Mon, 26 Feb 2024 21:16:00 +0100
use tree iterator to free scene nodes
/* * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. * Copyright 2023 Mike Becker. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. */ #include <ascension/ascension.h> #include <cx/printf.h> static bool show_message_box_on_error(SDL_Window* window) { if (asc_has_error()) { SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal Error", asc_get_error(), window); asc_clear_error(); return true; } else { return false; } } int main(int argc, char** argv) { asc_context_initialize(); if (show_message_box_on_error(NULL)) return 1; AscWindowSettings settings; asc_window_settings_init_defaults(&settings); settings.title = "Sandbox Application"; AscWindow *window = asc_window_initialize(0, &settings); asc_shader_initialize_predefined(); // create fps counter and add it to the UI asc_set_font(asc_font(ASC_FONT_REGULAR, 24)); asc_ink_rgb(255, 0, 0); AscText *fps_counter = asc_text(50, 50, "XXXXX FPS"); unsigned last_fps = 0; asc_scene_add(&window->ui, asc_node(fps_counter)); do { // quit application on any error if (show_message_box_on_error(window->window)) break; // update fps counter if (asc_context.elapsed_millis > 0) { unsigned fps = 1000u / asc_context.elapsed_millis; if (fps != last_fps) { last_fps = fps; snprintf(fps_counter->text, 9, "%u FPS", fps); asc_text_update(fps_counter); } } } while (asc_loop_next()); asc_context_destroy(); return 0; }