Make windows close-able with the window buttons

A window can now be closed by  clicking on the X in the title bar. The
input  controller is  already running  in its own  thread, calling the
handler-functions given to it on an event's arrival.
This commit is contained in:
Eric-Paul Ickhorn 2024-09-10 00:16:06 +02:00
parent 3ddac3bfe0
commit 44885e161d
5 changed files with 334 additions and 3 deletions

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@ -7,12 +7,16 @@
#include <stdio.h>
#include <voxula/internals/utility.h>
#include <voxula/internals/window.h>
typedef struct vx_core vx_core_s;
struct vx_core
{
vx_uuid_table_s *uuid_table;
vx_input_controller_s *input_controller;
vx_window_s *main_window;
bool running;
};
#endif // VOXULA_CORE_H

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@ -1,7 +1,47 @@
#include <voxula/internals/core.h>
void vx_handle_window_close(vx_window_s *window, vx_window_event_s event)
{
if(event.type == VX_WINDOW_EVENT_CLOSE)
{
vx_core_s *core = window->userdata;
core->input_controller->running = false;
vx_win_hide(core->main_window);
return;
}
if(event.type == VX_WINDOW_EVENT_QUIT)
{
vx_core_s *core = window->userdata;;
core->input_controller->running = false;
core->running = false;
}
}
int main(int argc, char **argv)
{
puts("The build-system is working!");
return -1;
if(argc > 1)
{
if( ! strcmp(argv[1], "--help"))
{
puts("The Voxula voxel-game engine.");
return 0;
}
}
vx_core_s core;
core.uuid_table = vx_new_uuid_table();
core.input_controller = vx_new_input_controller();
core.main_window = vx_new_window(core.input_controller);
core.main_window->fn_handle_input = vx_handle_window_close;
core.main_window->userdata = &core;
core.running = true;
vx_start_input_controller(core.input_controller);
while(core.running)
{
vx_win_show(core.main_window);
vx_win_present(core.main_window);
SDL_Delay(1000 / 30);
}
vx_free_window(core.main_window);
return 0;
}

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@ -0,0 +1,122 @@
#ifndef VOXULA_WINDOW_H
#define VOXULA_WINDOW_H
#include <stdint.h>
#include <threads.h>
#include <SDL2/SDL.h>
#include <voxula/internals/utility.h>
typedef struct vx_input_controller vx_input_controller_s;
typedef struct vx_window vx_window_s;
typedef struct vx_window_event vx_window_event_s;
typedef enum
{
VX_WINDOW_EVENT_INVALID = 0,
VX_WINDOW_EVENT_KEY_PRESS,
VX_WINDOW_EVENT_KEY_RELEASE,
VX_WINDOW_EVENT_MOUSE_PRESS,
VX_WINDOW_EVENT_MOUSE_RELEASE,
VX_WINDOW_EVENT_MOUSE_MOVE,
VX_WINDOW_EVENT_MOUSE_SCROLL,
VX_WINDOW_EVENT_CLOSE = 254,
VX_WINDOW_EVENT_QUIT = 255
} vx_window_event_e;
typedef enum
{
VX_KEY_MODIFIER_NONE = 0,
VX_KEY_MODIFIER_LEFT_CONTROL = 1,
VX_KEY_MODIFIER_RIGHT_CONTROL = 1 << 1,
VX_KEY_MODIFIER_CONTROL = 1 | (1 << 1),
VX_KEY_MODIFIER_LEFT_SHIFT = 1 << 2,
VX_KEY_MODIFIER_RIGHT_SHIFT = 1 << 3,
VX_KEY_MODIFIER_SHIFT = (1 << 2) | (1 << 3)
} vx_key_modifier_e;
struct vx_window_event
{
vx_window_event_e type;
vx_window_s *association;
union vx_window_event_union
{
struct vx_key_press
{
uint16_t modifiers;
uint32_t character;
} key_press;
struct vx_key_release
{
uint16_t modifiers;
uint32_t character;
} key_release;
struct vx_mouse_press
{
vx_vec2f_s position_change;
} mouse_press;
struct vx_mouse_release
{
vx_vec2f_s position;
} mouse_release;
struct vx_mouse_move
{
vx_vec2f_s position;
} mouse_move;
struct vx_mouse_scroll
{
float amount;
} mouse_scroll;
} specifics;
};
struct vx_window
{
vx_input_controller_s *controller;
SDL_Window *window;
SDL_GLContext gl_context;
void (*fn_handle_input)(vx_window_s *window, vx_window_event_s event);
void *userdata;
};
struct vx_input_controller
{
uint32_t window_list_capacity;
uint32_t num_windows;
vx_window_s **windows;
bool running;
thrd_t thread;
};
vx_input_controller_s * vx_new_input_controller();
void vx_free_input_controller(vx_input_controller_s *controller);
void vx_start_input_controller(vx_input_controller_s *controller);
void vx_stop_input_controller(vx_input_controller_s *controller);
vx_window_s * vx_new_window(vx_input_controller_s *controller);
void vx_free_window(vx_window_s *window);
void vx_win_set_title(vx_window_s *window, const char *title);
void vx_win_resize(vx_window_s *window, vx_vec2u_s size);
void vx_win_move(vx_window_s *window, vx_vec2i_s position);
void vx_win_show(vx_window_s *window);
void vx_win_hide(vx_window_s *window);
void vx_win_present(vx_window_s *window);
#endif // VOXULA_WINDOW_H

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@ -1,3 +1,4 @@
{module}/inc-c
{module-folder}/utility/inc-c
{module-folder}/ecs/inc-c
{module-folder}/ecs/inc-c
{dependencies}/inc-c

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@ -0,0 +1,164 @@
#include <voxula/internals/window.h>
#include <glad/glad.h>
vx_window_s * vx_find_window_with_id(vx_input_controller_s *controller, uint32_t window_id)
{
uint32_t window_index = 0;
while(window_index < controller->num_windows)
{
if(window_id == SDL_GetWindowID(controller->windows[window_index]->window))
{
return controller->windows[window_index];
}
++window_index;
}
return NULL;
}
int vx_input_controller_mainloop(void *userdata)
{
vx_input_controller_s *controller = userdata;
controller->running = true;
while(controller->running)
{
SDL_Event event;
while(SDL_PollEvent(&event))
{
if(event.type == SDL_WINDOWEVENT_CLOSE)
{
vx_window_s *window = vx_find_window_with_id(controller, event.window.windowID);
if(window == NULL)
{
continue;
}
if(window->fn_handle_input == NULL)
{
continue;
}
vx_window_event_s quit_event;
quit_event.type = VX_WINDOW_EVENT_CLOSE;
quit_event.association = window;
window->fn_handle_input(window, quit_event);
}
if(event.type == SDL_QUIT)
{
vx_window_event_s quit_event;
quit_event.type = VX_WINDOW_EVENT_QUIT;
quit_event.association = NULL;
uint32_t window_index = 0;
while(window_index < controller->num_windows)
{
vx_window_s *window = controller->windows[window_index];
window->fn_handle_input(window, quit_event);
++window_index;
}
controller->running = false;
}
}
SDL_Delay(2);
}
return 0;
}
vx_input_controller_s * vx_new_input_controller()
{
vx_input_controller_s *controller = malloc(sizeof(vx_input_controller_s));
controller->num_windows = 0;
controller->window_list_capacity = 8;
controller->windows = malloc(controller->window_list_capacity * sizeof(vx_window_s));
thrd_create(&controller->thread, vx_input_controller_mainloop, controller);
return controller;
}
void vx_free_input_controller(vx_input_controller_s *controller)
{
uint32_t window_index = 0;
while(window_index < controller->num_windows)
{
vx_window_s *window = controller->windows[window_index];
vx_free_window(window);
++window_index;
}
controller->running = false;
thrd_join(controller->thread, NULL);
free(controller->windows);
free(controller);
}
void vx_start_input_controller(vx_input_controller_s *controller)
{
controller->running = true;
thrd_detach(controller->thread);
}
void vx_stop_input_controller(vx_input_controller_s *controller)
{
controller->running = false;
}
vx_window_s * vx_new_window(vx_input_controller_s *controller)
{
vx_window_s *window = malloc(sizeof(vx_window_s));
if(controller->window_list_capacity >= controller->num_windows)
{
controller->window_list_capacity *= 2;
controller->windows = realloc(
controller->windows,
controller->window_list_capacity
* sizeof(vx_window_s *)
);
}
controller->windows[controller->num_windows++] = window;
window->controller = controller;
window->window = SDL_CreateWindow(
"Voxula Window",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
1200,
750,
SDL_WINDOW_HIDDEN | SDL_WINDOW_OPENGL
);
window->gl_context = SDL_GL_CreateContext(window->window);
gladLoadGLLoader(SDL_GL_GetProcAddress);
gladLoadGL();
return window;
}
void vx_free_window(vx_window_s *window)
{
SDL_DestroyWindow(window->window);
SDL_GL_DeleteContext(window->gl_context);
free(window);
}
void vx_win_set_title(vx_window_s *window, const char *title)
{
SDL_SetWindowTitle(window->window, title);
}
void vx_win_resize(vx_window_s *window, vx_vec2u_s size)
{
SDL_SetWindowSize(window->window, size.x, size.y);
}
void vx_win_move(vx_window_s *window, vx_vec2i_s position)
{
SDL_SetWindowPosition(window->window, position.x, position.y);
}
void vx_win_show(vx_window_s *window)
{
SDL_ShowWindow(window->window);
}
void vx_win_hide(vx_window_s *window)
{
SDL_HideWindow(window->window);
}
void vx_win_present(vx_window_s *window)
{
SDL_GL_SwapWindow(window->window);
}