test/snake/snake.c

changeset 267
92fdd53de74f
parent 266
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child 268
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equal deleted inserted replaced
266:a73674e99e62 267:92fdd53de74f
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
28 #include <ascension/core.h>
29 #include <ascension/ui.h>
30 #include <ascension/sprite.h>
31 #include <ascension/2d.h>
32 #include <ascension/shader.h>
33
34 #include <cx/printf.h>
35 #include <cx/linked_list.h>
36
37 #define TEXTURE_2D_COUNT 3
38 static AscTexture tex2d[TEXTURE_2D_COUNT];
39 #define TEXTURE_PLAYER &tex2d[0]
40 #define TEXTURE_PLAYER_COLOR_MAP &tex2d[1]
41 #define TEXTURE_BACKDROP &tex2d[2]
42
43 #define SHADER_ID_PLAYER 1
44
45 #define BACKDROP_SCENE asc_window_scene(0)
46 #define MAIN_SCENE asc_window_scene(1)
47 #define HUD_WIDTH 400
48
49 enum MoveDirection {
50 MOVE_UP,
51 MOVE_LEFT,
52 MOVE_DOWN,
53 MOVE_RIGHT
54 };
55
56 static asc_transform rotations[4];
57 static asc_vec2i directions[4];
58
59 typedef struct {
60 asc_color color;
61 enum MoveDirection direction;
62 enum MoveDirection target_direction;
63 /**
64 * The speed in tiles per second.
65 */
66 float speed;
67 /**
68 * A linked list of vec2u elements describing the current trace.
69 */
70 CxList *trace;
71 /**
72 * The new position of the player when @c reset_position is @c true.
73 */
74 asc_vec2i new_position;
75 unsigned health;
76 bool reset_position;
77 uint8_t number;
78 } Player;
79
80 #define GAME_FIELD_SIZE 32
81 #define GAME_FIELD_TILE_SIZE 32
82
83 /** The bit in the tile data indicating if the tile exists. */
84 #define GAME_FIELD_TILE_EXISTS_FLAG 0x80
85 /** The bits in the tile data that identify the owner. */
86 #define GAME_FIELD_TILE_OWNER_MASK 0xF
87
88 typedef struct {
89 AscSceneNode *nodes[GAME_FIELD_SIZE][GAME_FIELD_SIZE];
90 int8_t tile_data[GAME_FIELD_SIZE][GAME_FIELD_SIZE];
91 } GameField;
92
93
94 #define GAME_STATE_MENU 0
95 #define GAME_STATE_PLAYING 1
96 #define GAME_STATE_GAME_OVER 2
97
98 typedef struct {
99 int state;
100 GameField *field;
101 Player *players[4];
102 } GameState;
103
104 GameState game = {0};
105
106 static void globals_init(void) {
107 asc_transform_identity(rotations[MOVE_UP]);
108 asc_transform_roll(rotations[MOVE_LEFT], asc_rad(-90));
109 asc_transform_roll(rotations[MOVE_RIGHT], asc_rad(90));
110 asc_transform_roll(rotations[MOVE_DOWN], asc_rad(180));
111 directions[MOVE_UP] = ASC_VEC2I(0, -1);
112 directions[MOVE_LEFT] = ASC_VEC2I(-1, 0);
113 directions[MOVE_DOWN] = ASC_VEC2I(0, 1);
114 directions[MOVE_RIGHT] = ASC_VEC2I(1, 0);
115 }
116
117 static void textures_destroy(void) {
118 asc_texture_destroy(tex2d, TEXTURE_2D_COUNT);
119 }
120
121 static void textures_init(void) {
122 asc_texture_init_2d(tex2d, TEXTURE_2D_COUNT);
123 asc_texture_from_file(TEXTURE_PLAYER, "player.png");
124 asc_texture_from_file(TEXTURE_PLAYER_COLOR_MAP, "player-color-map.png");
125 asc_texture_from_file(TEXTURE_BACKDROP, "backdrop.png");
126 asc_gl_context_add_cleanup_func(asc_active_glctx, textures_destroy);
127 }
128
129 static void backdrop_scale(AscBehavior *behavior) {
130 // scale the backdrop to the size of the window
131 if (!asc_active_window->resized) return;
132 asc_ptr_cast(AscSprite, sprite, behavior->node);
133 asc_vec2u window_size = asc_active_window->dimensions;
134 asc_sprite_set_size(sprite, window_size);
135 }
136
137 static void main_scene_frame_scale(AscBehavior *behavior) {
138 if (!asc_active_window->resized) return;
139 asc_ptr_cast(AscRectangle, frame, behavior->node);
140 asc_rectangle_set_bounds(frame, MAIN_SCENE->camera.viewport);
141 }
142
143 static void backdrop_create(void) {
144 const float scale = 1.f / asc_active_window->ui_scale;
145 AscSceneNode *node = asc_sprite(
146 .texture = TEXTURE_BACKDROP,
147 .texture_scale_mode = ASC_TEXTURE_SCALE_REPEAT,
148 .texture_scale_x = scale, .texture_scale_y = scale,
149 );
150 asc_behavior_add(node, .func = backdrop_scale);
151 asc_scene_add_node(BACKDROP_SCENE, node);
152
153 // also add a frame for the main scene
154 // add this to the UI layer so that the border size does not scale
155 AscSceneNode *frame = asc_rectangle(.thickness = 2, .color = ASC_RGBi(66, 142, 161));
156 asc_behavior_add(frame, .func = main_scene_frame_scale);
157 asc_ui_add_node(frame);
158 }
159
160 static void fps_counter_update(AscBehavior *behavior) {
161 asc_ptr_cast(AscText, node, behavior->node);
162 static float last_fps = 0.f;
163 if (fabsf(asc_context.frame_rate - last_fps) > 1) {
164 last_fps = asc_context.frame_rate;
165 asc_text_printf(node, "%.2f FPS", asc_context.frame_rate);
166 }
167 }
168
169 static void fps_counter_tie_to_corner(AscBehavior *behavior) {
170 // TODO: this should be replaced with some sort of UI layout manager
171 AscSceneNode *node = behavior->node;
172 if (asc_test_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED) || asc_active_window->resized) {
173 asc_scene_node_set_position2f(node, ASC_VEC2F(10,
174 asc_active_window->dimensions.y - ((AscText*)node)->dimension.height - 10
175 ));
176 }
177 }
178
179 static AscSceneNode *fps_counter_create(void) {
180 AscSceneNode *node = asc_text(
181 .name = "FPS Counter",
182 .color = ASC_RGB(1, 1, 1),
183 .font = asc_font(ASC_FONT_REGULAR, 12),
184 );
185 asc_behavior_add(node, .func = fps_counter_update, .interval = asc_seconds(1));
186 asc_behavior_add(node, fps_counter_tie_to_corner);
187 asc_ui_add_node(node);
188 return node;
189 }
190
191 static bool game_field_tile_chown(asc_vec2u coords, Player *player) {
192 unsigned x = coords.x, y = coords.y;
193 asc_ptr_cast(AscRectangle, tile, game.field->nodes[x][y]);
194 int old_owner = game.field->tile_data[x][y] & GAME_FIELD_TILE_OWNER_MASK;
195 if (player == NULL) {
196 asc_clear_flag(game.field->tile_data[x][y], GAME_FIELD_TILE_OWNER_MASK);
197 tile->color = ASC_RGBi(16, 50, 160);
198 } else {
199 asc_set_flag_masked(game.field->tile_data[x][y], GAME_FIELD_TILE_OWNER_MASK, player->number);
200 tile->color = player->color;
201 }
202 int new_owner = game.field->tile_data[x][y] & GAME_FIELD_TILE_OWNER_MASK;
203 return old_owner != new_owner;
204 }
205
206 static void game_field_create() {
207 // TODO: create a more interesting map than just a basic grid
208 AscSceneNode *node = asc_scene_node_empty();
209 game.field = asc_scene_node_allocate_data(node, sizeof(GameField));
210 for (unsigned x = 0; x < GAME_FIELD_SIZE; x++) {
211 for (unsigned y = 0; y < GAME_FIELD_SIZE; y++) {
212 AscSceneNode *tile = asc_rectangle(
213 .x = x*GAME_FIELD_TILE_SIZE, .y = y*GAME_FIELD_TILE_SIZE, .filled = true, .thickness = 2,
214 .width = GAME_FIELD_TILE_SIZE, .height = GAME_FIELD_TILE_SIZE,
215 .color = ASC_RGBi(16, 50, 160),
216 .border_color = ASC_RGBi(20, 84, 128),
217 );
218
219 game.field->tile_data[x][y] = GAME_FIELD_TILE_EXISTS_FLAG;
220 game.field->nodes[x][y] = tile;
221
222 asc_scene_node_link(node, tile);
223 }
224 }
225 asc_scene_node_set_zindex(node, -2);
226 asc_scene_add_node(MAIN_SCENE, node);
227 }
228
229 static asc_vec2u game_field_tile_at_position(asc_vec3f position) {
230 return ASC_VEC2U((int)position.x / GAME_FIELD_TILE_SIZE, (int)position.y / GAME_FIELD_TILE_SIZE);
231 }
232
233 typedef struct {
234 AscShaderProgram program;
235 asc_uniform_loc map_albedo;
236 asc_uniform_loc map_color;
237 asc_uniform_loc color;
238 } PlayerShader;
239
240 static void player_shader_init(AscShaderProgram *p, cx_attr_unused int flags) {
241 asc_shader_init_uniform_loc_nice(p, PlayerShader, map_albedo);
242 asc_shader_init_uniform_loc_nice(p, PlayerShader, map_color);
243 asc_shader_init_uniform_loc_nice(p, PlayerShader, color);
244 }
245
246 static AscShaderProgram *player_shader_create(cx_attr_unused int unused) {
247 return asc_shader_create((AscShaderCodes) {
248 .vtx = {.source_file = "sprite_vtx.glsl"},
249 .frag = {.source_file = "player.glsl",},
250 }, sizeof(PlayerShader), player_shader_init, 0);
251 }
252
253 static void player_draw(const AscCamera *camera, const AscSceneNode *node) {
254 asc_cptr_cast(AscSprite, sprite, node);
255 const Player *player = node->user_data;
256
257 // TODO: we shall finally add the shader information to the node
258 const AscShaderProgram *s = asc_shader_lookup(
259 SHADER_ID_PLAYER, player_shader_create, 0
260 );
261 if (asc_shader_use(s, camera)) return;
262 asc_cptr_cast(PlayerShader, shader, s);
263
264 asc_shader_upload_model_matrix(s, node);
265
266 // Bind texture
267 asc_texture_bind(TEXTURE_PLAYER, shader->map_albedo, 0);
268 asc_texture_bind(TEXTURE_PLAYER_COLOR_MAP, shader->map_color, 1);
269 asc_shader_upload_color(shader->color, player->color);
270 asc_mesh_draw_triangle_strip(&sprite->mesh);
271 }
272
273 static void player_set_health(Player *player, unsigned health) {
274 player->health = health;
275 // TODO: probably we want to add more effects when the health changes
276 }
277
278 static unsigned player_get_health(Player *player) {
279 return player->health;
280 }
281
282 static void player_move(AscBehavior *behavior) {
283 AscSceneNode *node = behavior->node;
284 Player *player = node->user_data;
285
286 // TODO: instead of skipping this behavior, it should be disabled when health is zero
287 if (player_get_health(player) == 0) return;
288
289 // TODO: move this to a different behavior
290 asc_scene_node_show(node);
291
292 const float ts = (float) GAME_FIELD_TILE_SIZE;
293
294 // check if the position is set programmatically
295 if (player->reset_position) {
296 asc_scene_node_set_position2f(node,
297 ASC_VEC2F(
298 ts * (player->new_position.x + .5f),
299 ts * (player->new_position.y + .5f)
300 ));
301 player->reset_position = false;
302 return;
303 }
304
305 // normal movement
306 const float speed = ts * player->speed * asc_context.frame_factor;
307 const asc_vec2i dir = directions[player->direction];
308 const asc_vec2f movement = asc_vec2f_scale(asc_vec2_itof(dir), speed);
309
310 // check if we are supposed to change the direction
311 if (player->direction == player->target_direction) {
312 // move without changing the direction
313 asc_scene_node_move2f(node, movement);
314 } else {
315 // determine axis
316 // and check if we are about to cross the center
317 // this relies on positive positions!
318 bool rotate = false;
319 if (movement.x == 0) {
320 // vertical movement
321 const float y_0 = floorf(node->position.y / ts);
322 const float y_curr = node->position.y / ts - y_0;
323 const float y_next = (node->position.y+movement.y) / ts - y_0;
324 const bool side_curr = y_curr > 0.5f;
325 const bool side_next = y_next > 0.5f;
326 rotate = side_curr ^ side_next;
327 } else {
328 // horizontal movement
329 const float x0 = floorf(node->position.x / ts);
330 const float x_curr = node->position.x / ts - x0;
331 const float x_next = (node->position.x+movement.x) / ts - x0;
332 const bool side_curr = x_curr > 0.5f;
333 const bool side_next = x_next > 0.5f;
334 rotate = side_curr ^ side_next;
335 }
336 if (rotate) {
337 // snap position to the center of the tile
338 asc_scene_node_set_position2f(node,
339 ASC_VEC2F(
340 (.5f+floorf(node->position.x / ts)) * ts,
341 (.5f+floorf(node->position.y / ts)) * ts
342 ));
343 player->direction = player->target_direction;
344 asc_scene_node_set_rotation(node, rotations[player->direction]);
345 } else {
346 // changing the direction not permitted, yet, continue movement
347 asc_scene_node_move2f(node, movement);
348 }
349 }
350
351 // die when leaving the game field
352 if (node->position.x < 0 || node->position.y < 0 ||
353 node->position.x > GAME_FIELD_SIZE*GAME_FIELD_TILE_SIZE ||
354 node->position.y > GAME_FIELD_SIZE*GAME_FIELD_TILE_SIZE) {
355 // TODO: add fancy death animation
356 asc_scene_node_hide(node);
357 player_set_health(player, 0);
358 // TODO: remove the trace gradually (dequeuing the trace should be a different behavior)
359 cxListClear(player->trace);
360 game.state = GAME_STATE_GAME_OVER;
361 return;
362 }
363
364 // TODO: collision detection
365
366 // update the trace, if necessary.
367 // remark: some calculations are repeated here, but they are cheap enough
368 {
369 const asc_vec2u tile_coords = game_field_tile_at_position(node->position);
370 // TODO: player should have been destroyed before leaving the field
371 if (tile_coords.x > GAME_FIELD_SIZE || tile_coords.y > GAME_FIELD_SIZE) return;
372 if (game_field_tile_chown(tile_coords, player)) {
373 // new owner of the tile!
374 asc_vec2u p = tile_coords;
375 cxListAdd(player->trace, &p);
376 if (cxListSize(player->trace) > 7) {
377 // TODO: implement power-up which makes the trace longer
378 cxListRemove(player->trace, 0);
379 }
380 }
381 }
382 }
383
384 static void player_controls(Player *player) {
385 if (asc_key_pressed(ASC_KEY(LEFT))) {
386 if (player->direction != MOVE_RIGHT) {
387 player->target_direction = MOVE_LEFT;
388 }
389 }
390 if (asc_key_pressed(ASC_KEY(RIGHT))) {
391 if (player->direction != MOVE_LEFT) {
392 player->target_direction = MOVE_RIGHT;
393 }
394 }
395 if (asc_key_pressed(ASC_KEY(UP))) {
396 if (player->direction != MOVE_DOWN) {
397 player->target_direction = MOVE_UP;
398 }
399 }
400 if (asc_key_pressed(ASC_KEY(DOWN))) {
401 if (player->direction != MOVE_UP) {
402 player->target_direction = MOVE_DOWN;
403 }
404 }
405 }
406
407 static void player_position(Player *pl, int x, int y) {
408 pl->new_position.x = x;
409 pl->new_position.y = y;
410 pl->reset_position = true;
411 }
412
413 static void player_destroy(CxAllocator *allocator, Player *player) {
414 cxListFree(player->trace);
415 cxFree(allocator, player);
416 }
417
418 static void player_trace_release_tile(asc_vec2u *coords) {
419 game_field_tile_chown(*coords, NULL);
420 }
421
422 static Player *player_create(void) {
423 AscSceneNode *node = asc_sprite(
424 .name = "Player",
425 .width = GAME_FIELD_TILE_SIZE,
426 .height = GAME_FIELD_TILE_SIZE,
427 .origin_x = GAME_FIELD_TILE_SIZE / 2,
428 .origin_y = GAME_FIELD_TILE_SIZE / 2,
429 );
430 asc_scene_add_node(MAIN_SCENE, node);
431 Player *player = asc_scene_node_allocate_data(node, sizeof(Player));
432 player_position(player, 12, 8);
433 player->speed = 3.f; // start with 3 tiles/sec
434 player->number = 1;
435 player->health = 100;
436 player->color = ASC_RGB(1, 0, 0);
437 player->trace = cxLinkedListCreateSimple(sizeof(asc_vec2u));
438 cxDefineDestructor(player->trace, player_trace_release_tile);
439 node->draw_func = player_draw;
440 node->user_data_free_func = (cx_destructor_func2)player_destroy;
441 asc_behavior_add(node, player_move);
442 return player;
443 }
444
445 static asc_rect main_scene_viewport_update(asc_vec2u window_size) {
446
447 // margins
448 const unsigned margin = 16;
449
450 // space for score, power-ups, etc.
451 const unsigned left_area = (unsigned) (asc_active_window->ui_scale*HUD_WIDTH);
452
453 // calculate how many pixels need to be removed from width and height
454 const unsigned rw = 2*margin + left_area;
455 const unsigned rh = 2*margin;
456
457 // check if there is still a viewport left and chicken out when not
458 if (window_size.width < rw || window_size.height < rh) {
459 return ASC_RECT(0, 0, 0, 0);
460 }
461 window_size.width -= rw;
462 window_size.height -= rh;
463
464 // Compute scaling and offsets
465 unsigned viewport_size, offset_x = 0, offset_y = 0;
466 if (window_size.width > window_size.height) {
467 // Wider window: letterbox (black bars on top/bottom)
468 offset_x = (window_size.width - window_size.height) / 2;
469 viewport_size = window_size.height;
470 } else {
471 // Taller window: pillarbox (black bars on sides)
472 offset_y = (window_size.height - window_size.width) / 2;
473 viewport_size = window_size.width;
474 }
475 offset_x += left_area + margin;
476 offset_y += margin;
477
478 // Set the viewport to the scaled and centered region
479 return ASC_RECT(offset_x, offset_y, viewport_size, viewport_size);
480 }
481
482 int main(void) {
483 asc_context_initialize();
484 if (asc_has_error()) {
485 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
486 "Fatal Error",asc_get_error(), NULL);
487 return 1;
488 }
489
490 // initialize globals
491 globals_init();
492
493 // create the window
494 asc_window_initialize(0, asc_gl_context_settings_default(4, 0));
495 asc_window_set_title(0, "Snake");
496 asc_window_set_size(0, asc_vec2_ftou(
497 asc_vec2f_scale(ASC_VEC2F(1000+HUD_WIDTH, 1000), asc_ui_scale_auto())));
498 asc_window_center(0);
499
500 // load textures
501 textures_init();
502
503 // initialize backdrop scene
504 asc_scene_init(BACKDROP_SCENE, "backdrop",
505 .type = ASC_CAMERA_ORTHO,
506 .projection_update_func = asc_camera_ortho_update_size
507 );
508 backdrop_create();
509
510 // Initialize main scene
511 asc_scene_init(MAIN_SCENE, "main",
512 .type = ASC_CAMERA_ORTHO,
513 .ortho.rect = ASC_RECT(
514 -GAME_FIELD_TILE_SIZE,
515 -GAME_FIELD_TILE_SIZE,
516 (GAME_FIELD_SIZE+2)*GAME_FIELD_TILE_SIZE,
517 (GAME_FIELD_SIZE+2)*GAME_FIELD_TILE_SIZE
518 ),
519 .viewport_clear = true,
520 .clear_color = ASC_RGBi(0, 32, 16),
521 .viewport_update_func = main_scene_viewport_update
522 );
523
524 // create the fps counter
525 AscSceneNode *fps_counter = fps_counter_create();
526 asc_scene_node_hide(fps_counter);
527
528 // create game over text
529 AscSceneNode *text_game_over = asc_text(
530 .name = "game_over_text",
531 .text = "Game Over\nPress R to Restart",
532 .color = ASC_RGB(1, 1, 1),
533 .font = asc_font(ASC_FONT_REGULAR, 36),
534 .alignment = ASC_TEXT_ALIGN_CENTER,
535 .centered = true,
536 .x = (GAME_FIELD_SIZE+2)*GAME_FIELD_TILE_SIZE/2,
537 .y = (GAME_FIELD_SIZE+2)*GAME_FIELD_TILE_SIZE/2 - 60,
538 );
539 asc_scene_node_hide(text_game_over);
540 // TODO: add as a UI node and add a behavior which centers the node in the main scenes viewport
541 // otherwise we won't be able to implement a moving camera in the future
542 asc_scene_add_node(MAIN_SCENE, text_game_over);
543
544 // initialize the game state
545 // TODO: add a main menu and start with the menu
546 game.state = GAME_STATE_PLAYING;
547 game.players[0] = player_create();
548 game_field_create();
549
550 // Main Loop
551 do {
552 // quit application on any error
553 if (asc_has_error()) {
554 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
555 "Fatal Error", asc_get_error(),
556 asc_active_window->window);
557 asc_clear_error();
558 asc_context_quit();
559 }
560
561 // game states
562 // TODO: move all this into behaviors
563 if (game.state == GAME_STATE_PLAYING) {
564 // TODO: implement hot seat 1on1 multiplayer
565 player_controls(game.players[0]);
566 } else if (game.state == GAME_STATE_GAME_OVER) {
567 asc_scene_node_show(text_game_over);
568 if (asc_key_pressed(ASC_KEY(R))) {
569 // TODO: re-load the "level"
570 player_position(game.players[0], 12, 8);
571 player_set_health(game.players[0], 100);
572 game.state = GAME_STATE_PLAYING;
573 asc_scene_node_hide(text_game_over);
574 }
575 }
576
577 // debug-key for clearing the shader registry
578 if (asc_key_pressed(ASC_KEY(S))) {
579 asc_shader_clear_registry();
580 asc_dprintf("Shader cache cleared.");
581 }
582
583 // show/hide the FPS counter
584 if (asc_key_pressed(ASC_KEY(F2))) {
585 asc_scene_node_toggle_visibility(fps_counter);
586 }
587
588 // quit application on ESC key press
589 if (asc_key_pressed(ASC_KEY(ESCAPE))) {
590 asc_context_quit();
591 }
592 } while (asc_loop_next());
593
594 // cleanup
595 asc_context_destroy();
596 return 0;
597 }
598

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