Class { #name : #DiyaBoot, #superclass : #DiyaSingleton, #instVars : [ 'running', 'window', 'context', 'display', 'clock' ], #pools : [ 'OpenGLConstants', 'OpenGLTypes', 'SDL2Constants', 'SDL2Types' ], #category : #'Diya-Runtime' } { #category : #'instance creation' } DiyaBoot class >> startUp: status [ self startx. ] { #category : #'instance creation' } DiyaBoot class >> startx [ self uniqueInstance run ] { #category : #events } DiyaBoot >> GLinit. [ OpenGL viewportX: 0 Y:0 W: display w H: display h. OpenGL enable: GL_TEXTURE_2D. ] { #category : #events } DiyaBoot >> createGLContext [ context := SDL2 glCreateContext: window. context ifNil: [ ^self error: SDL2 getErrorMessage ]. ^context ] { #category : #events } DiyaBoot >> createWindow [ window := SDL2 createWindow: 'Diya' x: 0 y: 0 width: display w height: display h flags: SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL. window ifNil: [ ^self error: SDL2 getErrorMessage ]. "handle fullscreen: SDL_WINDOW_FULLSCREEN." "SDL2 glSetAttribute: SDL_GL_CONTEXT_PROFILE_MASK value: SDL_GL_CONTEXT_PROFILE_ES. SDL2 glSetAttribute: SDL_GL_CONTEXT_MAJOR_VERSION value: 2. SDL2 glSetAttribute: SDL_GL_CONTEXT_MINOR_VERSION value: 0. SDL2 glSetAttribute: SDL_GL_ACCELERATED_VISUAL value: 1." "SDL2 glSetAttribute: SDL_GL_DOUBLEBUFFER value: 1. SDL2 glSetAttribute: SDL_GL_DEPTH_SIZE value: 24." ^window ] { #category : #events } DiyaBoot >> init [ | status | SDL2 setHint: 'SDL_RENDER_DRIVER' value: 'opengles2'. status := SDL2 init: SDL_INIT_EVERYTHING. status = 0 ifFalse: [ ^ self error: SDL2 getErrorMessage ]. display := SDL_DisplayMode externalNew autoRelease. SDL2 SDLGetCurrentDisplayMode: display from:0. DiyaRendererContext reset. DiyaFontManager reset. OpenGLSL resetShaders. DiyaFontManager uniqueInstance loadFonts. ] { #category : #events } DiyaBoot >> initialize [ running := true. display := nil. window := nil. context := nil. clock := DiyaClock uniqueInstance. ] { #category : #events } DiyaBoot >> processEvent: event [ |mappedEvt| mappedEvt := event mapped. mappedEvt type = SDL_KEYDOWN ifTrue: [ Transcript show: 'keydown...';cr. ^running := false. ]. 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)]. ] { #category : #events } DiyaBoot >> randomColorChannel [ | rand | rand := Random new. rand := (rand next) * 255. rand := rand asInteger. ^ rand ] { #category : #events } DiyaBoot >> render [ |event root rec text| event := SDL_Event new. root := DiyaRootNode new. DiyaRenderer uniqueInstance root: root. rec := root addNode: (DiyaRectangle size: 120@160 shader: GLSimpleShader uniqueInstance) at: 250 @ 200. rec := root addNode: (DiyaRectangle size: 50@50 shader: GLSimpleShader uniqueInstance) at: 250 @ 500. rec rotation: (Float pi / -8.0). rec scale: 1.5@1.5. text := root addNode: (DiyaText data: String loremIpsum shader: TotoShader uniqueInstance) at: 20@320. text extent: 200@320. "text rotation:(Float pi / 4.0)." self GLinit. OpenGL viewportX: 0 Y:0 W: display w H: display h. "TODO: maybe give node to customize this" [ running ] whileTrue: [ (SDL2 pollEvent: event) > 0 ifTrue: [ self processEvent: event ]. DiyaRenderer uniqueInstance render. SDL2 glSwapWindow: window. ]. ] { #category : #events } DiyaBoot >> run [ self init. self startx. ] { #category : #running } DiyaBoot >> run: screenSize [ 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. " OpenGLTypes initialize. OpenGLConstants initialize. self init. display w: screenSize x. display h: screenSize y. self startx. self class reset. DiyaClock reset. DiyaRendererContext reset. Smalltalk garbageCollect. ] { #category : #events } DiyaBoot >> setCursorPosition: mappedEvt [ window warpMouseX:((mappedEvt x)* (display w) ) Y: ((mappedEvt y) * (display h)) ] { #category : #logging } DiyaBoot >> showSystemInfo [ |stream numdriver rinfo| stream := (String new: 255) writeStream. 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. stream nextPutAll:'Display resolution: '; nextPutAll:display w asString; nextPutAll: 'x'; nextPutAll: display h asString; cr. self stdout nextPutAll: stream contents ] { #category : #events } DiyaBoot >> startx [ display ifNil: [ ^self error: 'Please run #init before this method' ]. self createWindow. self createGLContext. SDL2 glMakeCurrent: window context: context. self showSystemInfo. DiyaRendererContext uniqueInstance display: display; useProjection: OrthoProjectionMatrix. self render. context delete. window destroy. DiyaFontManager reset. DiyaRendererContext reset. SDL2 quit. ] { #category : #events } DiyaBoot >> step [ "renderer drawColorR: 0 g: 0 b: 0 a: 255." 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. ]