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@33: static void update_fps_counter(AscSceneNode *node) { universe@33: // addition and multiplication is more efficient testing for zero universe@33: // at an unnoticible cost of imprecision universe@33: static unsigned last_fps = 0u; universe@33: static unsigned debounce = 999u; universe@33: unsigned fps = 1000u; universe@33: debounce += asc_context.elapsed_millis; universe@33: if (debounce >= 1000u) { universe@33: debounce = 0; universe@33: fps /= asc_context.elapsed_millis; universe@33: if (fps != last_fps) { universe@33: last_fps = fps; universe@36: snprintf(asc_text_data(node)->text, 9, "%u FPS", fps); universe@33: asc_node_update(node); universe@33: } universe@0: } universe@0: } universe@0: universe@33: static void create_fps_counter(void) { universe@33: asc_set_font(asc_font(ASC_FONT_REGULAR, 24)); universe@33: asc_ink_rgb(255, 0, 0); universe@36: AscSceneNode* node = asc_text(10, 10, "XXXXX FPS"); universe@36: asc_scene_add_behavior(node, update_fps_counter); universe@36: asc_scene_add(asc_window_active_ui, node); universe@33: } universe@33: universe@0: int main(int argc, char** argv) { universe@0: asc_context_initialize(); universe@33: if (asc_has_error()) { universe@33: SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, universe@33: "Fatal Error",asc_get_error(),NULL); universe@33: return 1; universe@33: } universe@0: universe@0: AscWindowSettings settings; universe@0: asc_window_settings_init_defaults(&settings); universe@36: settings.title = "Snake"; universe@0: universe@7: AscWindow *window = asc_window_initialize(0, &settings); universe@15: asc_shader_initialize_predefined(); universe@16: universe@33: // create fps counter universe@33: create_fps_counter(); universe@16: universe@33: // Main Loop universe@29: do { universe@0: // quit application on any error universe@33: if (asc_has_error()) { universe@33: SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, universe@33: "Fatal Error", asc_get_error(), window->window); universe@33: asc_clear_error(); universe@33: break; universe@16: } universe@29: } while (asc_loop_next()); universe@16: universe@0: asc_context_destroy(); universe@0: return 0; universe@0: } universe@0: