test/snake.c

Tue, 26 Mar 2024 20:37:21 +0100

author
Mike Becker <universe@uap-core.de>
date
Tue, 26 Mar 2024 20:37:21 +0100
changeset 44
b3da4096c607
parent 37
8a8cc6725b48
child 45
18de2af03531
permissions
-rw-r--r--

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

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