diff options
| -rw-r--r-- | Makefile.am | 1 | ||||
| -rwxr-xr-x | bootstrap | 5 | ||||
| -rw-r--r-- | configure.ac | 18 | ||||
| -rw-r--r-- | src/Makefile.am | 2 | ||||
| -rw-r--r-- | src/list.h | 252 | ||||
| -rw-r--r-- | src/stage.c | 453 | ||||
| -rw-r--r-- | src/stage.h | 57 | 
7 files changed, 788 insertions, 0 deletions
| diff --git a/Makefile.am b/Makefile.am new file mode 100644 index 0000000..af437a6 --- /dev/null +++ b/Makefile.am @@ -0,0 +1 @@ +SUBDIRS = src diff --git a/bootstrap b/bootstrap new file mode 100755 index 0000000..99f6f06 --- /dev/null +++ b/bootstrap @@ -0,0 +1,5 @@ +#!/bin/sh + +aclocal \ +&& automake --gnu --add-missing \ +&& autoconf diff --git a/configure.ac b/configure.ac new file mode 100644 index 0000000..ac0e8b5 --- /dev/null +++ b/configure.ac @@ -0,0 +1,18 @@ +AC_INIT([libstage], [1.0], [vcaputo@pengaru.com]) +AM_INIT_AUTOMAKE([-Wall -Werror foreign]) +AC_PROG_CC +AM_PROG_CC_C_O +AM_PROG_AR +AC_PROG_RANLIB +AM_SILENT_RULES([yes]) + +dnl Check for SDL2 +PKG_CHECK_MODULES(SDL2, sdl2) +CFLAGS="$CFLAGS $SDL2_CFLAGS" +LIBS="$LIBS $SDL2_LIBS" + +AC_CONFIG_FILES([ + Makefile + src/Makefile +]) +AC_OUTPUT diff --git a/src/Makefile.am b/src/Makefile.am new file mode 100644 index 0000000..a57bc54 --- /dev/null +++ b/src/Makefile.am @@ -0,0 +1,2 @@ +noinst_LIBRARIES = libstage.a +libstage_a_SOURCES = list.h stage.c stage.h diff --git a/src/list.h b/src/list.h new file mode 100644 index 0000000..48bca36 --- /dev/null +++ b/src/list.h @@ -0,0 +1,252 @@ +#ifndef __LIST_H +#define __LIST_H + +/* linux kernel linked list interface */ + +/* + * Simple doubly linked list implementation. + * + * Some of the internal functions ("__xxx") are useful when + * manipulating whole lists rather than single entries, as + * sometimes we already know the next/prev entries and we can + * generate better code by using them directly rather than + * using the generic single-entry routines. + */ + +typedef struct list_head { +	struct list_head *next, *prev; +} list_head_t; + +#define LIST_HEAD_INIT(name) { &(name), &(name) } + +#define LIST_HEAD(name) \ +	struct list_head name = LIST_HEAD_INIT(name) + +#define INIT_LIST_HEAD(ptr) do { \ +	(ptr)->next = (ptr); (ptr)->prev = (ptr); \ +} while (0) + +/* + * Insert a new entry between two known consecutive entries.  + * + * This is only for internal list manipulation where we know + * the prev/next entries already! + */ +static inline void __list_add(struct list_head *new, +			      struct list_head *prev, +			      struct list_head *next) +{ +	next->prev = new; +	new->next = next; +	new->prev = prev; +	prev->next = new; +} + +/** + * list_add - add a new entry + * @new: new entry to be added + * @head: list head to add it after + * + * Insert a new entry after the specified head. + * This is good for implementing stacks. + */ +static inline void list_add(struct list_head *new, struct list_head *head) +{ +	__list_add(new, head, head->next); +} + +/** + * list_add_tail - add a new entry + * @new: new entry to be added + * @head: list head to add it before + * + * Insert a new entry before the specified head. + * This is useful for implementing queues. + */ +static inline void list_add_tail(struct list_head *new, struct list_head *head) +{ +	__list_add(new, head->prev, head); +} + +/* + * Delete a list entry by making the prev/next entries + * point to each other. + * + * This is only for internal list manipulation where we know + * the prev/next entries already! + */ +static inline void __list_del(struct list_head *prev, struct list_head *next) +{ +	next->prev = prev; +	prev->next = next; +} + +/** + * list_del - deletes entry from list. + * @entry: the element to delete from the list. + * Note: list_empty on entry does not return true after this, the entry is in an undefined state. + */ +static inline void list_del(struct list_head *entry) +{ +	__list_del(entry->prev, entry->next); +	entry->next = (void *) 0; +	entry->prev = (void *) 0; +} + +/** + * list_del_init - deletes entry from list and reinitialize it. + * @entry: the element to delete from the list. + */ +static inline void list_del_init(struct list_head *entry) +{ +	__list_del(entry->prev, entry->next); +	INIT_LIST_HEAD(entry);  +} + +/** + * list_move - delete from one list and add as another's head + * @list: the entry to move + * @head: the head that will precede our entry + */ +static inline void list_move(struct list_head *list, struct list_head *head) +{ +        __list_del(list->prev, list->next); +        list_add(list, head); +} + +/** + * list_move_tail - delete from one list and add as another's tail + * @list: the entry to move + * @head: the head that will follow our entry + */ +static inline void list_move_tail(struct list_head *list, +				  struct list_head *head) +{ +        __list_del(list->prev, list->next); +        list_add_tail(list, head); +} + +/** + * list_empty - tests whether a list is empty + * @head: the list to test. + */ +static inline int list_empty(struct list_head *head) +{ +	return head->next == head; +} + +static inline void __list_splice(struct list_head *list, +				 struct list_head *head) +{ +	struct list_head *first = list->next; +	struct list_head *last = list->prev; +	struct list_head *at = head->next; + +	first->prev = head; +	head->next = first; + +	last->next = at; +	at->prev = last; +} + +/** + * list_splice - join two lists + * @list: the new list to add. + * @head: the place to add it in the first list. + */ +static inline void list_splice(struct list_head *list, struct list_head *head) +{ +	if (!list_empty(list)) +		__list_splice(list, head); +} + +/** + * list_splice_init - join two lists and reinitialise the emptied list. + * @list: the new list to add. + * @head: the place to add it in the first list. + * + * The list at @list is reinitialised + */ +static inline void list_splice_init(struct list_head *list, +				    struct list_head *head) +{ +	if (!list_empty(list)) { +		__list_splice(list, head); +		INIT_LIST_HEAD(list); +	} +} + +/** + * list_entry - get the struct for this entry + * @ptr:	the &struct list_head pointer. + * @type:	the type of the struct this is embedded in. + * @member:	the name of the list_struct within the struct. + */ +#define list_entry(ptr, type, member) \ +	((type *)((char *)(ptr)-(unsigned long)(&((type *)0)->member))) + +/** + * list_for_each	-	iterate over a list + * @pos:	the &struct list_head to use as a loop counter. + * @head:	the head for your list. + */ +#define list_for_each(pos, head) \ +	for (pos = (head)->next; pos != (head); \ +        	pos = pos->next) +/** + * list_for_each_prev	-	iterate over a list backwards + * @pos:	the &struct list_head to use as a loop counter. + * @head:	the head for your list. + */ +#define list_for_each_prev(pos, head) \ +	for (pos = (head)->prev; pos != (head); \ +        	pos = pos->prev) +        	 +/** + * list_for_each_safe	-	iterate over a list safe against removal of list entry + * @pos:	the &struct list_head to use as a loop counter. + * @n:		another &struct list_head to use as temporary storage + * @head:	the head for your list. + */ +#define list_for_each_safe(pos, n, head) \ +	for (pos = (head)->next, n = pos->next; pos != (head); \ +		pos = n, n = pos->next) + +/** + * list_for_each_entry	-	iterate over list of given type + * @pos:	the type * to use as a loop counter. + * @head:	the head for your list. + * @member:	the name of the list_struct within the struct. + */ +#define list_for_each_entry(pos, head, member)				\ +	for (pos = list_entry((head)->next, typeof(*pos), member);	\ +	     &pos->member != (head); 					\ +	     pos = list_entry(pos->member.next, typeof(*pos), member)) + +/** + * list_for_each_entry_prev	-	iterate over list of given type backwards + * @pos:	the type * to use as a loop counter. + * @head:	the head for your list. + * @member:	the name of the list_struct within the struct. + */ +#define list_for_each_entry_prev(pos, head, member)				\ +	for (pos = list_entry((head)->prev, typeof(*pos), member);	\ +	     &pos->member != (head); 					\ +	     pos = list_entry(pos->member.prev, typeof(*pos), member)) + + +/** + * list_for_each_entry_safe - iterate over list of given type safe against removal of list entry + * @pos:	the type * to use as a loop counter. + * @n:		another type * to use as temporary storage + * @head:	the head for your list. + * @member:	the name of the list_struct within the struct. + */ +#define list_for_each_entry_safe(pos, n, head, member)			\ +	for (pos = list_entry((head)->next, typeof(*pos), member),	\ +		n = list_entry(pos->member.next, typeof(*pos), member);	\ +	     &pos->member != (head); 					\ +	     pos = n, n = list_entry(n->member.next, typeof(*n), member)) + + +#endif 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; +} diff --git a/src/stage.h b/src/stage.h new file mode 100644 index 0000000..05ee3ec --- /dev/null +++ b/src/stage.h @@ -0,0 +1,57 @@ +/* + *  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/>. + */ + +#ifndef _STAGE_H +#define _STAGE_H + +#include <SDL.h> + +#define STAGE_NODE_NAME_MAX	16 +#define STAGE_LAYERS_MAX	10 + +typedef struct aabb_t aabb_t; +typedef struct stage_t stage_t; +typedef struct stage_node_t stage_node_t; + +typedef int (*stage_render_func_t)(SDL_Renderer *renderer, void *object, int width, int height, SDL_Texture **texture); +typedef void (*stage_free_func_t)(void *object); + +stage_t * stage_new(SDL_Renderer *renderer, float aspect_ratio); +void stage_clear(stage_t *stage); +stage_t * stage_free(stage_t *stage); +void stage_fit(const stage_t *stage, int width, int height, int *res_width, int *res_height); +void stage_render(stage_t *stage); +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); + +void stage_get_output_size(stage_t *stage, int *res_width, int *res_height); +void stage_node_set_object(const stage_t *stage, stage_node_t *node, void *object); +void stage_node_get_object(const stage_t *stage, stage_node_t *node, void **res_object); +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); +stage_node_t * stage_node_free(stage_t *stage, stage_node_t *node); +void stage_node_set_alpha(const stage_t *stage, stage_node_t *node, float alpha); +void stage_node_set_aabb(const stage_t *stage, stage_node_t *node, const aabb_t *aabb); +void stage_node_get_aabb(const stage_t *stage, stage_node_t *node, aabb_t *res_aabb); +void stage_node_set_active(const stage_t *stage, stage_node_t *node); +void stage_node_set_inactive(const stage_t *stage, stage_node_t *node); +void stage_node_set_locked(const stage_t *stage, stage_node_t *node); +void stage_node_set_unlocked(const stage_t *stage, stage_node_t *node); +void stage_node_set_layer(stage_t *stage, stage_node_t *node, int layer); +void stage_node_set_angle(const stage_t *stage, stage_node_t *node, double angle); +void stage_node_get_angle(const stage_t *stage, stage_node_t *node, double *res_angle); +stage_node_t * stage_node_lookup_name(const stage_t *stage, const char *name); +stage_node_t * stage_node_lookup_cartesian(const stage_t *stage, int x, int y); + +#endif | 
