/* Copyright (C) 2021-2022 Harry Godden (hgn) - All Rights Reserved */
+/*
+ * TODO: Get rid of many context design
+ */
+
#ifndef VG_UI_H
#define VG_UI_H
static ui_ctx ui_global_ctx;
-static void ui_init_context( ui_ctx *ctx, int index_buffer_size )
-{
- u32 vertex_buffer_size = (index_buffer_size+(index_buffer_size/2));
-
- /* Generate the buffer we are gonna be drawing to */
- {
- glGenVertexArrays(1, &ctx->vao);
- glGenBuffers( 1, &ctx->vbo );
- glGenBuffers( 1, &ctx->ebo );
- glBindVertexArray( ctx->vao );
-
- glBindBuffer( GL_ARRAY_BUFFER, ctx->vbo );
-
- glBufferData( GL_ARRAY_BUFFER,
- vertex_buffer_size * sizeof( struct ui_vert ),
- NULL, GL_DYNAMIC_DRAW );
- glBindVertexArray( ctx->vao );
-
- glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, ctx->ebo );
- glBufferData( GL_ELEMENT_ARRAY_BUFFER,
- index_buffer_size * sizeof( u16 ), NULL, GL_DYNAMIC_DRAW );
-
- u32 const stride = sizeof( struct ui_vert );
-
- /* XY */
- glVertexAttribPointer( 0, 2, GL_SHORT, GL_FALSE,
- stride, (void *)offsetof( struct ui_vert, co ) );
- glEnableVertexAttribArray( 0 );
-
- /* UV */
- glVertexAttribPointer( 1, 2, GL_UNSIGNED_BYTE, GL_FALSE,
- stride, (void *)offsetof( struct ui_vert, uv ) );
- glEnableVertexAttribArray( 1 );
-
- /* COLOUR */
- glVertexAttribPointer( 2, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride,
- (void *)offsetof( struct ui_vert, colour ) );
- glEnableVertexAttribArray( 2 );
-
- /* CLIPPING */
- glVertexAttribPointer( 3, 4, GL_SHORT, GL_FALSE, stride,
- (void *)offsetof( struct ui_vert, clip ) );
- glEnableVertexAttribArray( 3 );
- }
-
- /* Initialize default context */
- {
- ctx->verts = (struct ui_vert *)malloc(
- vertex_buffer_size * sizeof(struct ui_vert) );
- ctx->indices = (u16*)malloc( index_buffer_size * sizeof(u16) );
-
- if( !ctx->colours )
- ctx->colours = &ui_default_colours;
- }
-}
-
static void ui_context_free( ui_ctx *ctx )
{
glDeleteVertexArrays( 1, &ctx->vao );
free( ctx->indices );
}
-static void ui_default_init(void)
+static int ui_init_context( ui_ctx *ctx, int index_buffer_size )
+{
+ u32 vertex_buffer_size = (index_buffer_size+(index_buffer_size/2));
+
+ /* Generate the buffer we are gonna be drawing to */
+ glGenVertexArrays( 1, &ctx->vao );
+ glGenBuffers( 1, &ctx->vbo );
+ glGenBuffers( 1, &ctx->ebo );
+
+ glBindVertexArray( ctx->vao );
+ glBindBuffer( GL_ARRAY_BUFFER, ctx->vbo );
+
+ glBufferData( GL_ARRAY_BUFFER,
+ vertex_buffer_size * sizeof( struct ui_vert ),
+ NULL, GL_DYNAMIC_DRAW );
+ glBindVertexArray( ctx->vao );
+
+ glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, ctx->ebo );
+ glBufferData( GL_ELEMENT_ARRAY_BUFFER,
+ index_buffer_size * sizeof( u16 ), NULL, GL_DYNAMIC_DRAW );
+
+ if( VG_CHECK_GL_ERR() )
+ goto il_fail_alloc_gpu;
+
+ /* Set pointers */
+ u32 const stride = sizeof( struct ui_vert );
+
+ /* XY */
+ glVertexAttribPointer( 0, 2, GL_SHORT, GL_FALSE,
+ stride, (void *)offsetof( struct ui_vert, co ) );
+ glEnableVertexAttribArray( 0 );
+
+ /* UV */
+ glVertexAttribPointer( 1, 2, GL_UNSIGNED_BYTE, GL_FALSE,
+ stride, (void *)offsetof( struct ui_vert, uv ) );
+ glEnableVertexAttribArray( 1 );
+
+ /* COLOUR */
+ glVertexAttribPointer( 2, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride,
+ (void *)offsetof( struct ui_vert, colour ) );
+ glEnableVertexAttribArray( 2 );
+
+ /* CLIPPING */
+ glVertexAttribPointer( 3, 4, GL_SHORT, GL_FALSE, stride,
+ (void *)offsetof( struct ui_vert, clip ) );
+ glEnableVertexAttribArray( 3 );
+
+ if( VG_CHECK_GL_ERR() )
+ goto il_fail_attributes;
+
+
+ /* Alloc RAM default context */
+ ctx->verts = (struct ui_vert *)malloc(
+ vertex_buffer_size * sizeof(struct ui_vert) );
+ if( !ctx->verts )
+ goto il_fail_alloc_verts;
+
+ ctx->indices = (u16*)malloc( index_buffer_size * sizeof(u16) );
+ if( !ctx->indices )
+ goto il_fail_alloc_indices;
+
+ if( !ctx->colours )
+ ctx->colours = &ui_default_colours;
+
+ return 1;
+
+ free( ctx->indices );
+ ctx->indices = NULL;
+il_fail_alloc_indices:
+ free( ctx->verts );
+ ctx->verts = NULL;
+il_fail_alloc_verts:
+il_fail_attributes:
+il_fail_alloc_gpu:
+ glDeleteBuffers( 1, &ctx->ebo );
+ glDeleteBuffers( 1, &ctx->vbo );
+ glDeleteVertexArrays( 1, &ctx->vao );
+ VG_CHECK_GL_ERR();
+ return 0;
+}
+
+static int ui_default_init(void)
{
/* Load default font */
u32 compressed[] = {
u32 pixels = 0, total = 256*256, data = 0;
u8 *image = malloc( total );
+ if( !image ) goto il_fail_alloc_image;
while( pixels < total )
{
}
glGenTextures( 1, &ui_glyph_texture );
+ if( !ui_glyph_texture ) goto il_fail_gen_texture;
+
glBindTexture( GL_TEXTURE_2D, ui_glyph_texture );
-
glTexImage2D( GL_TEXTURE_2D, 0, GL_R8, 256, 256, 0,
GL_RED, GL_UNSIGNED_BYTE, image );
+
+ if( VG_CHECK_GL_ERR() ) goto il_fail_alloc_gpu;
vg_tex2d_clamp();
vg_tex2d_nearest();
free( image );
- vg_shader_register( &_shader_ui );
- ui_init_context( &ui_global_ctx, 20000 );
+ if( !ui_init_context( &ui_global_ctx, 20000 ) ) goto il_generic_fail;
+ if( !vg_shader_compile( &_shader_ui ) ) goto il_shader_fail;
+
+ return 1;
+
+il_shader_fail:
+il_fail_alloc_gpu:
+il_generic_fail:
+ glDeleteTextures( 1, &ui_glyph_texture );
+
+il_fail_gen_texture:
+ free( image );
+
+il_fail_alloc_image:
+ return 0;
}
static void ui_default_free(void)
{
+ vg_free_shader( &_shader_ui );
glDeleteTextures( 1, &ui_glyph_texture );
ui_context_free( &ui_global_ctx );
}
static void ui_new_node( ui_ctx *ctx )
{
if( ctx->stack_count == vg_list_size( ctx->stack ) )
- vg_exiterr( "[UI] Stack overflow while creating box!" );
+ {
+ vg_error( "[UI] Stack overflow while creating box!" );
+ return;
+ }
struct ui_qnode *parent = &ctx->stack[ ctx->stack_count-1 ];
struct ui_qnode *node = &ctx->stack[ ctx->stack_count++ ];
static void ui_resolve( ui_ctx *ctx )
{
if( ctx->stack_count-1 )
- vg_exiterr( "[UI] Mismatched node create/drestroy!" );
+ {
+ vg_error( "[UI] Mismatched node create/drestroy!" );
+ return;
+ }
if( ctx->click_state == 3 || ctx->click_state == 0 )
{