| 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 |
|
| 31 #include <cx/printf.h> |
|
| 32 |
|
| 33 static void update_fps_counter(AscSceneNode *node) { |
|
| 34 static uint64_t last_fps = 0; |
|
| 35 static uint64_t debounce = ASC_NANOS_SECOND - 1; |
|
| 36 debounce += asc_context.frame_nanos; |
|
| 37 // only update text every second |
|
| 38 if (debounce >= ASC_NANOS_SECOND) { |
|
| 39 debounce = 0; |
|
| 40 uint64_t fps = ASC_NANOS_SECOND; |
|
| 41 fps /= asc_context.frame_nanos; |
|
| 42 if (fps != last_fps) { |
|
| 43 last_fps = fps; |
|
| 44 asc_text_printf(node, "%"PRIu64" FPS", fps); |
|
| 45 } |
|
| 46 } |
|
| 47 // tie to bottom right of the screen |
|
| 48 if (asc_test_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED) |
|
| 49 || asc_active_window->resized) { |
|
| 50 asc_vec2i bottom_right = asc_active_window->dimensions; |
|
| 51 asc_vec2i scale = asc_get_scale2d(node); |
|
| 52 asc_set_position2d( |
|
| 53 node, |
|
| 54 bottom_right.x - scale.width - 10, |
|
| 55 bottom_right.y - scale.height - 10 |
|
| 56 ); |
|
| 57 } |
|
| 58 } |
|
| 59 |
|
| 60 static void create_fps_counter(void) { |
|
| 61 asc_font(ASC_FONT_REGULAR, 12); |
|
| 62 asc_ink_rgba(128, 128, 128, 196); |
|
| 63 AscSceneNode *node = asc_text(); |
|
| 64 asc_scene_add_behavior(node, update_fps_counter); |
|
| 65 asc_add_ui_node(node); |
|
| 66 } |
|
| 67 |
|
| 68 static void create_score_counter(void) { |
|
| 69 asc_font(ASC_FONT_BOLD, 16); |
|
| 70 asc_ink_rgb(0, 255, 0); |
|
| 71 AscSceneNode* node = asc_text( |
|
| 72 .x = 10, .y = 10, |
|
| 73 .text = "Score: 0" |
|
| 74 ); |
|
| 75 asc_add_ui_node(node); |
|
| 76 } |
|
| 77 |
|
| 78 int main(int argc, char** argv) { |
|
| 79 asc_context_initialize(); |
|
| 80 if (asc_has_error()) { |
|
| 81 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, |
|
| 82 "Fatal Error",asc_get_error(),NULL); |
|
| 83 return 1; |
|
| 84 } |
|
| 85 |
|
| 86 // create window |
|
| 87 AscWindowSettings settings; |
|
| 88 asc_window_settings_init_defaults(&settings); |
|
| 89 settings.title = "Snake"; |
|
| 90 asc_window_initialize(0, &settings); |
|
| 91 |
|
| 92 // create UI elements |
|
| 93 create_fps_counter(); |
|
| 94 create_score_counter(); |
|
| 95 |
|
| 96 // Main Loop |
|
| 97 do { |
|
| 98 // quit application on any error |
|
| 99 if (asc_has_error()) { |
|
| 100 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, |
|
| 101 "Fatal Error", asc_get_error(), |
|
| 102 asc_active_window->window); |
|
| 103 asc_clear_error(); |
|
| 104 asc_context_quit(); |
|
| 105 } |
|
| 106 |
|
| 107 // quit application on ESC key press |
|
| 108 if (asc_key_pressed(ESCAPE)) { |
|
| 109 asc_context_quit(); |
|
| 110 } |
|
| 111 } while (asc_loop_next()); |
|
| 112 |
|
| 113 asc_context_destroy(); |
|
| 114 return 0; |
|
| 115 } |
|
| 116 |
|