtx_data == NULL) { asc_dprintf("Create plane in VBO %u and VAO %u", mesh->vbo, mesh->vao); mesh->vtx_data_size = required_memory; data = cxMallocDefault(mesh->vtx_data_size); mesh->vtx_data = (float*) data; } else { - data = (AscMeshVertex2d*) mesh->vtx_data; + data = (asc_vertex2d*) mesh->vtx_data; } mesh->vtx_count = 4; @@ -124,8 +124,8 @@ glBufferData(GL_ARRAY_BUFFER, mesh->vtx_data_size, mesh->vtx_data, GL_STATIC_DRAW); // TODO: this should not be repeated for every adjustment - but it will be moved to the batch renderer anyway glBindVertexArray(mesh->vao); - glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(AscMeshVertex2d), (void*)offsetof(AscMeshVertex2d, pos)); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(asc_vertex2d), (void*)offsetof(asc_vertex2d, pos)); glEnableVertexAttribArray(0); - glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(AscMeshVertex2d), (void*)offsetof(AscMeshVertex2d, uv)); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(asc_vertex2d), (void*)offsetof(asc_vertex2d, uv)); glEnableVertexAttribArray(1); }
--- a/src/sprite.c Wed Jun 11 23:38:55 2025 +0200 +++ b/src/sprite.c Thu Jun 12 22:44:49 2025 +0200 @@ -37,12 +37,10 @@ #include <GL/glew.h> -struct asc_sprite_shader_s { +typedef struct asc_sprite_shader_s { AscShaderProgram program; int tex; -}; - -typedef struct asc_sprite_shader_s AscSpriteShader; +} AscSpriteShader; static void *asc_sprite_shader_create(bool rect) { AscShaderCodes codes;