42_cube3D/MLX42/docs/Basics.md

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2023-04-26 07:39:03 -04:00
<!----------------------------------------------------------------------------
Copyright @ 2021-2022 Codam Coding College. All rights reserved.
See copyright and license notice in the root project for more information.
----------------------------------------------------------------------------->
# Basics
Before starting please read the [index page](./index.md).
Starting with MLX42 is very straightforward. Here we will make a simple program that will use a makefile and compile
MLX42.
## Makefile Example
If you're curious as to how to configure a makefile with MLX42 here is a Makefile example from a project.
Use this as a guide on how to compile MLX42 and use it in your application.
First of all we need a makefile that can compile our program, below you can see a sample makefile:
```makefile
NAME := Game
CFLAGS := -Wextra -Wall -Werror -Wunreachable-code -Ofast
LIBMLX := ./lib/MLX42
HEADERS := -I ./include -I $(LIBMLX)/include
LIBS := $(LIBMLX)/build/libmlx42.a -ldl -lglfw -pthread -lm
SRCS := $(shell find ./src -iname "*.c")
OBJS := ${SRCS:.c=.o}
all: libmlx $(NAME)
libmlx:
@cmake $(LIBMLX) -B $(LIBMLX)/build && make -C $(LIBMLX)/build -j4
%.o: %.c
@$(CC) $(CFLAGS) -o $@ -c $< $(HEADERS) && printf "Compiling: $(notdir $<)"
$(NAME): $(OBJS)
@$(CC) $(OBJS) $(LIBS) $(HEADERS) -o $(NAME)
clean:
@rm -f $(OBJS)
@rm -f $(LIBMLX)/build
fclean: clean
@rm -f $(NAME)
re: clean all
.PHONY: all, clean, fclean, re, libmlx
```
## Main
Below is a simple main into starting a window. MLX42 has several nice features that allow you to predefine how it should behave during runtime such as `MLX_HEADLESS` running it without opening a window or `MLX_STRETCH_IMAGE` which stretches the window content with the window size.
The exact structure `mlx_init()` is basically a handle that stores important information
regarding the window and looks as follows:
```c
/**
* Main MLX handle, carries important data in regards to the program.
* @param window The window itself.
* @param context Abstracted opengl data.
* @param width The width of the window.
* @param height The height of the window.
* @param delta_time The time difference between the previous frame and the current frame.
*/
typedef struct mlx
{
void* window;
void* context;
int32_t width;
int32_t height;
double delta_time;
} mlx_t;
```
Between initializations you can do everything that is required such as drawing your image or opening files.
Once `mlx_loop()` is reached the program remains open until a shutdown is somehow requested, e.g: closing the window.
Because we want programs to be interactive and do stuff it's very useful to hook into the looping process of `mlx_loop()`.
In order to achieve this we use [hooks](./Hooks.md).
`NOTE: Compile MLX42 with DEBUG=1 to see assertions and to add debug flags. This can help you find critical mistakes during development!`
```c
// Written by Bruh
#include <stdlib.h>
#include <stdio.h>
#include <unistd.h>
#include "MLX42/MLX42.h"
#define WIDTH 256
#define HEIGHT 256
// Exit the program as failure.
static void ft_error(void)
{
fprintf(stderr, "%s", mlx_strerror(mlx_errno));
exit(EXIT_FAILURE);
}
// Print the window width and height.
static void ft_hook(void* param)
{
const mlx_t* mlx = param;
printf("WIDTH: %d | HEIGHT: %d\n", mlx->width, mlx->height);
}
int32_t main(void)
{
// MLX allows you to define its core behaviour before startup.
mlx_set_setting(MLX_MAXIMIZED, true);
mlx_t* mlx = mlx_init(WIDTH, HEIGHT, "42Balls", true);
if (!mlx)
ft_error();
/* Do stuff */
// Create and display the image.
mlx_image_t* img = mlx_new_image(mlx, 256, 256);
if (!img || (mlx_image_to_window(mlx, img, 0, 0) < 0))
ft_error();
// Even after the image is being displayed, we can still modify the buffer.
mlx_put_pixel(img, 0, 0, 0xFF0000FF);
// Register a hook and pass mlx as an optional param.
// NOTE: Do this before calling mlx_loop!
mlx_loop_hook(mlx, ft_hook, mlx);
mlx_loop(mlx);
mlx_terminate(mlx);
return (EXIT_SUCCESS);
}
```