diff options
author | Vito Caputo <vcaputo@pengaru.com> | 2018-05-03 01:11:39 -0700 |
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committer | Vito Caputo <vcaputo@pengaru.com> | 2018-05-03 01:11:39 -0700 |
commit | de8c678961226d0a7eb1f1276e8f5e842a33c3af (patch) | |
tree | bdfe3a077e651c60319dde62535185cde924d90d /src/stage.c |
*: initial commit derived from whale stage code
This code was used in whale [1], and prior to that was used in
a smaller project called mal. Since I seemed to be doing a lot of
reusing and building upon this, it seemed prudent to just stick it
in a repo as a .a I could submodule in future SDL2 art projects.
There are some kludges in this code currently, which will be fixed up
in time.
Diffstat (limited to 'src/stage.c')
-rw-r--r-- | src/stage.c | 453 |
1 files changed, 453 insertions, 0 deletions
diff --git a/src/stage.c b/src/stage.c new file mode 100644 index 0000000..20a1fc0 --- /dev/null +++ b/src/stage.c @@ -0,0 +1,453 @@ +/* + * Copyright (C) 2018 Vito Caputo - <vcaputo@pengaru.com> + * + * This program is free software: you can redistribute it and/or modify it + * under the terms of the GNU General Public License version 3 as published + * by the Free Software Foundation. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see <http://www.gnu.org/licenses/>. + */ + +#include <SDL.h> + +#include "list.h" +#include "stage.h" + +typedef struct v2f_t { + float x, y; +} v2f_t; + +typedef struct aabb_t { + v2f_t min, max; +} aabb_t; + +typedef struct stage_cached_t { + int width, height; + SDL_Texture *texture; +} stage_cached_t; + +struct stage_node_t { + list_head_t nodes; + char name[STAGE_NODE_NAME_MAX]; + stage_cached_t cached; + aabb_t aabb; /* node coordinates expressed in the space of -1.0...1.0 */ + float alpha; /* alpha for the texture when composited */ + double angle; /* angle for the texture when composited */ + unsigned active:1; /* node is active */ + unsigned locked:1; /* node is locked */ + + stage_render_func_t render; /* render object into a texture */ + stage_free_func_t free; /* free object */ + void *object; /* object */ +}; + +struct stage_t { + list_head_t layers[STAGE_LAYERS_MAX]; + SDL_Renderer *renderer; /* target renderer */ + float aspect_ratio; /* width/height ratio of stage, -1.0...1.0 range of node coordinates map to this ratio. */ +}; + + +/* minimally initialize a node to carry an object */ +static void node_init(stage_node_t *node, const char *name, void *object, stage_render_func_t render_func, stage_free_func_t free_func) +{ + strncpy(node->name, name, sizeof(node->name)); + node->render = render_func; + node->free = free_func; + node->object = object; +} + + +/* allocate a node, no list manipulation occurs, this purely creates a node in isolation and assigns its associated name, object and functions */ +static stage_node_t * node_new(const char *name, void *object, stage_render_func_t render_func, stage_free_func_t free_func) +{ + stage_node_t *node; + + node = calloc(1, sizeof(stage_node_t)); + if (!node) + return NULL; + + node_init(node, name, object, render_func, free_func); + + return node; +} + + +/* free a node, no list manipulation occurs, this is purely cleanup of the node and its associated texture and object */ +static void node_free(stage_node_t *node) +{ + if (node->free) + node->free(node->object); + if (node->cached.texture) + SDL_DestroyTexture(node->cached.texture); + free(node); +} + + +/* returns a new node installed at the specified layer */ +stage_node_t * stage_node_new(stage_t *stage, int layer, const char *name, void *object, stage_render_func_t render_func, stage_free_func_t free_func) +{ + stage_node_t *node; + + node = node_new(name, object, render_func, free_func); + if (!node) + return NULL; + + list_add_tail(&node->nodes, &stage->layers[layer]); + + return node; +} + + +/* replace a given node's object only - retain render/free hooks and everything else, invalidates cache - DOES NOT FREE OLD OBJECT */ +/* FIXME: this is being used as a kludge to swap frames in an svg - + * eliminate this bullshit and add support for animations or at least frames, + * the stage really shouldn't have anything to do with it, we can dick with + * the svg behind its back. I just don't currently have the helpers for creating + * svg nodes actually giving out the bare svg handle currently, so the stage_node_t + * is all I have to dick with at the moment. Next time! This really dicks with + * the resource lifecycle - if the stage frees the node, which object was active + * at the time and which object still needs to be freed because it wasn't in + * the stage when the node was killed? It's totally shitty, and I'm aware. + */ +void stage_node_set_object(const stage_t *stage, stage_node_t *node, void *object) +{ + if (node->cached.texture) { + SDL_DestroyTexture(node->cached.texture); + node->cached.texture = NULL; + } + + node->object = object; +} + +/* FIXME: GROSS fuck me */ +void stage_node_get_object(const stage_t *stage, stage_node_t *node, void **res_object) +{ + *res_object = node->object; +} + + +/* replaces a given node's object-related properties but otherwise keeping the existing state */ +void stage_node_replace(const stage_t *stage, stage_node_t *node, const char *name, void *object, stage_render_func_t render_func, stage_free_func_t free_func) +{ + if (node->free) + node->free(node->object); + + if (node->cached.texture) { + SDL_DestroyTexture(node->cached.texture); + node->cached.texture = NULL; + } + + node_init(node, name, object, render_func, free_func); +} + + +/* frees a given node removing it from the stage */ +stage_node_t * stage_node_free(stage_t *stage, stage_node_t *node) +{ + if (node) { + list_del(&node->nodes); + node_free(node); + } + + return NULL; +} + + +/* set the alpha on a node */ +void stage_node_set_alpha(const stage_t *stage, stage_node_t *node, float alpha) +{ + /* TODO: this should probably mark something dirty for when we stop always recomposing everything */ + node->alpha = alpha; +} + + +/* set the aabb for a node */ +void stage_node_set_aabb(const stage_t *stage, stage_node_t *node, const aabb_t *aabb) +{ + node->aabb = *aabb; +} + + +/* get the aabb for a node */ +void stage_node_get_aabb(const stage_t *stage, stage_node_t *node, aabb_t *res_aabb) +{ + *res_aabb = node->aabb; +} + + +/* set a node to active (participates in rendering) */ +void stage_node_set_active(const stage_t *stage, stage_node_t *node) +{ + node->active = 1; +} + + +/* set a node to inactive (doesn't participate in rendering) */ +void stage_node_set_inactive(const stage_t *stage, stage_node_t *node) +{ + /* TODO: should this discard the potentially cached texture? */ + node->active = 0; +} + + +/* set a node to locked (doesn't get freed by clears) */ +void stage_node_set_locked(const stage_t *stage, stage_node_t *node) +{ + node->locked = 1; +} + + +/* set a node to unlocked (default, gets freed by clears) */ +void stage_node_set_unlocked(const stage_t *stage, stage_node_t *node) +{ + node->locked = 0; +} + + +/* set a node's layer */ +void stage_node_set_layer(stage_t *stage, stage_node_t *node, int layer) +{ + /* TODO: assert layer sanity */ + list_del(&node->nodes); + list_add_tail(&node->nodes, &stage->layers[layer]); +} + + +void stage_node_set_angle(const stage_t *stage, stage_node_t *node, double angle) +{ + node->angle = angle; +} + + +void stage_node_get_angle(const stage_t *stage, stage_node_t *node, double *res_angle) +{ + *res_angle = node->angle; +} + + +/* create a new stage with the given aspect ratio */ +stage_t * stage_new(SDL_Renderer *renderer, float aspect_ratio) +{ + stage_t *stage; + int i; + + stage = calloc(1, sizeof(stage_t)); + if (!stage) + return NULL; + + for (i = 0; i < STAGE_LAYERS_MAX; i++) + INIT_LIST_HEAD(&stage->layers[i]); + + stage->renderer = renderer; + stage->aspect_ratio = aspect_ratio; + + return stage; +} + +static void _stage_clear(stage_t *stage, int force) +{ + stage_node_t *node, *_node; + int i; + + for (i = 0; i < STAGE_LAYERS_MAX; i++) { + list_for_each_entry_safe(node, _node, &stage->layers[i], nodes) { + if (force || !node->locked) + stage_node_free(stage, node); + } + } +} + +/* free everything in the stage, but keep the stage around */ +/* probably good hygiene to clear everything when there's no intention of + * reusing nodes at the start of a new context, in case something is left + * around unintentionally. */ +void stage_clear(stage_t *stage) +{ + _stage_clear(stage, 0); +} + + +/* free the supplied stage and all associated textures and objects */ +stage_t * stage_free(stage_t *stage) +{ + + if (stage) { + _stage_clear(stage, 1); + free(stage); + } + + return NULL; +} + + +/* fit a stage to the supplied dimensions, returns the fitted dimensions in the result pointers */ +/* the idea is this can be used in a window resize hook to enforce the stage's aspect ratio */ +void stage_fit(const stage_t *stage, int width, int height, int *res_width, int *res_height) +{ + float full_width = stage->aspect_ratio * ((float)height); + + if (full_width == width) { + /* perfect fit */ + *res_width = width; + *res_height = height; + } else if (full_width > width) { + /* height is too large */ + *res_height = (1.0f / stage->aspect_ratio) * ((float)width); + *res_width = width; + } else { + /* width is too large */ + *res_width = full_width; + *res_height = height; + } +} + + +static void aabb_to_rect(const aabb_t *aabb, const SDL_Rect *stage_rect, SDL_Rect *res_rect) +{ + float half_w = ((float)stage_rect->w) * .5f, half_h = ((float)stage_rect->h) * .5f; /* FIXME silly to recompute this repeatedly... */ + + res_rect->x = stage_rect->x; + res_rect->y = stage_rect->y; + res_rect->x += ((float)aabb->min.x) * half_w + half_w; + res_rect->y += stage_rect->h - (((float)aabb->max.y) * half_h + half_h); + + res_rect->w = (aabb->max.x - aabb->min.x) * half_w; + res_rect->h = (aabb->max.y - aabb->min.y) * half_h; +} + + +static void render_nodes(list_head_t *head, SDL_Renderer *renderer, SDL_Rect *dest_rect) +{ + stage_node_t *node; + + list_for_each_entry(node, head, nodes) { + SDL_Rect node_rect; + + if (!node->active) + continue; + + /* scale the node's aabb stage coordinates to destination renderer coordinates */ + aabb_to_rect(&node->aabb, dest_rect, &node_rect); + + /* if we have a cached texture, see if the dimensions changed */ + if (node->cached.texture && + (node_rect.w != node->cached.width || + node_rect.h != node->cached.height)) { + SDL_DestroyTexture(node->cached.texture); + node->cached.texture = NULL; + } + + /* Tell the node to draw its cached texture */ + /* The draw function may either use the existing texture when non-NULL or destroy and create a new one, + * whatever is most convenient for it. + * If the texture is NULL, a create & render must be performed, and 1 returned. + * If the texture is non-NULL, and there's no animation or anything to be done, 0 may simply be returned. + * Otherwise, if supplied a non-NULL texture and it's modified, 1 must be returned. + */ + /* XXX: at this time, the return value is ignored (it always composites the stage even when unchanged) */ + node->render(renderer, node->object, node_rect.w, node_rect.h, &node->cached.texture); + node->cached.width = node_rect.w; + node->cached.height = node_rect.h; + SDL_SetTextureAlphaMod(node->cached.texture, ((float)node->alpha * 255.0f)); + + /* copy the texture to renderer */ + if (node->angle == 0) + SDL_RenderCopy(renderer, node->cached.texture, NULL, &node_rect); + else + SDL_RenderCopyEx(renderer, node->cached.texture, NULL, &node_rect, node->angle, NULL, SDL_FLIP_NONE); + } +} + + +/* XXX: ANOTHER KLUDGE FIXME */ +/* we shouldn't need to let this out of the stage, but for the mouse aiming + * it was easier this way for now. + */ +void stage_get_output_size(stage_t *stage, int *res_width, int *res_height) +{ + SDL_GetRendererOutputSize(stage->renderer, res_width, res_height); +} + + +/* render the supplied stage into the supplied renderer */ +/* the aspect_ratio of the stage will be enforced in filling the logical size + * of the renderer. Unless the aspect ratio matches precisely, stage_render() + * will center the rendering and leave blank borders on the edges left empty. + * The renderer may be sized precisely by first calling stage_fit(). + */ +void stage_render(stage_t *stage) +{ + SDL_Rect rect; + int i, width, height; + + /* XXX TODO: investigate renderer viewports and scale factors */ + SDL_GetRendererOutputSize(stage->renderer, &width, &height); + + stage_fit(stage, width, height, &rect.w, &rect.h); + rect.x = (width - rect.w) / 2; + rect.y = (height - rect.h) / 2; + + SDL_RenderClear(stage->renderer); /* TODO: handle -1 on error */ + + for (i = 0; i < STAGE_LAYERS_MAX; i++) + render_nodes(&stage->layers[i], stage->renderer, &rect); +} + + +/* lookup a node from a name */ +stage_node_t * stage_node_lookup_name(const stage_t *stage, const char *name) +{ + stage_node_t *node; + int i; + + for (i = 0; i < STAGE_LAYERS_MAX; i++) { + list_for_each_entry(node, &stage->layers[i], nodes) { + if (!strncmp(node->name, name, sizeof(node->name))) + return node; + } + } + + return NULL; +} + + +/* lookup a node from a cartesian renderer coordinate */ +stage_node_t * stage_node_lookup_cartesian(const stage_t *stage, int x, int y) +{ + stage_node_t *node; + SDL_Rect rect; + int i, width, height; + + /* FIXME: copy-pasta with render, factor out */ + SDL_GetRendererOutputSize(stage->renderer, &width, &height); + + stage_fit(stage, width, height, &rect.w, &rect.h); + rect.x = (width - rect.w) / 2; + rect.y = (height - rect.h) / 2; + + /* this is currently very simple: find the first top-most node + * including the specified coordinate. + */ + for (i = STAGE_LAYERS_MAX - 1; i >= 0; i--) { + list_for_each_entry(node, &stage->layers[i], nodes) { + SDL_Rect node_rect; + + if (!node->active) + continue; + + aabb_to_rect(&node->aabb, &rect, &node_rect); + if (x >= node_rect.x && x < node_rect.x + node_rect.w && + y >= node_rect.y && y < node_rect.y + node_rect.h) + return node; + } + } + + return NULL; +} |