universe@0: /* universe@0: * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. universe@0: * Copyright 2023 Mike Becker. All rights reserved. universe@0: * universe@0: * Redistribution and use in source and binary forms, with or without universe@0: * modification, are permitted provided that the following conditions are met: universe@0: * universe@0: * 1. Redistributions of source code must retain the above copyright universe@0: * notice, this list of conditions and the following disclaimer. universe@0: * universe@0: * 2. Redistributions in binary form must reproduce the above copyright universe@0: * notice, this list of conditions and the following disclaimer in the universe@0: * documentation and/or other materials provided with the distribution. universe@0: * universe@0: * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" universe@0: * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE universe@0: * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE universe@0: * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE universe@0: * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR universe@0: * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF universe@0: * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS universe@0: * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN universe@0: * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) universe@0: * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE universe@0: * POSSIBILITY OF SUCH DAMAGE. universe@0: */ universe@0: universe@7: #include universe@16: #include universe@0: universe@0: static bool show_message_box_on_error(SDL_Window* window) { universe@0: if (asc_has_error()) { universe@0: SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, universe@0: "Fatal Error", universe@0: asc_get_error(), universe@0: window); universe@0: asc_clear_error(); universe@0: return true; universe@0: } else { universe@0: return false; universe@0: } universe@0: } universe@0: universe@0: int main(int argc, char** argv) { universe@0: asc_context_initialize(); universe@0: if (show_message_box_on_error(NULL)) return 1; universe@0: universe@0: AscWindowSettings settings; universe@0: asc_window_settings_init_defaults(&settings); universe@0: settings.title = "Sandbox Application"; universe@0: universe@7: AscWindow *window = asc_window_initialize(0, &settings); universe@15: asc_shader_initialize_predefined(); universe@16: universe@29: // create fps counter and add it to the UI universe@19: asc_set_font(asc_font(ASC_FONT_REGULAR, 24)); universe@19: asc_ink_rgb(255, 0, 0); universe@29: AscText *fps_counter = asc_text(50, 50, "XXXXX FPS"); universe@16: unsigned last_fps = 0; universe@29: asc_scene_add(&window->ui, asc_node(fps_counter)); universe@16: universe@29: do { universe@0: // quit application on any error universe@7: if (show_message_box_on_error(window->window)) break; universe@0: universe@29: // update fps counter universe@16: if (asc_context.elapsed_millis > 0) { universe@16: unsigned fps = 1000u / asc_context.elapsed_millis; universe@16: if (fps != last_fps) { universe@16: last_fps = fps; universe@23: snprintf(fps_counter->text, 9, "%u FPS", fps); universe@19: asc_text_update(fps_counter); universe@16: } universe@16: } universe@29: } while (asc_loop_next()); universe@16: universe@0: asc_context_destroy(); universe@0: return 0; universe@0: } universe@0: