Tue, 29 Apr 2025 21:51:29 +0200
add backdrop scene
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 | |
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45 | static void destroy_textures(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(AscSceneNode *node) { |
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57 | static uint64_t last_fps = 0; |
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58 | static uint64_t debounce = ASC_NANOS_SECOND - 1; |
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59 | debounce += asc_context.frame_nanos; |
80 | 60 | // only update text every second |
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61 | if (debounce >= ASC_NANOS_SECOND) { |
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62 | debounce = 0; |
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63 | uint64_t fps = ASC_NANOS_SECOND; |
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64 | fps /= asc_context.frame_nanos; |
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65 | if (fps != last_fps) { |
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66 | last_fps = fps; |
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67 | asc_text_printf(node, "%"PRIu64" FPS", fps); |
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68 | } |
0 | 69 | } |
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70 | // tie to bottom right of the screen |
70 | 71 | if (asc_test_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED) |
72 | || asc_active_window->resized) { | |
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73 | asc_vec2i bottom_right = asc_active_window->dimensions; |
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74 | asc_vec2i scale = asc_get_scale2d(node); |
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75 | asc_set_position2d( |
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76 | node, |
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77 | bottom_right.x - scale.width - 10, |
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78 | bottom_right.y - scale.height - 10 |
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79 | ); |
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80 | } |
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81 | } |
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82 | |
101 | 83 | static void scale_backdrop(AscSceneNode *node) { |
84 | // scale the backdrop to the size of the window | |
85 | if (asc_active_window->resized) { | |
86 | asc_vec2i window_size = asc_active_window->dimensions; | |
87 | asc_set_scale2d(node, window_size.width, window_size.height); | |
88 | // TODO: implement texture repetition | |
89 | } | |
90 | } | |
91 | ||
92 | static void create_backdrop(void) { | |
93 | AscSceneNode *node = asc_sprite(.texture = TEXTURE_BACKDROP); | |
94 | asc_scene_add_behavior(node, scale_backdrop); | |
95 | asc_scene_add_node(BACKDROP_SCENE, node); | |
96 | } | |
97 | ||
70 | 98 | static void create_fps_counter(void) { |
99 | asc_font(ASC_FONT_REGULAR, 12); | |
101 | 100 | asc_ink_rgba(224, 224, 224, 196); |
70 | 101 | AscSceneNode *node = asc_text(); |
102 | asc_scene_add_behavior(node, update_fps_counter); | |
103 | asc_add_ui_node(node); | |
104 | } | |
105 | ||
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106 | static void create_score_counter(void) { |
70 | 107 | asc_font(ASC_FONT_BOLD, 16); |
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108 | asc_ink_rgb(0, 255, 0); |
70 | 109 | AscSceneNode* node = asc_text( |
110 | .x = 10, .y = 10, | |
111 | .text = "Score: 0" | |
112 | ); | |
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113 | asc_add_ui_node(node); |
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114 | } |
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115 | |
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116 | static void create_spaceship(void) { |
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117 | AscSceneNode *sprite = asc_sprite( |
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118 | .texture = TEXTURE_SHIP, |
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119 | .x = 250, |
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120 | .y = 300, |
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121 | .width = 64, |
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122 | .height = 64 |
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123 | ); |
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124 | asc_scene_add_node(MAIN_SCENE, sprite); |
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125 | |
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126 | // TODO: return something |
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127 | } |
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128 | |
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129 | static asc_recti update_viewport_for_window_resize(asc_vec2i window_size) { |
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130 | // Compute scaling and offsets |
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131 | int viewport_size, offset_x = 0, offset_y = 0; |
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132 | if (window_size.width > window_size.height) { |
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133 | // Wider window: letterbox (black bars on top/bottom) |
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134 | offset_x = (window_size.width - window_size.height) / 2; |
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135 | viewport_size = window_size.height; |
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136 | } else { |
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137 | // Taller window: pillarbox (black bars on sides) |
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138 | offset_y = (window_size.height - window_size.width) / 2; |
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139 | viewport_size = window_size.width; |
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140 | } |
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141 | |
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142 | // Set the viewport to the scaled and centered region |
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143 | return (asc_recti){ |
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144 | offset_x, |
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145 | offset_y, |
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146 | viewport_size, |
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147 | viewport_size |
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148 | }; |
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149 | } |
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150 | |
0 | 151 | int main(int argc, char** argv) { |
152 | asc_context_initialize(); | |
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153 | if (asc_has_error()) { |
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154 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, |
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155 | "Fatal Error",asc_get_error(), NULL); |
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156 | return 1; |
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157 | } |
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158 | #ifdef TEST_BUILD |
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159 | asc_set_font_path("../../fonts"); |
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160 | asc_set_shader_path("../../shader"); |
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161 | asc_set_texture_path("../../test/snake/textures"); |
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162 | #endif |
0 | 163 | |
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164 | // create window |
0 | 165 | AscWindowSettings settings; |
166 | asc_window_settings_init_defaults(&settings); | |
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167 | settings.title = "Snake"; |
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168 | asc_window_initialize(0, &settings); |
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169 | |
101 | 170 | // load textures |
171 | init_textures(); | |
172 | ||
173 | // initialize the scenes | |
174 | const int game_field_size = 500; | |
175 | asc_scene_init(BACKDROP_SCENE, (AscCameraParams) { | |
176 | .type = ASC_CAMERA_ORTHO, | |
177 | .projection_update_func = asc_camera_ortho_update_size | |
178 | }); | |
100
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179 | asc_scene_init(MAIN_SCENE, (AscCameraParams) { |
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180 | .type = ASC_CAMERA_ORTHO, |
101 | 181 | .ortho.rect = (asc_recti){0, 0, game_field_size, game_field_size}, |
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182 | .viewport_update_func = update_viewport_for_window_resize |
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183 | }); |
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184 | |
101 | 185 | // backdrop for letterbox/pillarbox |
186 | create_backdrop(); | |
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187 | |
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188 | // create UI elements |
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189 | create_fps_counter(); |
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190 | create_score_counter(); |
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191 | |
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192 | // create spaceship |
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193 | create_spaceship(); |
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194 | |
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195 | // Main Loop |
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196 | do { |
0 | 197 | // quit application on any error |
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198 | if (asc_has_error()) { |
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199 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, |
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200 | "Fatal Error", asc_get_error(), |
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201 | asc_active_window->window); |
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202 | asc_clear_error(); |
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203 | asc_context_quit(); |
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204 | } |
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205 | |
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206 | // quit application on ESC key press |
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207 | if (asc_key_pressed(ESCAPE)) { |
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208 | asc_context_quit(); |
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209 | } |
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210 | } while (asc_loop_next()); |
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211 | |
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212 | // cleanup |
0 | 213 | asc_context_destroy(); |
214 | return 0; | |
215 | } | |
216 |