Thu, 28 Mar 2024 23:30:21 +0100
simplify how transforms work
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 */
28 #include <ascension/ascension.h>
29 #include <cx/printf.h>
31 static void update_fps_counter(AscSceneNode *node) {
32 // addition and multiplication is more efficient testing for zero
33 // at an unnoticeable cost of imprecision
34 static unsigned last_fps = 0u;
35 static unsigned debounce = 999u;
36 unsigned fps = 1000u;
37 debounce += asc_context.elapsed_millis;
38 if (debounce >= 1000u) {
39 debounce = 0;
40 fps /= asc_context.elapsed_millis;
41 if (fps != last_fps) {
42 last_fps = fps;
43 snprintf(asc_text_data(node)->text, 9, "%u FPS", fps);
44 asc_node_update(node);
45 }
46 }
47 }
49 static void create_fps_counter(void) {
50 asc_set_font(asc_font(ASC_FONT_REGULAR, 24));
51 asc_ink_rgb(255, 0, 0);
52 AscSceneNode* node = asc_text(10, 10, "XXXXX FPS");
53 asc_scene_add_behavior(node, update_fps_counter);
54 asc_scene_add(&asc_window_active->ui, node);
55 }
57 static void update_score_counter(AscSceneNode *node) {
58 // tie to bottom left of the screen
59 if (asc_window_active->resized) {
60 asc_vec2i bottom_left = asc_window_active->dimensions;
61 asc_vec2i scale = asc_get_scale2d(node);
62 asc_set_position2d(
63 node,
64 bottom_left.x - scale.width - 10,
65 bottom_left.y - scale.height - 10
66 );
67 }
68 }
70 static void create_score_counter(void) {
71 asc_set_font(asc_font(ASC_FONT_BOLD, 14));
72 asc_ink_rgb(0, 255, 0);
73 AscSceneNode* node = asc_text(0, 0, "Score: 0");
74 asc_scene_add_behavior(node, update_score_counter);
75 asc_scene_add(&asc_window_active->ui, node);
76 }
78 int main(int argc, char** argv) {
79 asc_context_initialize();
80 if (asc_has_error()) {
81 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
82 "Fatal Error",asc_get_error(),NULL);
83 return 1;
84 }
86 // create window
87 AscWindowSettings settings;
88 asc_window_settings_init_defaults(&settings);
89 settings.title = "Snake";
90 AscWindow *window = asc_window_initialize(0, &settings);
92 // create UI elements
93 create_fps_counter();
94 create_score_counter();
97 // Main Loop
98 do {
99 // quit application on any error
100 if (asc_has_error()) {
101 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
102 "Fatal Error", asc_get_error(), window->window);
103 asc_clear_error();
104 break;
105 }
106 } while (asc_loop_next());
108 asc_context_destroy();
109 return 0;
110 }