Wed, 10 Apr 2024 19:35:14 +0200
add convenience function to add nodes to the UI of the active window
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/core.h"
29 #include <ascension/ui.h>
31 #include <cx/printf.h>
33 static void update_fps_counter(AscSceneNode *node) {
34 static uint64_t last_fps = 0;
35 static uint64_t debounce = ASC_NANOS_SECOND - 1;
36 debounce += asc_context.frame_nanos;
37 // only update text every seconds
38 if (debounce >= ASC_NANOS_SECOND) {
39 debounce = 0;
40 uint64_t fps = ASC_NANOS_SECOND;
41 fps /= asc_context.frame_nanos;
42 if (fps != last_fps) {
43 last_fps = fps;
44 snprintf(asc_text_data(node)->text, 11, "%"PRIu64" FPS", fps);
45 asc_node_update(node);
46 }
47 }
48 }
50 static void create_fps_counter(void) {
51 asc_set_font(asc_font(ASC_FONT_REGULAR, 24));
52 asc_ink_rgb(255, 0, 0);
53 AscSceneNode* node = asc_text(10, 10, "XXXXXXX FPS");
54 asc_scene_add_behavior(node, update_fps_counter);
55 asc_scene_node_link(asc_window_active->ui, node);
56 }
58 static void update_score_counter(AscSceneNode *node) {
59 // tie to bottom left of the screen
60 if (asc_window_active->resized) {
61 asc_vec2i bottom_left = asc_window_active->dimensions;
62 asc_vec2i scale = asc_get_scale2d(node);
63 asc_set_position2d(
64 node,
65 bottom_left.x - scale.width - 10,
66 bottom_left.y - scale.height - 10
67 );
68 }
69 }
71 static void create_score_counter(void) {
72 asc_set_font(asc_font(ASC_FONT_BOLD, 14));
73 asc_ink_rgb(0, 255, 0);
74 AscSceneNode* node = asc_text(0, 0, "Score: 0");
75 asc_scene_add_behavior(node, update_score_counter);
76 asc_scene_node_link(asc_window_active->ui, node);
77 }
79 int main(int argc, char** argv) {
80 asc_context_initialize();
81 if (asc_has_error()) {
82 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
83 "Fatal Error",asc_get_error(),NULL);
84 return 1;
85 }
87 // create window
88 AscWindowSettings settings;
89 asc_window_settings_init_defaults(&settings);
90 settings.title = "Snake";
91 AscWindow *window = asc_window_initialize(0, &settings);
93 // create UI elements
94 create_fps_counter();
95 create_score_counter();
98 // Main Loop
99 do {
100 // quit application on any error
101 if (asc_has_error()) {
102 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
103 "Fatal Error", asc_get_error(), window->window);
104 asc_clear_error();
105 break;
106 }
107 } while (asc_loop_next());
109 asc_context_destroy();
110 return 0;
111 }