/** * @file screenshot.c * @brief Run one BASIC program against an offscreen renderer and save a PNG. * * The documentation's graphics and sprite chapters describe what a verb draws, * and a sentence is a poor way to describe a picture. This is what turns the * listing in a chapter into the image beside it -- tools/docs_screenshots.sh * extracts the listing from the markdown and hands it here, so the picture is * generated from the exact program the reader is looking at rather than from a * copy that can drift away from it. * * **It is a host, like src/frontend_akgl.c**, and it is deliberately a separate * one: the frontend opens a real window, pumps events and never stops until the * script quits, none of which a build step wants. What this does instead is the * shortest path to pixels -- the dummy video driver, a software renderer, run to * completion, read the target back, write it out. deps/libakgl/tests/draw.c and * tests/akgl_backends.c set that pattern; this is the third user of it. * * **The text layer is deliberately not drawn.** A screenshot in the graphics * chapter is of the drawing, and a `READY` in the corner is noise in a figure * about `CIRCLE`. It also means no font has to be found, which keeps this * runnable from a build tree with no assets resolved. */ #include #include #include #include #include #include #include /* * game.h for the `renderer` and `camera` globals: akgl_actor_render() reads * both without taking either as an argument, so a host that never calls * akgl_game_init() -- which is every host here, because owning the game loop is * what goal 3 forbids -- populates them itself. Same three lines as * src/frontend_akgl.c and tests/akgl_backends.c, and each says so. */ #include #include #include #include #include #include #include #include /** @brief The interpreter carries every pool it owns, so it does not fit on a stack. */ static akbasic_Runtime RUNTIME; static akbasic_TextSink SINK; static akbasic_StdioSink SINKSTATE; static akbasic_GraphicsBackend GRAPHICS; static akbasic_AkglGraphics GRAPHICSSTATE; static akbasic_SpriteBackend SPRITES; static akbasic_AkglSprites SPRITESSTATE; /* * No `window` of our own: akgl/game.h declares one as an unprefixed extern -- * libakgl's TODO calls that a defect and it is -- so a static here shadows it * and the file will not compile. Writing the global is what a host does anyway. */ /** @brief The whole program, read in one go. Longer than any figure's listing. */ static char SOURCE[65536]; static void usage(void) { fprintf(stderr, "usage: akbasic_screenshot [width] [height]\n" "\n" " Runs the program against an offscreen renderer of the given size\n" " (default 320x200) and writes what it drew as a PNG.\n"); } /** @brief Slurp the program. A figure's listing is small; a partial read is not tolerated. */ static akerr_ErrorContext AKERR_NOIGNORE *read_program(const char *path) { PREPARE_ERROR(errctx); FILE *in = NULL; size_t got = 0; memset(SOURCE, 0, sizeof(SOURCE)); in = fopen(path, "r"); FAIL_ZERO_RETURN(errctx, (in != NULL), AKERR_IO, "could not open %s", path); got = fread(SOURCE, 1, sizeof(SOURCE) - 1, in); fclose(in); FAIL_ZERO_RETURN(errctx, (got > 0), AKERR_IO, "%s is empty", path); FAIL_ZERO_RETURN(errctx, (got < sizeof(SOURCE) - 1), AKERR_OUTOFBOUNDS, "%s is longer than %zu bytes", path, sizeof(SOURCE) - 1); SUCCEED_RETURN(errctx); } /** * @brief Everything between SDL being up and the pixels being readable. * * Split out so the ATTEMPT in main() has one thing to CATCH and the SDL * teardown has one place to happen. */ static akerr_ErrorContext AKERR_NOIGNORE *draw_program(const char *outpath, int w, int h) { PREPARE_ERROR(errctx); SDL_Surface *shot = NULL; PASS(errctx, akgl_error_init()); renderer = &_akgl_renderer; FAIL_ZERO_RETURN(errctx, SDL_Init(SDL_INIT_VIDEO), AKGL_ERR_SDL, "Couldn't initialize SDL: %s", SDL_GetError()); FAIL_ZERO_RETURN(errctx, SDL_CreateWindowAndRenderer("net/aklabs/akbasic/screenshot", w, h, 0, &window, &renderer->sdl_renderer), AKGL_ERR_SDL, "Couldn't create window/renderer: %s", SDL_GetError()); PASS(errctx, akgl_render_bind2d(renderer)); PASS(errctx, akgl_heap_init()); PASS(errctx, akgl_registry_init()); camera = &_akgl_camera; camera->x = 0.0f; camera->y = 0.0f; camera->w = (float32_t)w; camera->h = (float32_t)h; /* * Opaque black, so a figure has a defined background rather than whatever * the driver left in the buffer. GRAPHIC's own clear is a filled rectangle * over the output for a reason src/graphics_akgl.c explains -- clearing is * the host's prerogative -- and this is the host doing it. */ FAIL_ZERO_RETURN(errctx, SDL_SetRenderDrawColor(renderer->sdl_renderer, 0, 0, 0, 0xff), AKGL_ERR_SDL, "%s", SDL_GetError()); FAIL_ZERO_RETURN(errctx, SDL_RenderClear(renderer->sdl_renderer), AKGL_ERR_SDL, "%s", SDL_GetError()); /* stdout: a program that errors puts its "? line : CLASS message" there, which is what the caller shows when a figure comes out wrong. */ PASS(errctx, akbasic_sink_init_stdio(&SINK, &SINKSTATE, stdout, NULL)); PASS(errctx, akbasic_runtime_init(&RUNTIME, &SINK)); PASS(errctx, akbasic_graphics_init_akgl(&GRAPHICS, &GRAPHICSSTATE, renderer)); PASS(errctx, akbasic_sprite_init_akgl(&SPRITES, &SPRITESSTATE, renderer, &GRAPHICSSTATE)); PASS(errctx, akbasic_runtime_set_devices(&RUNTIME, &GRAPHICS, NULL, NULL, &SPRITES)); PASS(errctx, akbasic_runtime_load(&RUNTIME, SOURCE)); PASS(errctx, akbasic_runtime_start(&RUNTIME, AKBASIC_MODE_RUN)); PASS(errctx, akbasic_runtime_run(&RUNTIME, 0)); /* * The drawing verbs are immediate and are already on the target. Sprites are * not: they are libakgl actors and reach the target through a render pass, * which in the standalone frontend is part of a frame. There is no frame * here, so this is it. */ PASS(errctx, akbasic_sprite_akgl_render(&SPRITES)); shot = SDL_RenderReadPixels(renderer->sdl_renderer, NULL); FAIL_ZERO_RETURN(errctx, (shot != NULL), AKGL_ERR_SDL, "Couldn't read the target back: %s", SDL_GetError()); if ( !IMG_SavePNG(shot, outpath) ) { SDL_DestroySurface(shot); FAIL_RETURN(errctx, AKGL_ERR_SDL, "Couldn't write %s: %s", outpath, SDL_GetError()); } SDL_DestroySurface(shot); SUCCEED_RETURN(errctx); } int main(int argc, char **argv) { PREPARE_ERROR(errctx); int w = 320; int h = 200; if ( argc < 3 ) { usage(); return 2; } if ( argc > 3 ) { w = atoi(argv[3]); } if ( argc > 4 ) { h = atoi(argv[4]); } if ( w <= 0 || h <= 0 ) { usage(); return 2; } /* * Set here rather than left to the environment so the tool answers the same * on a developer's desktop as it does in CI. A figure regenerated over a * real GPU could differ by a pixel of antialiasing and turn every rebuild * into a diff. */ SDL_SetHint(SDL_HINT_VIDEO_DRIVER, "dummy"); SDL_SetHint(SDL_HINT_RENDER_DRIVER, "software"); ATTEMPT { CATCH(errctx, read_program(argv[1])); CATCH(errctx, draw_program(argv[2], w, h)); } CLEANUP { if ( window != NULL ) { SDL_DestroyWindow(window); window = NULL; } SDL_Quit(); } PROCESS(errctx) { } HANDLE_DEFAULT(errctx) { LOG_ERROR_WITH_MESSAGE(errctx, "could not draw the screenshot"); return 1; /* * FINISH_NORETURN rather than FINISH, matching src/main.c and * tests/akgl_backends.c: FINISH expands a `return __err_context` that * this int-returning function cannot compile even where the branch is * unreachable. */ } FINISH_NORETURN(errctx); return 0; }