int main(int argc, char **argv) { #ifdef _WIN32 FILE* ctt = fopen("CON", "w" ); FILE* fout = freopen( "CON", "w", stdout ); FILE* ferr = freopen( "CON", "w", stderr ); #endif corange_init("../../assets_core"); graphics_viewport_set_size(1280, 720); graphics_viewport_set_title("Noise"); folder_load(P("./")); file_load(P("$CORANGE/textures/random.dds")); glClearColor(1.0, 0.0, 0.0, 1.0); ui_button* info_button = ui_elem_new("info_button", ui_button); ui_button_move(info_button, vec2_new(10, 10)); ui_button_resize(info_button, vec2_new(460,25)); ui_button_set_label(info_button, "Procedural texture from perlin noise and feedback functions"); ui_button* save_button = ui_elem_new("save_button", ui_button); ui_button_move(save_button, vec2_new(480, 10)); ui_button_resize(save_button, vec2_new(380,25)); ui_button_set_label(save_button, "Click Here to save tileable perlin noise to file"); ui_button_set_onclick(save_button, save_noise_to_file); ui_button* spinner_box = ui_elem_new("spinner_box", ui_button); ui_button_resize(spinner_box, vec2_new(32, 32)); ui_button_move(spinner_box, vec2_new(870, 7)); ui_button_set_label(spinner_box, ""); ui_spinner* save_spinner = ui_elem_new("save_spinner", ui_spinner); save_spinner->color = vec4_new(1,1,1,0); save_spinner->top_left = vec2_new(874, 11); save_spinner->bottom_right = vec2_add(save_spinner->top_left, vec2_new(24,24)); srand(time(NULL)); shader_time = (float)rand() / (RAND_MAX / 1000); bool running = true; while(running) { frame_begin(); SDL_Event event; while(SDL_PollEvent(&event)) { switch(event.type) { case SDL_KEYDOWN: case SDL_KEYUP: if (event.key.keysym.sym == SDLK_ESCAPE) { running = 0; } if (event.key.keysym.sym == SDLK_PRINTSCREEN) { graphics_viewport_screenshot(); } break; case SDL_QUIT: running = 0; break; break; } ui_event(event); } shader_time += frame_time(); ui_update(); noise_render(); ui_render(); graphics_swap(); frame_end(); } SDL_WaitThread(save_thread, NULL); corange_finish(); return 0; }
void ui_dialog_set_button_right(ui_dialog* d, char* right, void (*onright)(ui_button*, void*)) { ui_button_set_label(d->right, right); ui_button_set_onclick(d->right, onright); }
void platformer_init() { /* Set the viewport title */ graphics_viewport_set_title("Platformer"); /* Register functions for loading/unloading files with the extension .level */ asset_handler(level, "level", level_load_file, level_delete); /* Load Assets */ folder_load(P("./tiles/")); folder_load(P("./backgrounds/")); folder_load(P("./sounds/")); folder_load(P("./levels/")); /* Register some handlers for creating and destroying entity types */ entity_handler(character, character_new, character_delete); entity_handler(coin, coin_new, coin_delete); /* Create our main character */ character* main_char = entity_new("main_char", character); /* Add some UI elements */ ui_button* framerate = ui_elem_new("framerate", ui_button); ui_button_move(framerate, vec2_new(10,10)); ui_button_resize(framerate, vec2_new(30,25)); ui_button_set_label(framerate, " "); ui_button_disable(framerate); ui_button* score = ui_elem_new("score", ui_button); ui_button_move(score, vec2_new(50, 10)); ui_button_resize(score, vec2_new(120, 25)); ui_button_set_label(score, "Score 000000"); ui_button_disable(score); ui_button* time = ui_elem_new("time", ui_button); ui_button_move(time, vec2_new(180, 10)); ui_button_resize(time, vec2_new(110, 25)); ui_button_set_label(time, "Time 000000"); ui_button_disable(time); ui_button* victory = ui_elem_new("victory", ui_button); ui_button_move(victory, vec2_new(365, 200)); ui_button_resize(victory, vec2_new(70, 25)); ui_button_set_label(victory, "Victory!"); ui_button_disable(victory); ui_button* new_game_but = ui_elem_new("new_game", ui_button); ui_button_move(new_game_but, vec2_new(365, 230)); ui_button_resize(new_game_but, vec2_new(70, 25)); ui_button_set_label(new_game_but, "New Game"); void on_newgame(ui_button* b, void* unused) { reset_game(); } ui_button_set_onclick(new_game_but, on_newgame); /* Reset all the game variables */ reset_game(); }
void ui_dialog_set_button_left(ui_dialog* d, char* left, void (*onleft)(ui_button*, void*)) { ui_button_set_label(d->left, left); ui_button_set_onclick(d->left, onleft); }