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Diya-API/Diya/DiyaBoot.class.st

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Smalltalk
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Class {
#name : #DiyaBoot,
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#superclass : #DiyaSingleton,
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#instVars : [
'running',
'window',
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'renderer',
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'context',
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'display',
'clock'
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],
#pools : [
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'OpenGLConstants',
'OpenGLTypes',
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'SDL2Constants',
'SDL2Types'
],
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#category : #'Diya-Runtime'
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}
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{ #category : #'instance creation' }
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DiyaBoot class >> startUp: status [
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self startx.
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]
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{ #category : #'instance creation' }
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DiyaBoot class >> startx [
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self uniqueInstance run
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]
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{ #category : #events }
DiyaBoot >> createGLContext [
context := SDL2 glCreateContext: window.
context ifNil: [ ^self error: SDL2 getErrorMessage ].
^context
]
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{ #category : #events }
DiyaBoot >> createRenderer [
renderer := window primCreateRenderer: -1 flags: SDL_RENDERER_ACCELERATED.
renderer ifNil: [ ^self error: SDL2 getErrorMessage ].
^renderer
]
{ #category : #events }
DiyaBoot >> createWindow [
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window := SDL2 createWindow: 'Diya'
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x: 0
y: 0
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width: display w
height: display h
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flags: SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL.
window ifNil: [ ^self error: SDL2 getErrorMessage ].
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"handle fullscreen: SDL_WINDOW_FULLSCREEN."
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^window
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]
{ #category : #events }
DiyaBoot >> init [
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| status |
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status := SDL2 init: SDL_INIT_EVERYTHING.
status = 0
ifFalse: [ ^ self error: SDL2 getErrorMessage ].
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display := SDL_DisplayMode externalNew autoRelease.
SDL2 SDLGetCurrentDisplayMode: display from:0.
DiyaRendererContext reset.
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DiyaFontManager uniqueInstance loadFonts.
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]
{ #category : #events }
DiyaBoot >> initialize [
running := true.
display := nil.
window := nil.
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context := nil.
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clock := DiyaClock uniqueInstance.
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]
{ #category : #events }
DiyaBoot >> processEvent: event [
|mappedEvt|
mappedEvt := event mapped.
mappedEvt type = SDL_KEYDOWN ifTrue: [ Transcript show: 'keydown...';cr. ^running := false. ].
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mappedEvt type = SDL_QUIT ifTrue:[ ^running:= false ].
mappedEvt type = SDL_FINGERDOWN ifTrue:[^self setCursorPosition: mappedEvt ].
mappedEvt type = SDL_FINGERMOTION ifTrue:[^self setCursorPosition: mappedEvt ].
mappedEvt type = SDL_MOUSEMOTION ifTrue:[DiyaRendererContext uniqueInstance mouse: (mappedEvt x) @ (mappedEvt y)].
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]
{ #category : #events }
DiyaBoot >> randomColorChannel [
| rand |
rand := Random new.
rand := (rand next) * 255.
rand := rand asInteger.
^ rand
]
{ #category : #events }
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DiyaBoot >> render [
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|event root rec text|
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event := SDL_Event new.
root := DiyaRootNode new.
DiyaRenderer uniqueInstance root: root.
rec := root addNode: (DiyaRectangle size: 120@160 shader: GLSimpleShader uniqueInstance) at: 120 @ 160.
rec rotation: (Float pi / -8.0).
rec scale: 1.5@1.5.
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text := root addNode: (DiyaText data: 'Hello,world' shader: GLTexShader uniqueInstance) at: 0@0.
OpenGL viewportX: 0 Y:0 W: display w H: display h.
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"TODO: maybe give node to customize this"
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[ running ] whileTrue: [
(SDL2 pollEvent: event) > 0 ifTrue: [
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self processEvent: event
].
DiyaRenderer uniqueInstance render.
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SDL2 glSwapWindow: window.
"SDL2 delay: 50. "
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].
]
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{ #category : #events }
DiyaBoot >> run [
self init.
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self startx.
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]
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{ #category : #running }
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DiyaBoot >> run: screenSize [
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self run: screenSize app: nil
]
{ #category : #running }
DiyaBoot >> run: screenSize app: application [
"
this function should be used only in
SDK environment, in real embeded system
it is always the #run command that is executed
automatically.
"
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OpenGLTypes initialize.
OpenGLConstants initialize.
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self init.
display w: screenSize x.
display h: screenSize y.
self startx.
self class reset.
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DiyaClock reset.
DiyaRendererContext reset.
Smalltalk garbageCollect.
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]
{ #category : #events }
DiyaBoot >> setCursorPosition: mappedEvt [
window warpMouseX:((mappedEvt x)* (display w) )
Y: ((mappedEvt y) * (display h))
]
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{ #category : #logging }
DiyaBoot >> showSystemInfo [
|stream numdriver rinfo|
stream := (String new: 255) writeStream.
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stream nextPutAll:'System: ';
nextPutAll:(Smalltalk globals at: #CODENAME ifAbsent:['']);
nextPutAll: '-v';
nextPutAll:(Smalltalk globals at: #VERSION ifAbsent: ['']);cr.
numdriver := SDL2 SDLGetNumVideoDrivers.
stream nextPutAll: 'Supported video dirvers:'.
0 to: numdriver -1 do: [ :i |
stream nextPutAll: (SDL2 SDLGetVideoDriver: i); nextPutAll: ' '.
].
stream cr.
stream nextPutAll: 'Current selected video driver: ';
nextPutAll:(SDL2 SDLGetCurrentVideoDriver);cr.
numdriver := SDL2 SDLGetNumRenderDrivers.
stream nextPutAll: 'SDL_RENDER_DRIVER available:'.
rinfo := SDL_RendererInfo externalNew autoRelease.
0 to: numdriver - 1 do:[:i|
SDL2 SDLGetRendererDriverInfo: rinfo from: i.
stream nextPutAll: rinfo name readString; nextPutAll:' '.
].
stream cr.
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renderer ifNotNil:[
renderer primGetRendererInfo: rinfo.
stream nextPutAll: 'SDL_RENDER_DRIVER selected: '; nextPutAll: rinfo name readString; cr.
].
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stream nextPutAll:'Display resolution: ';
nextPutAll:display w asString;
nextPutAll: 'x';
nextPutAll: display h asString; cr.
self stdout nextPutAll: stream contents
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]
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{ #category : #events }
DiyaBoot >> startx [
display ifNil: [ ^self error: 'Please run #init before this method' ].
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self createWindow.
self createGLContext.
self createRenderer.
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self showSystemInfo.
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DiyaRendererContext uniqueInstance display: display; useProjection: OrthoProjectionMatrix.
self render.
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context delete.
renderer destroy.
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window destroy.
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DiyaFontManager reset.
DiyaRendererContext reset.
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SDL2 quit.
]
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{ #category : #events }
DiyaBoot >> step [
"renderer drawColorR: 0
g: 0
b: 0
a: 255."
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OpenGL begin: GL_TRIANGLES.
"draw a simple triangle here"
OpenGL color3fR: 0.1 G:0.2 B: 0.3.
OpenGL vertex3fX: 0 Y: 0 Z: 0.
OpenGL vertex3fX: 1 Y: 0 Z: 0.
OpenGL vertex3fX: 0 Y: 1 Z: 0.
OpenGL end.
]