test/snake.c

Mon, 01 Apr 2024 19:01:04 +0200

author
Mike Becker <universe@uap-core.de>
date
Mon, 01 Apr 2024 19:01:04 +0200
changeset 48
6e5b5ba2752c
parent 47
44457f6cb0a2
child 58
26ebb2f1e6e6
permissions
-rw-r--r--

create new UI subdir

universe@0 1 /*
universe@0 2 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
universe@0 3 * Copyright 2023 Mike Becker. All rights reserved.
universe@0 4 *
universe@0 5 * Redistribution and use in source and binary forms, with or without
universe@0 6 * modification, are permitted provided that the following conditions are met:
universe@0 7 *
universe@0 8 * 1. Redistributions of source code must retain the above copyright
universe@0 9 * notice, this list of conditions and the following disclaimer.
universe@0 10 *
universe@0 11 * 2. Redistributions in binary form must reproduce the above copyright
universe@0 12 * notice, this list of conditions and the following disclaimer in the
universe@0 13 * documentation and/or other materials provided with the distribution.
universe@0 14 *
universe@0 15 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
universe@0 16 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
universe@0 17 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
universe@0 18 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
universe@0 19 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
universe@0 20 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
universe@0 21 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
universe@0 22 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
universe@0 23 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
universe@0 24 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
universe@0 25 * POSSIBILITY OF SUCH DAMAGE.
universe@0 26 */
universe@0 27
universe@48 28 #include "ascension/core.h"
universe@48 29 #include <ascension/ui.h>
universe@48 30
universe@16 31 #include <cx/printf.h>
universe@0 32
universe@33 33 static void update_fps_counter(AscSceneNode *node) {
universe@46 34 static uint64_t last_fps = 0;
universe@46 35 static uint64_t debounce = ASC_NANOS_SECOND - 1;
universe@46 36 debounce += asc_context.frame_nanos;
universe@46 37 // only update text every seconds
universe@46 38 if (debounce >= ASC_NANOS_SECOND) {
universe@33 39 debounce = 0;
universe@46 40 uint64_t fps = ASC_NANOS_SECOND;
universe@46 41 fps /= asc_context.frame_nanos;
universe@33 42 if (fps != last_fps) {
universe@33 43 last_fps = fps;
universe@46 44 snprintf(asc_text_data(node)->text, 11, "%"PRIu64" FPS", fps);
universe@33 45 asc_node_update(node);
universe@33 46 }
universe@0 47 }
universe@0 48 }
universe@0 49
universe@33 50 static void create_fps_counter(void) {
universe@33 51 asc_set_font(asc_font(ASC_FONT_REGULAR, 24));
universe@33 52 asc_ink_rgb(255, 0, 0);
universe@46 53 AscSceneNode* node = asc_text(10, 10, "XXXXXXX FPS");
universe@36 54 asc_scene_add_behavior(node, update_fps_counter);
universe@47 55 asc_scene_node_link(asc_window_active->ui, node);
universe@37 56 }
universe@37 57
universe@37 58 static void update_score_counter(AscSceneNode *node) {
universe@37 59 // tie to bottom left of the screen
universe@37 60 if (asc_window_active->resized) {
universe@37 61 asc_vec2i bottom_left = asc_window_active->dimensions;
universe@45 62 asc_vec2i scale = asc_get_scale2d(node);
universe@45 63 asc_set_position2d(
universe@45 64 node,
universe@45 65 bottom_left.x - scale.width - 10,
universe@45 66 bottom_left.y - scale.height - 10
universe@45 67 );
universe@37 68 }
universe@37 69 }
universe@37 70
universe@37 71 static void create_score_counter(void) {
universe@37 72 asc_set_font(asc_font(ASC_FONT_BOLD, 14));
universe@37 73 asc_ink_rgb(0, 255, 0);
universe@37 74 AscSceneNode* node = asc_text(0, 0, "Score: 0");
universe@37 75 asc_scene_add_behavior(node, update_score_counter);
universe@47 76 asc_scene_node_link(asc_window_active->ui, node);
universe@33 77 }
universe@33 78
universe@0 79 int main(int argc, char** argv) {
universe@0 80 asc_context_initialize();
universe@33 81 if (asc_has_error()) {
universe@33 82 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
universe@33 83 "Fatal Error",asc_get_error(),NULL);
universe@33 84 return 1;
universe@33 85 }
universe@0 86
universe@44 87 // create window
universe@0 88 AscWindowSettings settings;
universe@0 89 asc_window_settings_init_defaults(&settings);
universe@36 90 settings.title = "Snake";
universe@7 91 AscWindow *window = asc_window_initialize(0, &settings);
universe@16 92
universe@37 93 // create UI elements
universe@33 94 create_fps_counter();
universe@37 95 create_score_counter();
universe@37 96
universe@16 97
universe@33 98 // Main Loop
universe@29 99 do {
universe@0 100 // quit application on any error
universe@33 101 if (asc_has_error()) {
universe@33 102 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
universe@33 103 "Fatal Error", asc_get_error(), window->window);
universe@33 104 asc_clear_error();
universe@33 105 break;
universe@16 106 }
universe@29 107 } while (asc_loop_next());
universe@16 108
universe@0 109 asc_context_destroy();
universe@0 110 return 0;
universe@0 111 }
universe@0 112

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