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Co-authored-by: Andrew Kesterson <andrew@aklabs.net>
298 lines
12 KiB
C
298 lines
12 KiB
C
/**
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* @file screenshot.c
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* @brief Run one BASIC program against an offscreen renderer and save a PNG.
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*
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* The documentation's graphics and sprite chapters describe what a verb draws,
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* and a sentence is a poor way to describe a picture. This is what turns the
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* listing in a chapter into the image beside it -- tools/docs_screenshots.sh
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* extracts the listing from the markdown and hands it here, so the picture is
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* generated from the exact program the reader is looking at rather than from a
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* copy that can drift away from it.
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*
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* **It is a host, like src/frontend_akgl.c**, and it is deliberately a separate
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* one: the frontend opens a real window, pumps events and never stops until the
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* script quits, none of which a build step wants. What this does instead is the
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* shortest path to pixels -- the dummy video driver, a software renderer, run to
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* completion, read the target back, write it out. deps/libakgl/tests/draw.c and
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* tests/akgl_backends.c set that pattern; this is the third user of it.
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*
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* **The text layer is not drawn unless a font is named.** A screenshot in the
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* graphics chapter is of the drawing, and a `READY` in the corner is noise in a
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* figure about `CIRCLE`; leaving the layer out also means no font has to be
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* found, which keeps this runnable from a build tree with no assets resolved.
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*
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* A figure of a program whose *output is text* needs the opposite, and
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* docs/17-tutorial-breakout.md is one: that game's wall, HUD and messages are
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* characters in the grid, so a picture without the text layer is a picture of
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* two sprites on a black field. Naming a font as the fifth argument swaps the
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* stdio sink for the akgl one and renders the grid before the sprites, in the
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* same order src/frontend_akgl.c uses. The fence attribute that asks for it is
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* `text=1`; tools/docs_screenshots.sh turns that into this argument.
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*
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* The sink is the akgl one *alone* rather than a tee, so a program's output
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* lands in the picture rather than on stdout -- which is what the caller reads
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* to decide a figure failed. Nothing is lost: `screenshot=` blocks are also run
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* by tests/docs_examples.sh, which is where a raised error is caught.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <SDL3/SDL.h>
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#include <SDL3_image/SDL_image.h>
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#include <SDL3_ttf/SDL_ttf.h>
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#include <akerror.h>
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#include <akgl/error.h>
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/*
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* game.h for the `renderer` and `camera` globals: akgl_actor_render() reads
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* both without taking either as an argument, so a host that never calls
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* akgl_game_init() -- which is every host here, because owning the game loop is
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* what goal 3 forbids -- populates them itself. Same three lines as
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* src/frontend_akgl.c and tests/akgl_backends.c, and each says so.
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*/
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#include <akgl/game.h>
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#include <akgl/heap.h>
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#include <akgl/registry.h>
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#include <akgl/renderer.h>
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#include <akbasic/akgl.h>
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#include <akbasic/error.h>
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#include <akbasic/frontend.h>
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#include <akbasic/runtime.h>
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#include <akbasic/sink.h>
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/** @brief The interpreter carries every pool it owns, so it does not fit on a stack. */
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static akbasic_Runtime RUNTIME;
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static akbasic_TextSink SINK;
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static akbasic_StdioSink SINKSTATE;
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/** @brief The text grid, and the font behind it. Only used when one is named. */
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static akbasic_AkglSink GRIDSTATE;
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static TTF_Font *FONT = NULL;
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static akbasic_GraphicsBackend GRAPHICS;
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static akbasic_AkglGraphics GRAPHICSSTATE;
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static akbasic_SpriteBackend SPRITES;
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static akbasic_AkglSprites SPRITESSTATE;
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static akbasic_UiBackend UI;
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static akbasic_AkglUi UISTATE;
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/*
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* No `window` of our own: akgl/game.h declares one as an unprefixed extern --
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* libakgl's TODO calls that a defect and it is -- so a static here shadows it
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* and the file will not compile. Writing the global is what a host does anyway.
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*/
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/** @brief The whole program, read in one go. Longer than any figure's listing. */
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static char SOURCE[65536];
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static void usage(void)
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{
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fprintf(stderr,
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"usage: akbasic_screenshot <program.bas> <output.png> [width] [height] [font.ttf] [grid]\n"
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"\n"
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" Runs the program against an offscreen renderer of the given size\n"
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" (default 320x200) and writes what it drew as a PNG.\n"
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"\n"
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" Naming a font lends the program a UI device, because the widgets\n"
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" draw text and cannot come up without one. Passing 1 for `grid` as\n"
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" well draws the text layer, for a figure of a program whose output\n"
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" is characters rather than drawing.\n");
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}
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/** @brief Slurp the program. A figure's listing is small; a partial read is not tolerated. */
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static akerr_ErrorContext AKERR_NOIGNORE *read_program(const char *path)
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{
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PREPARE_ERROR(errctx);
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FILE *in = NULL;
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size_t got = 0;
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memset(SOURCE, 0, sizeof(SOURCE));
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in = fopen(path, "r");
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FAIL_ZERO_RETURN(errctx, (in != NULL), AKERR_IO, "could not open %s", path);
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got = fread(SOURCE, 1, sizeof(SOURCE) - 1, in);
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fclose(in);
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FAIL_ZERO_RETURN(errctx, (got > 0), AKERR_IO, "%s is empty", path);
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FAIL_ZERO_RETURN(errctx, (got < sizeof(SOURCE) - 1), AKERR_OUTOFBOUNDS,
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"%s is longer than %zu bytes", path, sizeof(SOURCE) - 1);
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief Everything between SDL being up and the pixels being readable.
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*
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* Split out so the ATTEMPT in main() has one thing to CATCH and the SDL
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* teardown has one place to happen.
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*/
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static akerr_ErrorContext AKERR_NOIGNORE *draw_program(const char *outpath, int w, int h,
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const char *fontpath, bool grid)
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{
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PREPARE_ERROR(errctx);
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SDL_Surface *shot = NULL;
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PASS(errctx, akgl_error_init());
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akgl_renderer = &akgl_default_renderer;
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FAIL_ZERO_RETURN(errctx, SDL_Init(SDL_INIT_VIDEO), AKGL_ERR_SDL,
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"Couldn't initialize SDL: %s", SDL_GetError());
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FAIL_ZERO_RETURN(errctx,
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SDL_CreateWindowAndRenderer("net/aklabs/akbasic/screenshot", w, h, 0,
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&akgl_window, &akgl_renderer->sdl_renderer),
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AKGL_ERR_SDL, "Couldn't create window/renderer: %s", SDL_GetError());
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PASS(errctx, akgl_render_2d_bind(akgl_renderer));
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PASS(errctx, akgl_heap_init());
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PASS(errctx, akgl_registry_init());
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akgl_camera = &akgl_default_camera;
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akgl_camera->x = 0.0f;
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akgl_camera->y = 0.0f;
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akgl_camera->w = (float32_t)w;
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akgl_camera->h = (float32_t)h;
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/*
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* Opaque black, so a figure has a defined background rather than whatever
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* the driver left in the buffer. GRAPHIC's own clear is a filled rectangle
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* over the output for a reason src/graphics_akgl.c explains -- clearing is
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* the host's prerogative -- and this is the host doing it.
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*/
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FAIL_ZERO_RETURN(errctx, SDL_SetRenderDrawColor(akgl_renderer->sdl_renderer, 0, 0, 0, 0xff),
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AKGL_ERR_SDL, "%s", SDL_GetError());
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FAIL_ZERO_RETURN(errctx, SDL_RenderClear(akgl_renderer->sdl_renderer),
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AKGL_ERR_SDL, "%s", SDL_GetError());
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/*
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* With no font: stdout, so a program that errors puts its
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* "? line : CLASS message" where the caller reads it. With one: the grid,
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* so the characters the program writes are in the picture. The file comment
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* explains why the two are not teed together.
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*/
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/*
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* The font and the text grid are two separate questions, and they were one
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* until the UI verbs arrived. A widget draws text, so a UI figure needs a
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* font -- but it does not want the grid, which owns every pixel of the rows
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* it covers and would paint the picture black before the widgets landed on
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* it. So `fontpath` says "there is a font" and `grid` says "draw the text
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* layer too".
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*/
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if ( fontpath == NULL ) {
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PASS(errctx, akbasic_sink_init_stdio(&SINK, &SINKSTATE, stdout, NULL));
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} else {
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FAIL_ZERO_RETURN(errctx, TTF_Init(), AKGL_ERR_SDL,
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"Couldn't initialize SDL_ttf: %s", SDL_GetError());
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FONT = TTF_OpenFont(fontpath, (float)AKBASIC_FRONTEND_FONT_SIZE);
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FAIL_ZERO_RETURN(errctx, (FONT != NULL), AKGL_ERR_SDL,
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"Couldn't open the font %s: %s", fontpath, SDL_GetError());
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if ( grid ) {
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PASS(errctx, akbasic_sink_init_akgl(&SINK, &GRIDSTATE, akgl_renderer, FONT, w, h));
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} else {
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PASS(errctx, akbasic_sink_init_stdio(&SINK, &SINKSTATE, stdout, NULL));
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}
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}
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PASS(errctx, akbasic_runtime_init(&RUNTIME, &SINK));
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PASS(errctx, akbasic_graphics_init_akgl(&GRAPHICS, &GRAPHICSSTATE, akgl_renderer));
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PASS(errctx, akbasic_sprite_init_akgl(&SPRITES, &SPRITESSTATE, akgl_renderer, &GRAPHICSSTATE));
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PASS(errctx, akbasic_runtime_set_devices(&RUNTIME, &GRAPHICS, NULL, NULL, &SPRITES));
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if ( fontpath != NULL ) {
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PASS(errctx, akbasic_ui_init_akgl(&UI, &UISTATE, akgl_renderer, fontpath,
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AKBASIC_FRONTEND_FONT_SIZE, w, h));
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PASS(errctx, akbasic_runtime_set_ui(&RUNTIME, &UI));
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}
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PASS(errctx, akbasic_runtime_load(&RUNTIME, SOURCE));
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PASS(errctx, akbasic_runtime_start(&RUNTIME, AKBASIC_MODE_RUN));
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/* The same layer bracket and composition order the standalone frontend uses. */
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PASS(errctx, akbasic_graphics_akgl_begin(&GRAPHICS));
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PASS(errctx, akbasic_runtime_run(&RUNTIME, 0));
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PASS(errctx, akbasic_graphics_akgl_end(&GRAPHICS));
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/*
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* The drawing layer, text grid and sprites all redraw from retained state.
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* Keep this in the frontend's order so a documentation image exercises the
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* same GRAPHIC composition users run rather than a convenient direct path.
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*/
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PASS(errctx, akbasic_graphics_akgl_render(&GRAPHICS));
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if ( grid ) {
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PASS(errctx, akbasic_sink_akgl_render(&SINK));
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}
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PASS(errctx, akbasic_sprite_akgl_render(&SPRITES));
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/* Last, and over everything, exactly as src/frontend_akgl.c orders it. */
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if ( fontpath != NULL ) {
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PASS(errctx, akbasic_ui_akgl_render(&UI));
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}
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shot = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, NULL);
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FAIL_ZERO_RETURN(errctx, (shot != NULL), AKGL_ERR_SDL,
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"Couldn't read the target back: %s", SDL_GetError());
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if ( !IMG_SavePNG(shot, outpath) ) {
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SDL_DestroySurface(shot);
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FAIL_RETURN(errctx, AKGL_ERR_SDL, "Couldn't write %s: %s", outpath, SDL_GetError());
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}
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SDL_DestroySurface(shot);
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SUCCEED_RETURN(errctx);
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}
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int main(int argc, char **argv)
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{
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PREPARE_ERROR(errctx);
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int w = 320;
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int h = 200;
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const char *fontpath = NULL;
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bool grid = false;
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if ( argc < 3 ) {
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usage();
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return 2;
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}
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if ( argc > 3 ) {
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w = atoi(argv[3]);
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}
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if ( argc > 4 ) {
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h = atoi(argv[4]);
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}
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if ( argc > 5 && argv[5][0] != '\0' ) {
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fontpath = argv[5];
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}
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if ( argc > 6 && argv[6][0] == '1' ) {
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grid = true;
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}
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if ( w <= 0 || h <= 0 ) {
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usage();
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return 2;
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}
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/*
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* Set here rather than left to the environment so the tool answers the same
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* on a developer's desktop as it does in CI. A figure regenerated over a
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* real GPU could differ by a pixel of antialiasing and turn every rebuild
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* into a diff.
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*/
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SDL_SetHint(SDL_HINT_VIDEO_DRIVER, "dummy");
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SDL_SetHint(SDL_HINT_RENDER_DRIVER, "software");
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ATTEMPT {
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CATCH(errctx, read_program(argv[1]));
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CATCH(errctx, draw_program(argv[2], w, h, fontpath, grid));
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} CLEANUP {
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akbasic_ui_akgl_shutdown(&UI);
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if ( FONT != NULL ) {
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TTF_CloseFont(FONT);
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FONT = NULL;
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TTF_Quit();
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}
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if ( akgl_window != NULL ) {
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SDL_DestroyWindow(akgl_window);
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akgl_window = NULL;
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}
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SDL_Quit();
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} PROCESS(errctx) {
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} HANDLE_DEFAULT(errctx) {
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LOG_ERROR_WITH_MESSAGE(errctx, "could not draw the screenshot");
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return 1;
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/*
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* FINISH_NORETURN rather than FINISH, matching src/main.c and
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* tests/akgl_backends.c: FINISH expands a `return __err_context` that
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* this int-returning function cannot compile even where the branch is
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* unreachable.
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*/
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} FINISH_NORETURN(errctx);
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return 0;
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}
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