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

     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     AscText *text = asc_text_data(node);
    60     // tie to bottom left of the screen
    61     if (asc_window_active->resized) {
    62         asc_vec2i bottom_left = asc_window_active->dimensions;
    63         text->position.x = bottom_left.x - text->dimension.width - 10;
    64         text->position.y = bottom_left.y - text->dimension.height - 10;
    65         asc_node_update_transform(text);
    66     }
    67 }
    69 static void create_score_counter(void) {
    70     asc_set_font(asc_font(ASC_FONT_BOLD, 14));
    71     asc_ink_rgb(0, 255, 0);
    72     AscSceneNode* node = asc_text(0, 0, "Score: 0");
    73     asc_scene_add_behavior(node, update_score_counter);
    74     asc_scene_add(&asc_window_active->ui, node);
    75 }
    77 int main(int argc, char** argv) {
    78     asc_context_initialize();
    79     if (asc_has_error()) {
    80         SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
    81                 "Fatal Error",asc_get_error(),NULL);
    82         return 1;
    83     }
    85     // create window
    86     AscWindowSettings settings;
    87     asc_window_settings_init_defaults(&settings);
    88     settings.title = "Snake";
    89     AscWindow *window = asc_window_initialize(0, &settings);
    91     // create UI elements
    92     create_fps_counter();
    93     create_score_counter();
    96     // Main Loop
    97     do {
    98         // quit application on any error
    99         if (asc_has_error()) {
   100             SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
   101                     "Fatal Error", asc_get_error(), window->window);
   102             asc_clear_error();
   103             break;
   104         }
   105     } while (asc_loop_next());
   107     asc_context_destroy();
   108     return 0;
   109 }

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