Mon, 21 Apr 2025 17:27:33 +0200
use refcounted objects for textures instead of pass-by-value int structs
/* * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. * Copyright 2023 Mike Becker. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. */ #include <ascension/core.h> #include <ascension/ui.h> #include <cx/printf.h> enum Textures2d { TEX_SHIP = 0, TEX2D_COUNT }; static AscTexture tex2d[TEX2D_COUNT]; #define TEXTURE_SHIP &tex2d[TEX_SHIP] static void init_textures(void) { asc_texture_init_2d(tex2d, TEX2D_COUNT); asc_texture_from_file(TEXTURE_SHIP, "ship.png"); } static void destroy_textures(void) { asc_texture_destroy(tex2d, TEX2D_COUNT); } static void update_fps_counter(AscSceneNode *node) { static uint64_t last_fps = 0; static uint64_t debounce = ASC_NANOS_SECOND - 1; debounce += asc_context.frame_nanos; // only update text every second if (debounce >= ASC_NANOS_SECOND) { debounce = 0; uint64_t fps = ASC_NANOS_SECOND; fps /= asc_context.frame_nanos; if (fps != last_fps) { last_fps = fps; asc_text_printf(node, "%"PRIu64" FPS", fps); } } // tie to bottom right of the screen if (asc_test_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED) || asc_active_window->resized) { asc_vec2i bottom_right = asc_active_window->dimensions; asc_vec2i scale = asc_get_scale2d(node); asc_set_position2d( node, bottom_right.x - scale.width - 10, bottom_right.y - scale.height - 10 ); } } static void create_fps_counter(void) { asc_font(ASC_FONT_REGULAR, 12); asc_ink_rgba(128, 128, 128, 196); AscSceneNode *node = asc_text(); asc_scene_add_behavior(node, update_fps_counter); asc_add_ui_node(node); } static void create_score_counter(void) { asc_font(ASC_FONT_BOLD, 16); asc_ink_rgb(0, 255, 0); AscSceneNode* node = asc_text( .x = 10, .y = 10, .text = "Score: 0" ); asc_add_ui_node(node); } static void create_spaceship(void) { AscSceneNode *sprite = asc_sprite( .texture = TEXTURE_SHIP, .x = 250, .y = 300, .width = 64, .height = 64 ); // TODO: add to 2D scene instead of UI scene, once we have one asc_add_ui_node(sprite); // TODO: return something } int main(int argc, char** argv) { asc_context_initialize(); if (asc_has_error()) { SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal Error",asc_get_error(), NULL); return 1; } #ifdef TEST_BUILD asc_set_font_path("../../fonts"); asc_set_shader_path("../../shader"); asc_set_texture_path("../../test/snake/textures"); #else #warning "Live build not yet supported" #endif // create window AscWindowSettings settings; asc_window_settings_init_defaults(&settings); settings.title = "Snake"; asc_window_initialize(0, &settings); // load textures init_textures(); // create UI elements create_fps_counter(); create_score_counter(); // create spaceship create_spaceship(); // Main Loop do { // quit application on any error if (asc_has_error()) { SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal Error", asc_get_error(), asc_active_window->window); asc_clear_error(); asc_context_quit(); } // quit application on ESC key press if (asc_key_pressed(ESCAPE)) { asc_context_quit(); } } while (asc_loop_next()); // cleanup destroy_textures(); asc_context_destroy(); return 0; }