Thu, 15 Aug 2024 17:33:42 +0200
define macro for predefined shader
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 | ||
48 | 28 | #include "ascension/core.h" |
29 | #include <ascension/ui.h> | |
30 | ||
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31 | #include <cx/printf.h> |
0 | 32 | |
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33 | static void update_fps_counter(AscSceneNode *node) { |
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34 | static uint64_t last_fps = 0; |
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35 | static uint64_t debounce = ASC_NANOS_SECOND - 1; |
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36 | debounce += asc_context.frame_nanos; |
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37 | // only update text every seconds |
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38 | if (debounce >= ASC_NANOS_SECOND) { |
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39 | debounce = 0; |
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40 | uint64_t fps = ASC_NANOS_SECOND; |
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41 | fps /= asc_context.frame_nanos; |
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42 | if (fps != last_fps) { |
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43 | last_fps = fps; |
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44 | asc_text_printf(node, "%"PRIu64" FPS", fps); |
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45 | } |
0 | 46 | } |
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47 | // tie to bottom right of the screen |
70 | 48 | if (asc_test_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED) |
49 | || asc_active_window->resized) { | |
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50 | asc_vec2i bottom_right = asc_active_window->dimensions; |
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51 | asc_vec2i scale = asc_get_scale2d(node); |
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52 | asc_set_position2d( |
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53 | node, |
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54 | bottom_right.x - scale.width - 10, |
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55 | bottom_right.y - scale.height - 10 |
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56 | ); |
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57 | } |
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58 | } |
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59 | |
70 | 60 | static void create_fps_counter(void) { |
61 | asc_font(ASC_FONT_REGULAR, 12); | |
62 | asc_ink_rgba(128, 128, 128, 196); | |
63 | AscSceneNode *node = asc_text(); | |
64 | asc_scene_add_behavior(node, update_fps_counter); | |
65 | asc_add_ui_node(node); | |
66 | } | |
67 | ||
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68 | static void create_score_counter(void) { |
70 | 69 | asc_font(ASC_FONT_BOLD, 16); |
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70 | asc_ink_rgb(0, 255, 0); |
70 | 71 | AscSceneNode* node = asc_text( |
72 | .x = 10, .y = 10, | |
73 | .text = "Score: 0" | |
74 | ); | |
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75 | asc_add_ui_node(node); |
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76 | } |
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77 | |
0 | 78 | int main(int argc, char** argv) { |
79 | asc_context_initialize(); | |
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80 | if (asc_has_error()) { |
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81 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, |
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82 | "Fatal Error",asc_get_error(),NULL); |
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83 | return 1; |
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84 | } |
0 | 85 | |
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86 | // create window |
0 | 87 | AscWindowSettings settings; |
88 | asc_window_settings_init_defaults(&settings); | |
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89 | settings.title = "Snake"; |
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90 | asc_window_initialize(0, &settings); |
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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 | // Main Loop |
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97 | do { |
0 | 98 | // quit application on any error |
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99 | if (asc_has_error()) { |
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100 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, |
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101 | "Fatal Error", asc_get_error(), |
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102 | asc_active_window->window); |
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103 | asc_clear_error(); |
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104 | asc_context_quit(); |
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105 | } |
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106 | |
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107 | // quit application on ESC key press |
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108 | if (asc_key_pressed(ESCAPE)) { |
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109 | asc_context_quit(); |
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110 | } |
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111 | } while (asc_loop_next()); |
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112 | |
0 | 113 | asc_context_destroy(); |
114 | return 0; | |
115 | } | |
116 |