Wed, 06 Mar 2024 23:08:03 +0100
add behavior nodes + restructure test program
Also, the test program will now officially be a game of snake.
/* * 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 void update_fps_counter(AscSceneNode *node) { // addition and multiplication is more efficient testing for zero // at an unnoticible cost of imprecision static unsigned last_fps = 0u; static unsigned debounce = 999u; unsigned fps = 1000u; debounce += asc_context.elapsed_millis; if (debounce >= 1000u) { debounce = 0; fps /= asc_context.elapsed_millis; if (fps != last_fps) { last_fps = fps; snprintf(((AscText*)node)->text, 9, "%u FPS", fps); asc_node_update(node); } } } static void create_fps_counter(void) { asc_set_font(asc_font(ASC_FONT_REGULAR, 24)); asc_ink_rgb(255, 0, 0); AscText* text = asc_text(10, 10, "XXXXX FPS"); asc_scene_add_behavior(asc_node(text), update_fps_counter); } int main(int argc, char** argv) { asc_context_initialize(); if (asc_has_error()) { SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal Error",asc_get_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 create_fps_counter(); // Main Loop do { // quit application on any error if (asc_has_error()) { SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal Error", asc_get_error(), window->window); asc_clear_error(); break; } } while (asc_loop_next()); asc_context_destroy(); return 0; }