Sat, 03 May 2025 19:48:57 +0200
add AscBehavior - prepares resolution of issue #646
| 0 | 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 | */ | |
| 27 | ||
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28 | #include <ascension/core.h> |
| 48 | 29 | #include <ascension/ui.h> |
| 30 | ||
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31 | #include <cx/printf.h> |
| 0 | 32 | |
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33 | enum Textures2d { |
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34 | TEX_SHIP = 0, |
| 101 | 35 | TEX_BACKDROP, |
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36 | TEX2D_COUNT |
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37 | }; |
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38 | static AscTexture tex2d[TEX2D_COUNT]; |
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39 | #define TEXTURE_SHIP &tex2d[TEX_SHIP] |
| 101 | 40 | #define TEXTURE_BACKDROP &tex2d[TEX_BACKDROP] |
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41 | |
| 101 | 42 | #define BACKDROP_SCENE asc_window_scene(0) |
| 43 | #define MAIN_SCENE asc_window_scene(1) | |
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44 | |
| 105 | 45 | static void destroy_textures(__attribute__((__unused__)) void *dummy) { |
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46 | asc_texture_destroy(tex2d, TEX2D_COUNT); |
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47 | } |
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48 | |
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49 | static void init_textures(void) { |
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50 | asc_texture_init_2d(tex2d, TEX2D_COUNT); |
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51 | asc_texture_from_file(TEXTURE_SHIP, "ship.png"); |
| 101 | 52 | asc_texture_from_file(TEXTURE_BACKDROP, "backdrop.png"); |
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53 | cxMempoolRegister(asc_active_glctx_mpool, tex2d, destroy_textures); |
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54 | } |
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55 | |
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56 | static void update_fps_counter(AscBehavior *behavior) { |
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57 | AscSceneNode *node = behavior->node; |
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58 | static uint64_t last_fps = 0; |
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59 | static uint64_t debounce = ASC_NANOS_SECOND - 1; |
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60 | debounce += asc_context.frame_nanos; |
| 80 | 61 | // only update text every second |
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62 | if (debounce >= ASC_NANOS_SECOND) { |
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63 | debounce = 0; |
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64 | uint64_t fps = ASC_NANOS_SECOND; |
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65 | fps /= asc_context.frame_nanos; |
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66 | if (fps != last_fps) { |
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67 | last_fps = fps; |
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68 | asc_text_printf(node, "%"PRIu64" FPS", fps); |
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69 | } |
| 0 | 70 | } |
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71 | // tie to bottom right of the screen |
| 70 | 72 | if (asc_test_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED) |
| 73 | || asc_active_window->resized) { | |
| 105 | 74 | asc_vec2u bottom_right = asc_active_window->dimensions; |
| 75 | // TODO: replace scale with asc_text_get_size() | |
| 76 | asc_vec3f text_size = node->scale; | |
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77 | asc_set_position2d( |
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78 | node, |
| 105 | 79 | (int)bottom_right.x - (int)text_size.width - 10, |
| 80 | (int)bottom_right.y - (int)text_size.height - 10 | |
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81 | ); |
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82 | } |
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83 | } |
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84 | |
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85 | static void scale_backdrop(AscBehavior *behavior) { |
| 101 | 86 | // scale the backdrop to the size of the window |
| 87 | if (asc_active_window->resized) { | |
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88 | AscSceneNode *node = behavior->node; |
| 105 | 89 | asc_vec2u window_size = asc_active_window->dimensions; |
| 90 | // TODO: replace scale with asc_sprite_set_size() | |
| 91 | asc_set_scale(node, (float)window_size.width, (float)window_size.height, 1); | |
| 101 | 92 | // TODO: implement texture repetition |
| 93 | } | |
| 94 | } | |
| 95 | ||
| 96 | static void create_backdrop(void) { | |
| 97 | AscSceneNode *node = asc_sprite(.texture = TEXTURE_BACKDROP); | |
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98 | asc_behavior_add(node, .func = scale_backdrop); |
| 101 | 99 | asc_scene_add_node(BACKDROP_SCENE, node); |
| 100 | } | |
| 101 | ||
| 70 | 102 | static void create_fps_counter(void) { |
| 103 | asc_font(ASC_FONT_REGULAR, 12); | |
| 101 | 104 | asc_ink_rgba(224, 224, 224, 196); |
| 70 | 105 | AscSceneNode *node = asc_text(); |
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106 | asc_behavior_add(node, .func = update_fps_counter); |
| 70 | 107 | asc_add_ui_node(node); |
| 108 | } | |
| 109 | ||
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110 | static void create_score_counter(void) { |
| 70 | 111 | asc_font(ASC_FONT_BOLD, 16); |
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112 | asc_ink_rgb(0, 255, 0); |
| 70 | 113 | AscSceneNode* node = asc_text( |
| 114 | .x = 10, .y = 10, | |
| 115 | .text = "Score: 0" | |
| 116 | ); | |
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117 | asc_add_ui_node(node); |
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118 | } |
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119 | |
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120 | static void create_spaceship(void) { |
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121 | AscSceneNode *sprite = asc_sprite( |
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122 | .texture = TEXTURE_SHIP, |
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123 | .x = 250, |
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124 | .y = 300, |
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125 | .width = 64, |
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126 | .height = 64 |
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127 | ); |
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128 | asc_scene_add_node(MAIN_SCENE, sprite); |
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129 | |
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130 | // TODO: return something |
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131 | } |
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132 | |
| 105 | 133 | static asc_recti update_viewport_for_window_resize(asc_vec2u window_size) { |
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134 | // Compute scaling and offsets |
| 105 | 135 | unsigned viewport_size, offset_x = 0, offset_y = 0; |
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136 | if (window_size.width > window_size.height) { |
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137 | // Wider window: letterbox (black bars on top/bottom) |
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138 | offset_x = (window_size.width - window_size.height) / 2; |
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139 | viewport_size = window_size.height; |
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140 | } else { |
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141 | // Taller window: pillarbox (black bars on sides) |
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142 | offset_y = (window_size.height - window_size.width) / 2; |
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143 | viewport_size = window_size.width; |
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144 | } |
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145 | |
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146 | // Set the viewport to the scaled and centered region |
| 105 | 147 | return asc_recti_new(offset_x, offset_y, viewport_size, viewport_size); |
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148 | } |
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149 | |
| 105 | 150 | int main(void) { |
| 0 | 151 | asc_context_initialize(); |
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152 | if (asc_has_error()) { |
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153 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, |
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154 | "Fatal Error",asc_get_error(), NULL); |
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155 | return 1; |
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156 | } |
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157 | #ifdef TEST_BUILD |
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158 | asc_set_font_path("../../fonts"); |
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159 | asc_set_shader_path("../../shader"); |
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160 | asc_set_texture_path("../../test/snake/textures"); |
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161 | #endif |
| 0 | 162 | |
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163 | // create window |
| 0 | 164 | AscWindowSettings settings; |
| 165 | asc_window_settings_init_defaults(&settings); | |
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166 | settings.title = "Snake"; |
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167 | asc_window_initialize(0, &settings); |
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168 | |
| 101 | 169 | // load textures |
| 170 | init_textures(); | |
| 171 | ||
| 172 | // initialize the scenes | |
| 173 | const int game_field_size = 500; | |
| 174 | asc_scene_init(BACKDROP_SCENE, (AscCameraParams) { | |
| 175 | .type = ASC_CAMERA_ORTHO, | |
| 176 | .projection_update_func = asc_camera_ortho_update_size | |
| 177 | }); | |
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178 | asc_scene_init(MAIN_SCENE, (AscCameraParams) { |
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179 | .type = ASC_CAMERA_ORTHO, |
| 105 | 180 | .ortho.rect = asc_recti_new(0, 0, game_field_size, game_field_size), |
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181 | .viewport_update_func = update_viewport_for_window_resize |
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182 | }); |
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183 | |
| 101 | 184 | // backdrop for letterbox/pillarbox |
| 185 | create_backdrop(); | |
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186 | |
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187 | // create UI elements |
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188 | create_fps_counter(); |
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189 | create_score_counter(); |
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190 | |
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191 | // create spaceship |
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192 | create_spaceship(); |
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193 | |
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194 | // Main Loop |
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195 | do { |
| 0 | 196 | // quit application on any error |
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197 | if (asc_has_error()) { |
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198 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, |
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199 | "Fatal Error", asc_get_error(), |
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200 | asc_active_window->window); |
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201 | asc_clear_error(); |
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202 | asc_context_quit(); |
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203 | } |
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204 | |
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205 | // quit application on ESC key press |
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206 | if (asc_key_pressed(ESCAPE)) { |
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207 | asc_context_quit(); |
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208 | } |
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209 | } while (asc_loop_next()); |
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210 | |
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211 | // cleanup |
| 0 | 212 | asc_context_destroy(); |
| 213 | return 0; | |
| 214 | } | |
| 215 |