mirror of
https://github.com/IllusionMan1212/C2048.git
synced 2026-10-24 02:12:31 +00:00
zephr/game: disabled and inactive buttons. quit confirmation dialog
This commit is contained in:
@@ -2,7 +2,7 @@ BIN=c2048
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CC=gcc
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CFLAGS=-Wall -Wextra -Werror -Wfloat-conversion -Wimplicit-fallthrough -pedantic -g `pkg-config --cflags freetype2` -I3rdparty/glad/include -I3rdparty/fmod/include -I3rdparty/stb/
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OBJ=main.o game.o core.o shader.o text.o audio.o texture.o timer.o ui.o zephr.o zephr_math.o 3rdparty/glad/src/gl.o 3rdparty/glad/src/glx.o 3rdparty/stb/stb.o
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LDFLAGS=`pkg-config --libs x11 freetype2` -lm -L3rdparty/fmod/lib -Wl,-rpath=3rdparty/fmod/lib -lfmod
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LDFLAGS=`pkg-config --libs x11 xcursor freetype2` -lm -L3rdparty/fmod/lib -Wl,-rpath=3rdparty/fmod/lib -lfmod
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DEPS=3rdparty/glad/include/glad/gl.h 3rdparty/glad/include/glad/glx.h 3rdparty/fmod/include/fmod.h 3rdparty/stb/stb_image.h
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%.o: %.c $(DEPS)
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@@ -122,7 +122,7 @@ u8 get_tile_font_size(Tile tile) {
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///////////////////////////////////
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void draw_bg() {
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void draw_bg(void) {
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Size window_size = zephr_get_window_size();
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UIConstraints board_con = {0};
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@@ -153,20 +153,58 @@ void draw_bg() {
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draw_text(score, 40, text_con, COLOR_BLACK, ALIGN_TOP_LEFT);
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}
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void draw_ui() {
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void draw_quit_dialog(void) {
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UIConstraints dialog_con = {0};
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set_x_constraint(&dialog_con, 0, UI_CONSTRAINT_FIXED);
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set_y_constraint(&dialog_con, 0, UI_CONSTRAINT_FIXED);
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set_width_constraint(&dialog_con, 1.f, UI_CONSTRAINT_RELATIVE);
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set_height_constraint(&dialog_con, 1.f, UI_CONSTRAINT_RELATIVE);
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draw_quad(&dialog_con, ColorRGBA(0, 0, 0, 200), 0, ALIGN_CENTER);
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set_width_constraint(&dialog_con, 0.4f, UI_CONSTRAINT_RELATIVE);
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set_height_constraint(&dialog_con, 0.2f, UI_CONSTRAINT_RELATIVE);
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draw_quad(&dialog_con, ColorRGBA(135, 124, 124, 255), 8, ALIGN_CENTER);
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UIConstraints text_con = {0};
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set_parent_constraint(&text_con, &dialog_con);
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set_x_constraint(&text_con, 0, UI_CONSTRAINT_FIXED);
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set_y_constraint(&text_con, -0.04f, UI_CONSTRAINT_RELATIVE);
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set_width_constraint(&text_con, 1, UI_CONSTRAINT_RELATIVE_PIXELS);
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draw_text("Are you sure you want to quit?", 36.f, text_con, COLOR_WHITE, ALIGN_CENTER);
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UIConstraints btn_con = {0};
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set_parent_constraint(&btn_con, &dialog_con);
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set_width_constraint(&btn_con, 0.1f, UI_CONSTRAINT_RELATIVE);
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set_height_constraint(&btn_con, 0.05f, UI_CONSTRAINT_RELATIVE);
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set_y_constraint(&btn_con, -0.02f, UI_CONSTRAINT_RELATIVE);
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set_x_constraint(&btn_con, -0.07f, UI_CONSTRAINT_RELATIVE);
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if (draw_button(&btn_con, ColorRGBA(201, 146, 126, 255), "Yes", btn_con.height * 0.20f, ALIGN_BOTTOM_CENTER, BUTTON_STATE_ACTIVE)) {
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game.quit_dialog = false;
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zephr_quit();
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}
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set_y_constraint(&btn_con, -0.02f, UI_CONSTRAINT_RELATIVE);
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set_x_constraint(&btn_con, 0.07f, UI_CONSTRAINT_RELATIVE);
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if (draw_button(&btn_con, ColorRGBA(201, 146, 126, 255), "No", btn_con.height * 0.20f, ALIGN_BOTTOM_CENTER, BUTTON_STATE_ACTIVE)) {
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game.quit_dialog = false;
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}
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}
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void draw_ui(void) {
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ButtonState bg_btns_state = game.quit_dialog ? BUTTON_STATE_INACTIVE : BUTTON_STATE_ACTIVE;
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UIConstraints btn_con = {0};
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set_x_constraint(&btn_con, -8, UI_CONSTRAINT_RELATIVE_PIXELS);
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set_y_constraint(&btn_con, 8, UI_CONSTRAINT_RELATIVE_PIXELS);
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set_width_constraint(&btn_con, 100, UI_CONSTRAINT_RELATIVE_PIXELS);
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set_width_constraint(&btn_con, 80, UI_CONSTRAINT_RELATIVE_PIXELS);
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set_height_constraint(&btn_con, 1, UI_CONSTRAINT_ASPECT_RATIO);
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if (draw_icon_button(&btn_con, ColorRGBA(201, 146, 126, 255), game.icon_textures[HELP_ICON], btn_con.height * 0.25f, ALIGN_TOP_RIGHT)) {
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if (draw_icon_button(&btn_con, ColorRGBA(201, 146, 126, 255), game.icon_textures[HELP_ICON], btn_con.height * 0.15f, ALIGN_TOP_RIGHT, bg_btns_state)) {
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printf("help\n");
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}
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set_x_constraint(&btn_con, -8 - btn_con.width - 10, UI_CONSTRAINT_RELATIVE_PIXELS);
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if (draw_icon_button(&btn_con, ColorRGBA(201, 146, 126, 255), game.icon_textures[SETTINGS_ICON], btn_con.height * 0.25f, ALIGN_TOP_RIGHT)) {
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if (draw_icon_button(&btn_con, ColorRGBA(201, 146, 126, 255), game.icon_textures[SETTINGS_ICON], btn_con.height * 0.15f, ALIGN_TOP_RIGHT, bg_btns_state)) {
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printf("settings\n");
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}
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@@ -174,12 +212,16 @@ void draw_ui() {
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set_y_constraint(&btn_con, -0.05f, UI_CONSTRAINT_RELATIVE);
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set_width_constraint(&btn_con, 200, UI_CONSTRAINT_RELATIVE_PIXELS);
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set_height_constraint(&btn_con, 65, UI_CONSTRAINT_RELATIVE_PIXELS);
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if (draw_button(&btn_con, ColorRGBA(201, 172, 126, 255), "New Game", btn_con.height * 0.25f, ALIGN_BOTTOM_CENTER)) {
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if (draw_button(&btn_con, ColorRGBA(201, 172, 126, 255), "New Game", btn_con.height * 0.25f, ALIGN_BOTTOM_CENTER, bg_btns_state)) {
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printf("new game\n");
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}
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if (game.quit_dialog) {
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draw_quit_dialog();
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}
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}
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void draw_board() {
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void draw_board(void) {
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// board
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UIConstraints board_con = {0};
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set_y_constraint(&board_con, 0.05f, UI_CONSTRAINT_RELATIVE);
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@@ -237,6 +279,7 @@ void draw_board() {
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}
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}
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///////////////////////////////////
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//
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//
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@@ -245,7 +288,7 @@ void draw_board() {
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//
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///////////////////////////////////
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void move_right() {
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void move_right(void) {
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if (game.animating) return;
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game.last_move_dir = MOVE_DIR_RIGHT;
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@@ -296,7 +339,7 @@ void move_right() {
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}
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}
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void move_left() {
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void move_left(void) {
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if (game.animating) return;
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game.last_move_dir = MOVE_DIR_LEFT;
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@@ -348,7 +391,7 @@ void move_left() {
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}
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void move_down() {
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void move_down(void) {
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if (game.animating) return;
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game.last_move_dir = MOVE_DIR_DOWN;
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@@ -396,7 +439,7 @@ void move_down() {
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}
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}
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void move_up() {
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void move_up(void) {
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if (game.animating) return;
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game.last_move_dir = MOVE_DIR_UP;
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@@ -455,7 +498,7 @@ void spawn_new_tile(u8 x, u8 y) {
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}
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}
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void spawn_random_tile() {
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void spawn_random_tile(void) {
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u8 available_tiles_count = 0;
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u8 available_tiles[16];
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@@ -608,7 +651,7 @@ void update_positions(f64 delta_t) {
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}
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}
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bool gameover() {
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bool gameover(void) {
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for (int y = 0; y < 4; y++) {
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for (int x = 0; x < 4; x++) {
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if (game.board[y][x].value == 0) {
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@@ -650,21 +693,25 @@ void game_init(void) {
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void handle_keyboard_input(ZephrEvent e) {
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if (
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(e.key.mods & ZEPHR_KEY_MOD_CTRL && e.key.code == ZEPHR_KEYCODE_Q) ||
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e.key.code == ZEPHR_KEYCODE_ESCAPE
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) {
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// TODO: show confirmation dialog
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zephr_quit();
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if (e.key.mods & ZEPHR_KEY_MOD_CTRL && e.key.code == ZEPHR_KEYCODE_Q) {
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game.quit_dialog = true;
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} else if (e.key.code == ZEPHR_KEYCODE_ESCAPE) {
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if (game.quit_dialog) {
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game.quit_dialog = false;
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}
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} else if (e.key.code == ZEPHR_KEYCODE_F11) {
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zephr_toggle_fullscreen();
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} else if (e.key.code == ZEPHR_KEYCODE_UP) {
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if (!game.quit_dialog)
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move_up();
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} else if (e.key.code == ZEPHR_KEYCODE_DOWN) {
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if (!game.quit_dialog)
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move_down();
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} else if (e.key.code == ZEPHR_KEYCODE_LEFT) {
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if (!game.quit_dialog)
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move_left();
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} else if (e.key.code == ZEPHR_KEYCODE_RIGHT) {
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if (!game.quit_dialog)
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move_right();
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}
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}
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@@ -680,7 +727,11 @@ void game_loop(void) {
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while (zephr_iter_events(&e)) {
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switch (e.type) {
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case ZEPHR_EVENT_WINDOW_CLOSED:
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if (game.quit_dialog) {
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zephr_quit();
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} else {
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game.quit_dialog = true;
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}
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break;
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case ZEPHR_EVENT_KEY_PRESSED:
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handle_keyboard_input(e);
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@@ -696,8 +747,8 @@ void game_loop(void) {
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update_positions(delta_t);
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draw_bg();
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draw_ui();
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draw_board();
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draw_ui();
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zephr_swap_buffers();
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}
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@@ -29,13 +29,14 @@ typedef struct Tile {
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typedef struct Game {
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Tile board[4][4];
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u32 score;
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MoveDir last_move_dir;
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bool animating;
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bool spawning_new_tile;
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bool game_over;
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u32 score;
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TextureId icon_textures[ICON_TEXTURE_COUNT];
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bool quit_dialog;
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} Game;
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void draw_board(void);
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@@ -341,7 +341,8 @@ void draw_texture(UIConstraints *constraints, const TextureId texture_id, const
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set_bool(ui_shader, "hasTexture", false);
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}
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bool draw_button(UIConstraints *constraints, const Color color, const char *text, f32 radius, Alignment align) {
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bool draw_button(UIConstraints *constraints, const Color color, const char *text, f32 radius, Alignment align, ButtonState state) {
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Color text_color = COLOR_BLACK;
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Rect rect = {0};
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apply_constraints(constraints, &rect.pos, &rect.size);
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@@ -350,7 +351,7 @@ bool draw_button(UIConstraints *constraints, const Color color, const char *text
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bool is_hovered = inside_rect(&rect, &zephr_ctx->mouse.pos);
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bool left_mouse_pressed = zephr_ctx->mouse.pressed && zephr_ctx->mouse.button == ZEPHR_MOUSE_BUTTON_LEFT;
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if (is_hovered) {
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if (is_hovered && state == BUTTON_STATE_ACTIVE) {
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zephr_set_cursor(ZEPHR_CURSOR_HAND);
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if (left_mouse_pressed) {
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@@ -360,6 +361,15 @@ bool draw_button(UIConstraints *constraints, const Color color, const char *text
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Color new_color = mult_color(color, 0.9f);
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draw_quad(constraints, new_color, radius, align);
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}
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} else if (state == BUTTON_STATE_DISABLED) {
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if (is_hovered) {
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zephr_set_cursor(ZEPHR_CURSOR_DISABLED);
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}
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Color new_color = color;
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new_color.a = 100;
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text_color.a = 100;
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draw_quad(constraints, new_color, radius, align);
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} else {
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draw_quad(constraints, color, radius, align);
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}
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@@ -376,17 +386,17 @@ bool draw_button(UIConstraints *constraints, const Color color, const char *text
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// TODO: need to adjust the font size based on the text height
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draw_text(text, font_size, text_constraints, COLOR_BLACK, ALIGN_CENTER);
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draw_text(text, font_size, text_constraints, text_color, ALIGN_CENTER);
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}
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if (is_hovered && zephr_ctx->mouse.released && zephr_ctx->mouse.button == ZEPHR_MOUSE_BUTTON_LEFT) {
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if (is_hovered && state == BUTTON_STATE_ACTIVE && zephr_ctx->mouse.released && zephr_ctx->mouse.button == ZEPHR_MOUSE_BUTTON_LEFT) {
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return true;
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}
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return false;
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}
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bool draw_icon_button(UIConstraints *constraints, Color btn_color, const TextureId icon_tex_id, f32 radius, Alignment align) {
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bool draw_icon_button(UIConstraints *constraints, Color btn_color, const TextureId icon_tex_id, f32 radius, Alignment align, ButtonState state) {
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CORE_DEBUG_ASSERT(icon_tex_id, "draw_icon_button() requires that you provide an icon texture");
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Rect rect = {0};
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@@ -398,7 +408,7 @@ bool draw_icon_button(UIConstraints *constraints, Color btn_color, const Texture
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bool is_hovered = inside_rect(&rect, &zephr_ctx->mouse.pos);
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bool left_mouse_pressed = zephr_ctx->mouse.pressed && zephr_ctx->mouse.button == ZEPHR_MOUSE_BUTTON_LEFT;
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if (is_hovered) {
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if (is_hovered && state == BUTTON_STATE_ACTIVE) {
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zephr_set_cursor(ZEPHR_CURSOR_HAND);
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if (left_mouse_pressed) {
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@@ -408,6 +418,13 @@ bool draw_icon_button(UIConstraints *constraints, Color btn_color, const Texture
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btn_color = mult_color(btn_color, 0.9f);
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icon_color = mult_color(icon_color, 0.9f);
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}
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} else if (state == BUTTON_STATE_DISABLED) {
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if (is_hovered) {
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zephr_set_cursor(ZEPHR_CURSOR_DISABLED);
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}
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icon_color.a = 100;
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btn_color.a = 100;
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}
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draw_quad(constraints, btn_color, radius, align);
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@@ -421,7 +438,7 @@ bool draw_icon_button(UIConstraints *constraints, Color btn_color, const Texture
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set_height_constraint(&icon_constraints, constraints->height * 0.8f, UI_CONSTRAINT_FIXED);
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draw_texture(&icon_constraints, icon_tex_id, icon_color, 0, ALIGN_CENTER);
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if (is_hovered && zephr_ctx->mouse.released && zephr_ctx->mouse.button == ZEPHR_MOUSE_BUTTON_LEFT) {
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if (is_hovered && state == BUTTON_STATE_ACTIVE && zephr_ctx->mouse.released && zephr_ctx->mouse.button == ZEPHR_MOUSE_BUTTON_LEFT) {
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return true;
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}
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@@ -36,6 +36,12 @@ typedef struct UIConstraints {
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struct UIConstraints *parent;
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} UIConstraints;
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typedef enum ButtonState {
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BUTTON_STATE_ACTIVE,
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BUTTON_STATE_INACTIVE,
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BUTTON_STATE_DISABLED,
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} ButtonState;
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int init_ui(const char* font_path);
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void set_parent_constraint(UIConstraints *constraints, UIConstraints *parent_constraints);
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void set_x_constraint(UIConstraints *constraints, float value, UIConstraint type);
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@@ -48,5 +54,5 @@ void apply_alignment(Alignment align, UIConstraints *constraints, Vec2f *pos, Si
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void draw_quad(UIConstraints *constraints, const Color color, float border_radius, Alignment align);
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void draw_circle(UIConstraints *constraints, const Color color, Alignment align);
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void draw_triangle(UIConstraints *constraints, const Color color, Alignment align);
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bool draw_button(UIConstraints *constraints, Color color, const char *text, f32 radius, Alignment align);
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bool draw_icon_button(UIConstraints *constraints, Color color, const TextureId icon_tex_id, f32 radius, Alignment align);
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bool draw_button(UIConstraints *constraints, Color color, const char *text, f32 radius, Alignment align, ButtonState state);
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bool draw_icon_button(UIConstraints *constraints, Color color, const TextureId icon_tex_id, f32 radius, Alignment align, ButtonState state);
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@@ -4,6 +4,7 @@
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#include <X11/Xatom.h>
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#include <X11/cursorfont.h>
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#include <X11/Xcursor/Xcursor.h>
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#include <X11/Xutil.h>
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#include <glad/glx.h>
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#include <stb_image.h>
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@@ -770,6 +771,7 @@ void zephr_init(const char* font_path, const char* icon_path, const char* window
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zephr_ctx->window.size = window_size;
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zephr_ctx->projection = orthographic_projection_2d(0.f, window_size.width, window_size.height, 0.f);
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zephr_ctx->cursors[ZEPHR_CURSOR_ARROW] = XCreateFontCursor(x11_display, XC_left_ptr);
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zephr_ctx->cursors[ZEPHR_CURSOR_IBEAM] = XCreateFontCursor(x11_display, XC_xterm);
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zephr_ctx->cursors[ZEPHR_CURSOR_CROSSHAIR] = XCreateFontCursor(x11_display, XC_crosshair);
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@@ -777,6 +779,8 @@ void zephr_init(const char* font_path, const char* icon_path, const char* window
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zephr_ctx->cursors[ZEPHR_CURSOR_HRESIZE] = XCreateFontCursor(x11_display, XC_sb_h_double_arrow);
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zephr_ctx->cursors[ZEPHR_CURSOR_VRESIZE] = XCreateFontCursor(x11_display, XC_sb_v_double_arrow);
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zephr_ctx->cursors[ZEPHR_CURSOR_DISABLED] = XcursorLibraryLoadCursor(x11_display, "crossed_circle");
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x11_get_screen_size(&zephr_ctx->screen_size.width, &zephr_ctx->screen_size.height);
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start_internal_timer();
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}
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