Mon, 21 Apr 2025 17:27:33 +0200
use refcounted objects for textures instead of pass-by-value int structs
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, |
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35 | TEX2D_COUNT |
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36 | }; |
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37 | static AscTexture tex2d[TEX2D_COUNT]; |
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38 | #define TEXTURE_SHIP &tex2d[TEX_SHIP] |
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39 | |
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40 | static void init_textures(void) { |
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41 | asc_texture_init_2d(tex2d, TEX2D_COUNT); |
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42 | asc_texture_from_file(TEXTURE_SHIP, "ship.png"); |
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43 | } |
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44 | |
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45 | static void destroy_textures(void) { |
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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 update_fps_counter(AscSceneNode *node) { |
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50 | static uint64_t last_fps = 0; |
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51 | static uint64_t debounce = ASC_NANOS_SECOND - 1; |
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52 | debounce += asc_context.frame_nanos; |
80 | 53 | // only update text every second |
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54 | if (debounce >= ASC_NANOS_SECOND) { |
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55 | debounce = 0; |
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56 | uint64_t fps = ASC_NANOS_SECOND; |
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57 | fps /= asc_context.frame_nanos; |
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58 | if (fps != last_fps) { |
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59 | last_fps = fps; |
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60 | asc_text_printf(node, "%"PRIu64" FPS", fps); |
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61 | } |
0 | 62 | } |
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63 | // tie to bottom right of the screen |
70 | 64 | if (asc_test_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED) |
65 | || asc_active_window->resized) { | |
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66 | asc_vec2i bottom_right = asc_active_window->dimensions; |
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67 | asc_vec2i scale = asc_get_scale2d(node); |
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68 | asc_set_position2d( |
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69 | node, |
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70 | bottom_right.x - scale.width - 10, |
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71 | bottom_right.y - scale.height - 10 |
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72 | ); |
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73 | } |
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74 | } |
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75 | |
70 | 76 | static void create_fps_counter(void) { |
77 | asc_font(ASC_FONT_REGULAR, 12); | |
78 | asc_ink_rgba(128, 128, 128, 196); | |
79 | AscSceneNode *node = asc_text(); | |
80 | asc_scene_add_behavior(node, update_fps_counter); | |
81 | asc_add_ui_node(node); | |
82 | } | |
83 | ||
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84 | static void create_score_counter(void) { |
70 | 85 | asc_font(ASC_FONT_BOLD, 16); |
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86 | asc_ink_rgb(0, 255, 0); |
70 | 87 | AscSceneNode* node = asc_text( |
88 | .x = 10, .y = 10, | |
89 | .text = "Score: 0" | |
90 | ); | |
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91 | asc_add_ui_node(node); |
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92 | } |
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93 | |
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94 | static void create_spaceship(void) { |
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95 | AscSceneNode *sprite = asc_sprite( |
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96 | .texture = TEXTURE_SHIP, |
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97 | .x = 250, |
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98 | .y = 300, |
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99 | .width = 64, |
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100 | .height = 64 |
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101 | ); |
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102 | |
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103 | // TODO: add to 2D scene instead of UI scene, once we have one |
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104 | asc_add_ui_node(sprite); |
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105 | |
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106 | // TODO: return something |
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107 | } |
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108 | |
0 | 109 | int main(int argc, char** argv) { |
110 | asc_context_initialize(); | |
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111 | if (asc_has_error()) { |
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112 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, |
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113 | "Fatal Error",asc_get_error(), NULL); |
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114 | return 1; |
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115 | } |
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116 | #ifdef TEST_BUILD |
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117 | asc_set_font_path("../../fonts"); |
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118 | asc_set_shader_path("../../shader"); |
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119 | asc_set_texture_path("../../test/snake/textures"); |
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120 | #else |
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121 | #warning "Live build not yet supported" |
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122 | #endif |
0 | 123 | |
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124 | // create window |
0 | 125 | AscWindowSettings settings; |
126 | asc_window_settings_init_defaults(&settings); | |
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127 | settings.title = "Snake"; |
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128 | asc_window_initialize(0, &settings); |
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129 | |
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130 | // load textures |
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131 | init_textures(); |
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132 | |
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133 | // create UI elements |
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134 | create_fps_counter(); |
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135 | create_score_counter(); |
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136 | |
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137 | // create spaceship |
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138 | create_spaceship(); |
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139 | |
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140 | // Main Loop |
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141 | do { |
0 | 142 | // quit application on any error |
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143 | if (asc_has_error()) { |
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144 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, |
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145 | "Fatal Error", asc_get_error(), |
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146 | asc_active_window->window); |
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147 | asc_clear_error(); |
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148 | asc_context_quit(); |
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149 | } |
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150 | |
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151 | // quit application on ESC key press |
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152 | if (asc_key_pressed(ESCAPE)) { |
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153 | asc_context_quit(); |
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154 | } |
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155 | } while (asc_loop_next()); |
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156 | |
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157 | // cleanup |
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158 | destroy_textures(); |
0 | 159 | asc_context_destroy(); |
160 | return 0; | |
161 | } | |
162 |