Thu, 21 Mar 2024 20:24:31 +0100
implement that nodes inherit the world transform of their parent
0 | 1 | /* |
2 | * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. | |
3 | * Copyright 2023 Mike Becker. All rights reserved. | |
4 | * | |
5 | * Redistribution and use in source and binary forms, with or without | |
6 | * modification, are permitted provided that the following conditions are met: | |
7 | * | |
8 | * 1. Redistributions of source code must retain the above copyright | |
9 | * notice, this list of conditions and the following disclaimer. | |
10 | * | |
11 | * 2. Redistributions in binary form must reproduce the above copyright | |
12 | * notice, this list of conditions and the following disclaimer in the | |
13 | * documentation and/or other materials provided with the distribution. | |
14 | * | |
15 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | |
16 | * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
17 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE | |
18 | * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE | |
19 | * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR | |
20 | * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF | |
21 | * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS | |
22 | * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN | |
23 | * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | |
24 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | |
25 | * POSSIBILITY OF SUCH DAMAGE. | |
26 | */ | |
27 | ||
7 | 28 | #include <ascension/ascension.h> |
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29 | #include <cx/printf.h> |
0 | 30 | |
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31 | static void update_fps_counter(AscSceneNode *node) { |
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32 | // addition and multiplication is more efficient testing for zero |
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33 | // at an unnoticeable cost of imprecision |
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34 | static unsigned last_fps = 0u; |
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35 | static unsigned debounce = 999u; |
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36 | unsigned fps = 1000u; |
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37 | debounce += asc_context.elapsed_millis; |
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38 | if (debounce >= 1000u) { |
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39 | debounce = 0; |
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40 | fps /= asc_context.elapsed_millis; |
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41 | if (fps != last_fps) { |
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42 | last_fps = fps; |
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43 | snprintf(asc_text_data(node)->text, 9, "%u FPS", fps); |
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44 | asc_node_update(node); |
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45 | } |
0 | 46 | } |
47 | } | |
48 | ||
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49 | static void create_fps_counter(void) { |
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50 | asc_set_font(asc_font(ASC_FONT_REGULAR, 24)); |
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51 | asc_ink_rgb(255, 0, 0); |
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52 | AscSceneNode* node = asc_text(10, 10, "XXXXX FPS"); |
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53 | asc_scene_add_behavior(node, update_fps_counter); |
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54 | asc_scene_add(&asc_window_active->ui, node); |
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55 | } |
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56 | |
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57 | static void update_score_counter(AscSceneNode *node) { |
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58 | AscText *text = asc_text_data(node); |
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59 | |
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60 | // tie to bottom left of the screen |
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61 | if (asc_window_active->resized) { |
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62 | asc_vec2i bottom_left = asc_window_active->dimensions; |
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63 | text->position.x = bottom_left.x - text->dimension.width - 10; |
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64 | text->position.y = bottom_left.y - text->dimension.height - 10; |
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65 | asc_node_update_transform(text); |
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66 | } |
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67 | } |
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68 | |
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69 | static void create_score_counter(void) { |
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70 | asc_set_font(asc_font(ASC_FONT_BOLD, 14)); |
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71 | asc_ink_rgb(0, 255, 0); |
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72 | AscSceneNode* node = asc_text(0, 0, "Score: 0"); |
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73 | asc_scene_add_behavior(node, update_score_counter); |
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74 | asc_scene_add(&asc_window_active->ui, node); |
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75 | } |
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76 | |
0 | 77 | int main(int argc, char** argv) { |
78 | asc_context_initialize(); | |
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79 | if (asc_has_error()) { |
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80 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, |
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81 | "Fatal Error",asc_get_error(),NULL); |
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82 | return 1; |
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83 | } |
0 | 84 | |
85 | AscWindowSettings settings; | |
86 | asc_window_settings_init_defaults(&settings); | |
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87 | settings.title = "Snake"; |
0 | 88 | |
7 | 89 | AscWindow *window = asc_window_initialize(0, &settings); |
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90 | asc_shader_initialize_predefined(); |
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91 | |
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92 | // create UI elements |
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93 | create_fps_counter(); |
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94 | create_score_counter(); |
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95 | |
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96 | |
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97 | // Main Loop |
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98 | do { |
0 | 99 | // quit application on any error |
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100 | if (asc_has_error()) { |
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101 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, |
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102 | "Fatal Error", asc_get_error(), window->window); |
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103 | asc_clear_error(); |
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104 | break; |
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105 | } |
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106 | } while (asc_loop_next()); |
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107 | |
0 | 108 | asc_context_destroy(); |
109 | return 0; | |
110 | } | |
111 |