Tue, 26 Mar 2024 20:37:21 +0100
create own compilation unit for GL context - fixes shader not being created per context
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@7 | 28 | #include <ascension/ascension.h> |
universe@16 | 29 | #include <cx/printf.h> |
universe@0 | 30 | |
universe@33 | 31 | static void update_fps_counter(AscSceneNode *node) { |
universe@33 | 32 | // addition and multiplication is more efficient testing for zero |
universe@37 | 33 | // at an unnoticeable cost of imprecision |
universe@33 | 34 | static unsigned last_fps = 0u; |
universe@33 | 35 | static unsigned debounce = 999u; |
universe@33 | 36 | unsigned fps = 1000u; |
universe@33 | 37 | debounce += asc_context.elapsed_millis; |
universe@33 | 38 | if (debounce >= 1000u) { |
universe@33 | 39 | debounce = 0; |
universe@33 | 40 | fps /= asc_context.elapsed_millis; |
universe@33 | 41 | if (fps != last_fps) { |
universe@33 | 42 | last_fps = fps; |
universe@36 | 43 | snprintf(asc_text_data(node)->text, 9, "%u FPS", fps); |
universe@33 | 44 | asc_node_update(node); |
universe@33 | 45 | } |
universe@0 | 46 | } |
universe@0 | 47 | } |
universe@0 | 48 | |
universe@33 | 49 | static void create_fps_counter(void) { |
universe@33 | 50 | asc_set_font(asc_font(ASC_FONT_REGULAR, 24)); |
universe@33 | 51 | asc_ink_rgb(255, 0, 0); |
universe@36 | 52 | AscSceneNode* node = asc_text(10, 10, "XXXXX FPS"); |
universe@36 | 53 | asc_scene_add_behavior(node, update_fps_counter); |
universe@37 | 54 | asc_scene_add(&asc_window_active->ui, node); |
universe@37 | 55 | } |
universe@37 | 56 | |
universe@37 | 57 | static void update_score_counter(AscSceneNode *node) { |
universe@37 | 58 | AscText *text = asc_text_data(node); |
universe@37 | 59 | |
universe@37 | 60 | // tie to bottom left of the screen |
universe@37 | 61 | if (asc_window_active->resized) { |
universe@37 | 62 | asc_vec2i bottom_left = asc_window_active->dimensions; |
universe@37 | 63 | text->position.x = bottom_left.x - text->dimension.width - 10; |
universe@37 | 64 | text->position.y = bottom_left.y - text->dimension.height - 10; |
universe@37 | 65 | asc_node_update_transform(text); |
universe@37 | 66 | } |
universe@37 | 67 | } |
universe@37 | 68 | |
universe@37 | 69 | static void create_score_counter(void) { |
universe@37 | 70 | asc_set_font(asc_font(ASC_FONT_BOLD, 14)); |
universe@37 | 71 | asc_ink_rgb(0, 255, 0); |
universe@37 | 72 | AscSceneNode* node = asc_text(0, 0, "Score: 0"); |
universe@37 | 73 | asc_scene_add_behavior(node, update_score_counter); |
universe@37 | 74 | asc_scene_add(&asc_window_active->ui, node); |
universe@33 | 75 | } |
universe@33 | 76 | |
universe@0 | 77 | int main(int argc, char** argv) { |
universe@0 | 78 | asc_context_initialize(); |
universe@33 | 79 | if (asc_has_error()) { |
universe@33 | 80 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, |
universe@33 | 81 | "Fatal Error",asc_get_error(),NULL); |
universe@33 | 82 | return 1; |
universe@33 | 83 | } |
universe@0 | 84 | |
universe@44 | 85 | // create window |
universe@0 | 86 | AscWindowSettings settings; |
universe@0 | 87 | asc_window_settings_init_defaults(&settings); |
universe@36 | 88 | settings.title = "Snake"; |
universe@7 | 89 | AscWindow *window = asc_window_initialize(0, &settings); |
universe@16 | 90 | |
universe@37 | 91 | // create UI elements |
universe@33 | 92 | create_fps_counter(); |
universe@37 | 93 | create_score_counter(); |
universe@37 | 94 | |
universe@16 | 95 | |
universe@33 | 96 | // Main Loop |
universe@29 | 97 | do { |
universe@0 | 98 | // quit application on any error |
universe@33 | 99 | if (asc_has_error()) { |
universe@33 | 100 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, |
universe@33 | 101 | "Fatal Error", asc_get_error(), window->window); |
universe@33 | 102 | asc_clear_error(); |
universe@33 | 103 | break; |
universe@16 | 104 | } |
universe@29 | 105 | } while (asc_loop_next()); |
universe@16 | 106 | |
universe@0 | 107 | asc_context_destroy(); |
universe@0 | 108 | return 0; |
universe@0 | 109 | } |
universe@0 | 110 |