2023-09-08 01:11:35 +02:00
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#include <stdio.h>
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2023-09-08 16:38:14 +02:00
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#include <stdbool.h>
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2023-09-12 03:21:18 +02:00
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#include <stdlib.h>
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2023-09-12 23:32:58 +02:00
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#include <math.h>
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2023-09-15 23:47:43 +02:00
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#include <string.h>
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2023-09-08 16:38:14 +02:00
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#include <glad/gl.h>
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#include "3rdparty/stb/stb_image.h"
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2023-09-03 00:51:45 +03:00
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2023-09-12 03:21:18 +02:00
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#include "cudoku.h"
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2023-09-03 00:51:45 +03:00
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#include "shader.h"
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2023-10-05 23:02:23 +02:00
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#include "audio.h"
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2023-11-21 02:52:15 +02:00
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#include "ui.h"
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2023-10-02 23:59:48 +02:00
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2023-11-17 06:16:32 +02:00
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#define HELP_TEXT_SIZE 13
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static const float quad_vertices[] = {
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2023-09-08 16:38:14 +02:00
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// positions // texture coords
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-1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top left
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top right
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom left
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1.0f, -1.0f, 0.0f, 1.0f, 0.0f // bottom right
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2023-09-03 00:51:45 +03:00
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};
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static const int quad_indices[] = {
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0, 1, 2,
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1, 2, 3
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};
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2023-10-02 03:24:58 +02:00
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static const Color mistake_color = {1.f, 0.f, 0.f, 0.5f};
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2023-10-02 23:59:48 +02:00
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static const char *win_text = "You won!";
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2023-11-17 06:16:32 +02:00
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static const char *help_texts[HELP_TEXT_SIZE] = {
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"F1 - Toggle help",
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"F11 - Toggle fullscreen",
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"1-9 - Set number",
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"0/Del/Backspace - Remove number",
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"Left/A/H - Move selection left",
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"Right/D/L - Move selection right",
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"Up/W/K - Move selection up",
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"Down/S/J - Move selection down",
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"Space/Enter - Toggle selection",
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"N - New board",
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"C - Check for mistakes",
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"R - Reset board",
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"Ctrl+Q/Esc - Quit"
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2023-10-02 23:59:48 +02:00
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};
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2023-11-21 02:52:15 +02:00
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void draw_win() {
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Size window = zephr_get_window_size();
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Color bg_color = {233.f, 84.f, 32.f, 200.f};
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Color text_color = {237.f, 225.f, 215.f, 255.f};
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UIConstraints constraints;
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/* set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED); */
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/* set_y_constraint(&constraints, 0, UI_CONSTRAINT_FIXED); */
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/* set_width_constraint(&constraints, window.width, UI_CONSTRAINT_FIXED); */
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/* set_height_constraint(&constraints, window.height, UI_CONSTRAINT_FIXED); */
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2023-11-22 01:29:21 +02:00
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Alignment align = ALIGN_CENTER;
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int font_size = 72.0f;
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2023-11-21 03:04:05 +02:00
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Sizef text_size = calculate_text_size(win_text, font_size);
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2023-11-21 23:31:32 +02:00
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set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
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set_y_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
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2023-11-21 23:31:32 +02:00
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set_width_constraint(&constraints, text_size.width, UI_CONSTRAINT_FIXED);
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set_height_constraint(&constraints, text_size.height, UI_CONSTRAINT_FIXED);
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2023-11-22 01:29:21 +02:00
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set_rotation_constraint(&constraints, get_time() * 50.f);
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2023-11-21 22:29:02 +02:00
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2023-11-22 01:29:21 +02:00
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/* UIConstraints circle_const; */
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/* set_x_constraint(&circle_const, 50, UI_CONSTRAINT_FIXED); */
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/* set_y_constraint(&circle_const, 0, UI_CONSTRAINT_FIXED); */
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/* set_width_constraint(&circle_const, 70, UI_CONSTRAINT_FIXED); */
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/* set_height_constraint(&circle_const, 90, UI_CONSTRAINT_FIXED); */
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2023-11-21 22:29:02 +02:00
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/* draw_circle(circle_const, NULL, ALIGN_LEFT_CENTER); */
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draw_quad(constraints, &bg_color, 0.0, align);
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/* set_x_constraint(&constraints, -50, UI_CONSTRAINT_FIXED); */
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/* draw_quad(constraints, &bg_color, 25.0, ALIGN_TOP_RIGHT); */
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/* set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED); */
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/* draw_quad(constraints, &bg_color, 0.5, ALIGN_BOTTOM_RIGHT); */
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/* draw_quad(constraints, &bg_color, 0.0, align); */
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/* draw_triangle(constraints, &bg_color, ALIGN_CENTER); */
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2023-11-21 02:52:15 +02:00
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2023-11-22 01:29:21 +02:00
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set_width_constraint(&constraints, 1, UI_CONSTRAINT_FIXED);
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set_height_constraint(&constraints, 1, UI_CONSTRAINT_FIXED);
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draw_text(win_text, font_size, constraints, &text_color, align);
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2023-11-21 02:52:15 +02:00
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}
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2023-09-08 16:38:14 +02:00
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void set_scale_factor(int width, int height, float *x, float *y) {
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if (width > height) {
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float ratio = (float)height / (float)width;
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*x = ratio;
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*y = 1.f;
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} else {
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float ratio = (float)width / (float)height;
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*x = 1.f;
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*y = ratio;
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}
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}
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2023-09-12 03:21:18 +02:00
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unsigned int prepare_bg(bool use_texture, unsigned int *texture) {
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unsigned int vbo, vao, ebo;
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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glGenBuffers(1, &ebo);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quad_indices), quad_indices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
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if (use_texture) {
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int tex_width = 0, tex_height = 0;
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unsigned char *tex_data = NULL;
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2023-09-12 03:21:18 +02:00
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glGenTextures(1, &(*texture));
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glBindTexture(GL_TEXTURE_2D, *texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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tex_data = stbi_load("assets/sudoku-grid.png", &tex_width, &tex_height, NULL, 0);
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if (tex_data) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex_width, tex_height, 0, GL_RGB, GL_UNSIGNED_BYTE, tex_data);
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glGenerateMipmap(GL_TEXTURE_2D);
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stbi_image_free(tex_data);
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} else {
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printf("[ERROR] could not load texture image\n");
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}
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(3 * sizeof(float)));
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}
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glBindVertexArray(0);
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2023-09-03 00:51:45 +03:00
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return vao;
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}
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2023-09-12 03:21:18 +02:00
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void draw_bg_grid_shader(Shader shader, unsigned int vao, float* transform, float resolution) {
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use_shader(shader);
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2023-09-12 03:21:18 +02:00
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set_mat4f(shader, "transform", transform);
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set_float(shader, "resolution", resolution);
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2023-09-04 01:57:39 +03:00
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2023-09-03 00:51:45 +03:00
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glBindVertexArray(vao);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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2023-09-13 01:06:19 +02:00
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glBindVertexArray(0);
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2023-09-08 01:11:35 +02:00
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}
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2023-09-12 03:21:18 +02:00
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void draw_bg_grid_texture(Shader shader, unsigned int vao, unsigned int texture, float* transform) {
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use_shader(shader);
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set_mat4f(shader, "transform", transform);
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2023-09-08 01:11:35 +02:00
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glBindVertexArray(vao);
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glBindTexture(GL_TEXTURE_2D, texture);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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2023-09-12 23:32:58 +02:00
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glBindVertexArray(0);
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2023-09-03 00:51:45 +03:00
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}
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2023-09-12 03:21:18 +02:00
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2023-09-15 23:47:43 +02:00
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void draw_numbers(Shader shader, unsigned int vao, unsigned int vbo, float *transform, Cell board[9][9]) {
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2023-09-12 03:21:18 +02:00
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for (int i = 0; i < 9; i++) {
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for (int j = 0; j < 9; j++) {
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2023-09-15 23:47:43 +02:00
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if (board[i][j].value != 0) {
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2023-11-21 02:52:15 +02:00
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/* draw_number(shader, board[i][j], i, j, 5.0f, vao, vbo, transform); */
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}
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}
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}
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2023-09-12 23:32:58 +02:00
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glBindVertexArray(0);
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2023-09-12 03:21:18 +02:00
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}
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2023-09-13 01:06:19 +02:00
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unsigned int prepare_win_overlay() {
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unsigned int vbo, vao, ebo;
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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glGenBuffers(1, &ebo);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quad_indices), quad_indices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
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glBindVertexArray(0);
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return vao;
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}
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2023-11-17 06:16:32 +02:00
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void draw_win_overlay(Shader win_shader, Shader font_shader, unsigned int vao, unsigned int font_vao, unsigned int font_vbo, float *transform, Cudoku *game) {
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use_shader(win_shader);
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set_mat4f(win_shader, "transform", transform);
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set_vec4f(win_shader, "aColor", 0.0, 0.0, 0.0, 0.8);
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glBindVertexArray(vao);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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2023-11-17 06:16:32 +02:00
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char time_text[64];
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float time_elapsed = game->win_time - game->timer.time;
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snprintf(time_text, 64, "Solved in: %02dm%02ds", (int)time_elapsed / 60, (int)time_elapsed % 60);
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2023-11-21 02:52:15 +02:00
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/* Size win_text_size = calculate_text_size(win_text, 1.0f); */
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/* Size time_text_size = calculate_text_size(time_text, 1.0f); */
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/* draw_text_center(font_shader, win_text, win_text_size, 1.5f, font_vao, font_vbo, transform, 0.0, 75.0); */
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/* draw_text_center(font_shader, time_text, time_text_size, 0.8f, font_vao, font_vbo, transform, 0.0, -75.0); */
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}
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2023-09-12 23:32:58 +02:00
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2023-11-21 02:52:15 +02:00
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/* void draw_pause_overlay(Cudoku *game) { */
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/* timer_pause(&game->timer); */
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/* // */
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/* // this is my basic idea of drawing ui elements */
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/* // */
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/* // examples of drawing shapes */
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/* draw_quad(beginning_x, beginning_y, win_width, win_height); */
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/* draw_circle(); */
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/* draw_triangle(); */
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/* // example of drawing text */
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/* draw_text_at(pause_text, font_scale, posx, posy, color); */
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/* // TODO: rotations, translation, scaling */
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/* // TODO: buttons and other elements */
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/* } */
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2023-09-12 23:32:58 +02:00
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void prepare_selection_box(unsigned int *vao, unsigned int *vbo) {
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glGenVertexArrays(1, &(*vao));
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glGenBuffers(1, &(*vbo));
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glBindVertexArray(*vao);
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glBindBuffer(GL_ARRAY_BUFFER, *vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6*2, NULL, GL_DYNAMIC_DRAW);
|
|
|
|
|
|
|
|
|
|
glEnableVertexAttribArray(0);
|
|
|
|
|
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), 0);
|
|
|
|
|
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
|
glBindVertexArray(0);
|
|
|
|
|
}
|
|
|
|
|
|
2023-10-02 03:24:58 +02:00
|
|
|
|
|
|
|
|
void draw_selection_box(Shader shader, unsigned int vao, unsigned int vbo, int x, int y, float *transform, Color color) {
|
2023-09-12 23:32:58 +02:00
|
|
|
use_shader(shader);
|
|
|
|
|
|
|
|
|
|
set_mat4f(shader, "transform", transform);
|
2023-10-02 03:24:58 +02:00
|
|
|
set_vec4f(shader, "aColor", color.r, color.g, color.b, color.a);
|
2023-09-12 23:32:58 +02:00
|
|
|
|
|
|
|
|
glBindVertexArray(vao);
|
|
|
|
|
|
|
|
|
|
float vert = 0.11f;
|
|
|
|
|
// get size of a single cell in opengl coords (-1, 1)
|
|
|
|
|
float single_cell = (1.f/9.f) * 2;
|
|
|
|
|
// we minus 4 since we start at column and row 4 (0-indexed)
|
|
|
|
|
float offset_x = single_cell * (y - 4);
|
|
|
|
|
float offset_y = single_cell * (x - 4);
|
|
|
|
|
|
|
|
|
|
float vertices[6][2] = {
|
|
|
|
|
// top left tri
|
|
|
|
|
{ -vert + offset_x, -vert - offset_y },
|
|
|
|
|
{ -vert + offset_x, vert - offset_y },
|
|
|
|
|
{ vert + offset_x, vert - offset_y },
|
|
|
|
|
|
|
|
|
|
// bottom right tri
|
|
|
|
|
{ -vert + offset_x, -vert - offset_y },
|
|
|
|
|
{ vert + offset_x, vert - offset_y },
|
|
|
|
|
{ vert + offset_x, -vert - offset_y }
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
|
|
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
|
|
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
|
|
|
|
|
|
|
|
|
glBindVertexArray(0);
|
|
|
|
|
}
|
|
|
|
|
|
2023-10-02 03:24:58 +02:00
|
|
|
void highlight_mistakes(Shader shader, unsigned int vao, unsigned vbo, float *transform, Cudoku *game) {
|
|
|
|
|
for (int i = 0; i < 9; i++) {
|
|
|
|
|
for (int j = 0; j < 9; j++) {
|
|
|
|
|
Cell cell = game->board[i][j];
|
|
|
|
|
if (cell.value != 0 && cell.value != game->solution[i][j]) {
|
|
|
|
|
draw_selection_box(shader, vao, vbo, i, j, transform, mistake_color);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void toggle_check(Cudoku *game) {
|
|
|
|
|
game->should_highlight_mistakes = !game->should_highlight_mistakes;
|
|
|
|
|
}
|
|
|
|
|
|
2023-09-12 23:32:58 +02:00
|
|
|
void do_selection(Cudoku *game, int x, int y, int width, int height, float x_scale, float y_scale) {
|
2023-11-17 06:16:32 +02:00
|
|
|
if (game->has_won) return;
|
|
|
|
|
|
2023-09-12 23:32:58 +02:00
|
|
|
float board_x_start = (width / 2.f) - ((width * x_scale) / 2);
|
|
|
|
|
float board_y_start = (height / 2.f) - ((height * y_scale) / 2);
|
|
|
|
|
|
|
|
|
|
float cell_width = (width * x_scale) / 9.f;
|
|
|
|
|
float cell_height = (height * y_scale) / 9.f;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
int cell_x = floor((x - board_x_start) / cell_width);
|
|
|
|
|
int cell_y = floor((y - board_y_start) / cell_height);
|
|
|
|
|
|
|
|
|
|
if (cell_x < 0 || cell_x > 8 || cell_y < 0 || cell_y > 8) {
|
|
|
|
|
game->should_draw_selection = false;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
game->should_draw_selection = true;
|
|
|
|
|
game->selection.x = cell_y;
|
|
|
|
|
game->selection.y = cell_x;
|
|
|
|
|
}
|
|
|
|
|
|
2023-10-02 03:24:58 +02:00
|
|
|
void reset_state(Cudoku *game) {
|
|
|
|
|
for (int i = 0; i < 9; i++) {
|
|
|
|
|
for (int j = 0; j < 9; j++) {
|
|
|
|
|
game->board[i][j].value = 0;
|
|
|
|
|
game->board[i][j].is_locked = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
game->should_draw_selection = false;
|
|
|
|
|
game->should_highlight_mistakes = false;
|
|
|
|
|
game->has_won = false;
|
2023-11-17 18:36:05 +02:00
|
|
|
timer_reset(&game->timer);
|
2023-10-02 03:24:58 +02:00
|
|
|
}
|
|
|
|
|
|
2023-09-15 23:47:43 +02:00
|
|
|
bool check_win(Cudoku *game) {
|
|
|
|
|
for (int i = 0; i < 9; i++) {
|
|
|
|
|
for (int j = 0; j < 9; j++) {
|
|
|
|
|
if (game->board[i][j].is_locked) continue;
|
|
|
|
|
if (game->board[i][j].value != game->solution[i][j]) return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
game->has_won = true;
|
|
|
|
|
game->should_draw_selection = false;
|
2023-10-02 03:24:58 +02:00
|
|
|
game->should_highlight_mistakes = false;
|
2023-10-02 23:59:48 +02:00
|
|
|
game->should_draw_help = false;
|
2023-11-17 06:16:32 +02:00
|
|
|
game->win_time = get_time();
|
|
|
|
|
timer_stop(&game->timer);
|
|
|
|
|
|
2023-10-05 23:02:23 +02:00
|
|
|
audio_play_win();
|
2023-09-15 23:47:43 +02:00
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
2023-09-12 23:32:58 +02:00
|
|
|
void set_selected_number(Cudoku *game, int number) {
|
2023-09-15 23:47:43 +02:00
|
|
|
if (game->should_draw_selection && !game->has_won && !game->board[game->selection.x][game->selection.y].is_locked) {
|
2023-10-05 23:02:23 +02:00
|
|
|
if (number != 0)
|
|
|
|
|
audio_play_scribble();
|
2023-09-15 23:47:43 +02:00
|
|
|
game->board[game->selection.x][game->selection.y].value = number;
|
|
|
|
|
check_win(game);
|
2023-09-12 23:32:58 +02:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void move_selection(Cudoku *game, int x, int y) {
|
2023-09-13 01:06:19 +02:00
|
|
|
if (game->should_draw_selection && !game->has_won) {
|
2023-09-12 23:32:58 +02:00
|
|
|
game->selection.x += y;
|
|
|
|
|
game->selection.y += x;
|
|
|
|
|
|
|
|
|
|
if (game->selection.x < 0) {
|
|
|
|
|
game->selection.x = 0;
|
|
|
|
|
} else if (game->selection.x > 8) {
|
|
|
|
|
game->selection.x = 8;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (game->selection.y < 0) {
|
|
|
|
|
game->selection.y = 0;
|
|
|
|
|
} else if (game->selection.y > 8) {
|
|
|
|
|
game->selection.y = 8;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void toggle_selection(Cudoku *game) {
|
2023-09-13 01:06:19 +02:00
|
|
|
if (!game->has_won)
|
|
|
|
|
game->should_draw_selection = !game->should_draw_selection;
|
2023-09-12 23:32:58 +02:00
|
|
|
}
|
2023-09-14 01:41:39 +02:00
|
|
|
|
|
|
|
|
void remove_arr_element(int *arr, int index, int size) {
|
|
|
|
|
for (int i = index; i < size - 1; i++) {
|
|
|
|
|
arr[i] = arr[i + 1];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2023-09-15 23:47:43 +02:00
|
|
|
void get_candidates(Cell board[9][9], int row, int col, int candidates[], int *size) {
|
2023-09-14 01:41:39 +02:00
|
|
|
// use this as a set to check if a number is already in the row, col, or box
|
|
|
|
|
// 0 is no clash, 1 is clash
|
|
|
|
|
int clashingDigits[9] = {0};
|
|
|
|
|
// check row
|
|
|
|
|
for (int i = 0; i < 9; i++) {
|
2023-09-15 23:47:43 +02:00
|
|
|
if (board[row][i].value != 0) {
|
|
|
|
|
clashingDigits[board[row][i].value - 1] = 1;
|
2023-09-14 01:41:39 +02:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// check col
|
|
|
|
|
for (int i = 0; i < 9; i++) {
|
2023-09-15 23:47:43 +02:00
|
|
|
if (board[i][col].value != 0) {
|
|
|
|
|
clashingDigits[board[i][col].value - 1] = 1;
|
2023-09-14 01:41:39 +02:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// check box
|
|
|
|
|
int box_row = floor(row / 3.f) * 3;
|
|
|
|
|
int box_col = floor(col / 3.f) * 3;
|
|
|
|
|
for (int i = box_row; i < box_row + 3; i++) {
|
|
|
|
|
for (int j = box_col; j < box_col + 3; j++) {
|
2023-09-15 23:47:43 +02:00
|
|
|
if (board[i][j].value != 0) {
|
|
|
|
|
clashingDigits[board[i][j].value - 1] = 1;
|
2023-09-14 01:41:39 +02:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < 9; i++) {
|
|
|
|
|
if (clashingDigits[i] != 1) {
|
|
|
|
|
candidates[(*size)++] = i + 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool backtracker(Cudoku *game, int start_row, int start_col) {
|
|
|
|
|
// if we went thru all the cols but not all the rows
|
|
|
|
|
if (start_col >= 9 && start_row < 9 - 1) {
|
|
|
|
|
start_row++;
|
|
|
|
|
start_col = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// if we went thru the entire board
|
|
|
|
|
if (start_row >= 8 && start_col >= 9) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// if we're at diagonal box 1, 5 or 9, skip it
|
|
|
|
|
if (start_row < 3) {
|
|
|
|
|
if (start_col < 3) {
|
|
|
|
|
start_col = 3;
|
|
|
|
|
}
|
|
|
|
|
} else if (start_row < 6) {
|
|
|
|
|
if (start_col == (floor(start_row / 3.f) * 3)) {
|
|
|
|
|
start_col += 3;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (start_col == 6) {
|
|
|
|
|
start_row++;
|
|
|
|
|
start_col = 0;
|
|
|
|
|
if (start_row >= 9) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int num_candidates = 0;
|
|
|
|
|
int candidates[9] = {0};
|
|
|
|
|
get_candidates(game->board, start_row, start_col, candidates, &num_candidates);
|
|
|
|
|
|
|
|
|
|
// try every candidate until we find one that uniquely solves the board.
|
|
|
|
|
while (num_candidates) {
|
|
|
|
|
uint rand_idx = rand() % num_candidates;
|
|
|
|
|
uint candidate = candidates[rand_idx];
|
|
|
|
|
remove_arr_element(candidates, rand_idx, num_candidates);
|
|
|
|
|
num_candidates--;
|
2023-09-15 23:47:43 +02:00
|
|
|
game->board[start_row][start_col].value = candidate;
|
|
|
|
|
game->board[start_row][start_col].is_locked = true;
|
2023-09-14 01:41:39 +02:00
|
|
|
if (backtracker(game, start_row, start_col + 1)) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
2023-09-15 23:47:43 +02:00
|
|
|
game->board[start_row][start_col].value = 0;
|
|
|
|
|
game->board[start_row][start_col].is_locked = false;
|
2023-09-14 01:41:39 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// if no candidates, we backtrack and try something else.
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
2023-09-15 23:47:43 +02:00
|
|
|
bool solver(int *solutions, Vec2 empty_cells[81], int empty_cells_size, Cell board[9][9]) {
|
|
|
|
|
if (empty_cells_size) {
|
|
|
|
|
(*solutions)++;
|
|
|
|
|
if (*solutions > 1) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int rand_idx = rand() % empty_cells_size;
|
|
|
|
|
Vec2 rand_empty_cell = empty_cells[rand_idx];
|
|
|
|
|
|
|
|
|
|
int candidates_size = 0;
|
|
|
|
|
int candidates[9];
|
|
|
|
|
get_candidates(board, rand_empty_cell.x, rand_empty_cell.y, candidates, &candidates_size);
|
|
|
|
|
|
|
|
|
|
while (candidates_size) {
|
|
|
|
|
rand_idx = rand() % candidates_size;
|
|
|
|
|
int candidate = candidates[rand_idx];
|
|
|
|
|
remove_arr_element(candidates, rand_idx, candidates_size--);
|
|
|
|
|
|
|
|
|
|
Cell cell = { .is_locked = true, .value = candidate };
|
|
|
|
|
board[rand_empty_cell.x][rand_empty_cell.y] = cell;
|
|
|
|
|
if (solver(solutions, empty_cells, empty_cells_size, board)) {
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// reset the cell
|
|
|
|
|
cell.value = 0;
|
|
|
|
|
cell.is_locked = false;
|
|
|
|
|
board[rand_empty_cell.x][rand_empty_cell.y] = cell;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
empty_cells_size++;
|
|
|
|
|
empty_cells[empty_cells_size] = rand_empty_cell;
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void remove_numbers(Cudoku *game) {
|
|
|
|
|
int solutions = 0;
|
|
|
|
|
int removed_cells_size = 0;
|
|
|
|
|
Vec2 removed_cells[81];
|
|
|
|
|
|
|
|
|
|
int filled_cells_size = 81;
|
|
|
|
|
int filled_cells[81];
|
|
|
|
|
for (int i = 0; i < filled_cells_size; i++) {
|
|
|
|
|
filled_cells[i] = i;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
while (filled_cells_size) {
|
|
|
|
|
solutions = 0;
|
|
|
|
|
|
|
|
|
|
int rand_idx = rand() % filled_cells_size;
|
|
|
|
|
int cell = filled_cells[rand_idx];
|
|
|
|
|
remove_arr_element(filled_cells, rand_idx, filled_cells_size--);
|
|
|
|
|
int removed_row = floor(cell / 9.f);
|
|
|
|
|
int removed_col = cell % 9;
|
|
|
|
|
|
|
|
|
|
Cell removed_cell = game->board[removed_row][removed_col];
|
|
|
|
|
Cell empty = {0};
|
|
|
|
|
game->board[removed_row][removed_col] = empty;
|
|
|
|
|
|
|
|
|
|
Vec2 removed_cell_coords = {.x = removed_row, .y = removed_col};
|
|
|
|
|
removed_cells[removed_cells_size] = removed_cell_coords;
|
|
|
|
|
removed_cells_size++;
|
|
|
|
|
|
|
|
|
|
int candidates_size = 0;
|
|
|
|
|
int candidates[9];
|
|
|
|
|
get_candidates(game->board, removed_row, removed_col, candidates, &candidates_size);
|
|
|
|
|
|
|
|
|
|
Vec2 removed_cells_cpy[81];
|
|
|
|
|
Cell board_cpy[9][9];
|
|
|
|
|
|
|
|
|
|
while (candidates_size) {
|
|
|
|
|
candidates_size--;
|
|
|
|
|
|
|
|
|
|
memcpy(removed_cells_cpy, removed_cells, sizeof(Cell) * removed_cells_size);
|
|
|
|
|
memcpy(board_cpy, game->board, sizeof(Cell) * 81);
|
|
|
|
|
solver(&solutions, removed_cells_cpy, removed_cells_size, board_cpy);
|
|
|
|
|
|
|
|
|
|
if (solutions > 1) {
|
|
|
|
|
game->board[removed_row][removed_col] = removed_cell;
|
|
|
|
|
removed_cells_size--;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2023-09-14 01:41:39 +02:00
|
|
|
void generate_random_board(Cudoku *game) {
|
2023-10-02 03:24:58 +02:00
|
|
|
reset_state(game);
|
2023-09-14 01:41:39 +02:00
|
|
|
int size = 9;
|
|
|
|
|
// fill diagonal boxes 1, 5, 9
|
|
|
|
|
int digits[] = {1, 2, 3, 4, 5, 6, 7, 8, 9};
|
|
|
|
|
for (int row = 0; row < 9; row++) {
|
|
|
|
|
if (row % 3 == 0) {
|
|
|
|
|
for (int l = 0; l < 9; l++) {
|
|
|
|
|
digits[l] = l + 1;
|
|
|
|
|
}
|
|
|
|
|
size = 9;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const int k = floor(row / 3.f) * 3;
|
|
|
|
|
for (int j = k; j < k + 3; j++) {
|
|
|
|
|
int rand_idx = rand() % size;
|
|
|
|
|
int num = digits[rand_idx];
|
|
|
|
|
remove_arr_element(digits, rand_idx, size--);
|
2023-09-15 23:47:43 +02:00
|
|
|
game->board[row][j].value = num;
|
|
|
|
|
game->board[row][j].is_locked = true;
|
2023-09-14 01:41:39 +02:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// fill the rest of the boxes
|
|
|
|
|
backtracker(game, 0, 3);
|
|
|
|
|
|
|
|
|
|
// copy the board to the solution
|
|
|
|
|
for (int i = 0; i < 9; i++) {
|
|
|
|
|
for (int j = 0; j < 9; j++) {
|
2023-09-15 23:47:43 +02:00
|
|
|
game->solution[i][j] = game->board[i][j].value;
|
2023-09-14 01:41:39 +02:00
|
|
|
}
|
|
|
|
|
}
|
2023-09-15 23:47:43 +02:00
|
|
|
|
|
|
|
|
remove_numbers(game);
|
2023-09-14 01:41:39 +02:00
|
|
|
}
|
|
|
|
|
|
2023-10-02 03:24:58 +02:00
|
|
|
void reset_board(Cudoku *game) {
|
2023-11-17 06:16:32 +02:00
|
|
|
if (game->has_won) return;
|
|
|
|
|
|
2023-10-02 03:24:58 +02:00
|
|
|
for (int i = 0; i < 9; i++) {
|
|
|
|
|
for (int j = 0; j < 9; j++) {
|
|
|
|
|
if (game->board[i][j].is_locked == false) {
|
|
|
|
|
game->board[i][j].value = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2023-11-17 06:16:32 +02:00
|
|
|
|
|
|
|
|
timer_reset(&game->timer);
|
2023-10-02 03:24:58 +02:00
|
|
|
}
|
|
|
|
|
|
2023-11-17 06:16:32 +02:00
|
|
|
bool toggle_help(Cudoku *game) {
|
2023-10-02 23:59:48 +02:00
|
|
|
if (!game->has_won) {
|
|
|
|
|
game->should_draw_help = !game->should_draw_help;
|
2023-11-17 06:16:32 +02:00
|
|
|
return game->should_draw_help;
|
2023-10-02 23:59:48 +02:00
|
|
|
}
|
2023-11-17 06:16:32 +02:00
|
|
|
|
|
|
|
|
return false;
|
2023-10-02 23:59:48 +02:00
|
|
|
}
|
|
|
|
|
|
2023-11-17 06:16:32 +02:00
|
|
|
void draw_ui_element_at(Shader shader, unsigned int vao, unsigned int vbo, Matrix4x4 *projection, Vec2 pos, Size size, Color color) {
|
2023-10-02 23:59:48 +02:00
|
|
|
use_shader(shader);
|
|
|
|
|
|
2023-11-17 06:16:32 +02:00
|
|
|
set_mat4f(shader, "transform", (float *)projection->m);
|
2023-10-02 23:59:48 +02:00
|
|
|
set_vec4f(shader, "aColor", color.r, color.g, color.b, color.a);
|
|
|
|
|
|
|
|
|
|
glBindVertexArray(vao);
|
|
|
|
|
|
|
|
|
|
float vertices[6][2] = {
|
|
|
|
|
{pos.x, pos.y + size.height},
|
|
|
|
|
{pos.x, pos.y},
|
|
|
|
|
{pos.x + size.width, pos.y},
|
2023-09-15 23:47:43 +02:00
|
|
|
|
2023-10-02 23:59:48 +02:00
|
|
|
{pos.x, pos.y + size.height},
|
|
|
|
|
{pos.x + size.width, pos.y},
|
|
|
|
|
{pos.x + size.width, pos.y + size.height},
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
|
|
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
|
|
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
|
|
|
|
|
|
|
|
|
glBindVertexArray(0);
|
|
|
|
|
}
|
|
|
|
|
|
2023-11-17 06:16:32 +02:00
|
|
|
void draw_help_overlay(Shader overlay_shader, Shader font_shader, unsigned int overlay_vao, unsigned int overlay_vbo, unsigned int font_vao, unsigned int font_vbo, Matrix4x4 *projection, int window_height, Timer *timer) {
|
2023-10-02 23:59:48 +02:00
|
|
|
int total_help_texts_height = 20;
|
|
|
|
|
|
2023-10-03 00:43:43 +02:00
|
|
|
int const text_padding = 10;
|
|
|
|
|
float const text_scale = 0.3f;
|
2023-10-05 23:02:23 +02:00
|
|
|
int overlay_height = 0;
|
2023-11-18 03:29:00 +02:00
|
|
|
int overlay_width = 0;
|
2023-10-03 00:43:43 +02:00
|
|
|
|
2023-11-17 06:16:32 +02:00
|
|
|
for (int i = 0; i < HELP_TEXT_SIZE; i++) {
|
2023-11-21 02:52:15 +02:00
|
|
|
/* Size text_size = calculate_text_size(help_texts[i], text_scale); */
|
|
|
|
|
/* overlay_height += text_size.height + text_padding; */
|
|
|
|
|
/* overlay_width = max(overlay_width, text_size.width + text_padding * 2); */
|
2023-10-05 23:02:23 +02:00
|
|
|
}
|
2023-11-18 03:29:00 +02:00
|
|
|
Size size = {.width = overlay_width, .height = overlay_height + text_padding * 2};
|
2023-11-17 06:16:32 +02:00
|
|
|
Vec2 pos = {
|
|
|
|
|
.x = 0,
|
|
|
|
|
.y = window_height - size.height
|
|
|
|
|
};
|
|
|
|
|
Color color = {
|
|
|
|
|
.r = 0.1f,
|
|
|
|
|
.g = 0.1f,
|
|
|
|
|
.b = 0.1f,
|
|
|
|
|
.a = 0.95f
|
|
|
|
|
};
|
2023-10-02 23:59:48 +02:00
|
|
|
draw_ui_element_at(overlay_shader, overlay_vao, overlay_vbo, projection, pos, size, color);
|
|
|
|
|
|
2023-11-17 06:16:32 +02:00
|
|
|
for (int i = 0; i < HELP_TEXT_SIZE; i++) {
|
2023-11-21 02:52:15 +02:00
|
|
|
/* Size text_size = calculate_text_size(help_texts[i], text_scale); */
|
|
|
|
|
/* Vec2 text_pos = { */
|
|
|
|
|
/* .x = text_padding, */
|
|
|
|
|
/* .y = window_height - total_help_texts_height - (text_padding * 2) */
|
|
|
|
|
/* }; */
|
|
|
|
|
/* total_help_texts_height += text_size.height + text_padding; */
|
|
|
|
|
/* draw_text_at(font_shader, help_texts[i], text_pos, text_scale, font_vao, font_vbo, (float *)projection->m, NULL); */
|
2023-10-02 23:59:48 +02:00
|
|
|
}
|
2023-11-17 06:16:32 +02:00
|
|
|
|
|
|
|
|
if (timer->is_running) {
|
|
|
|
|
char closing_in_text[128];
|
2023-11-21 02:52:15 +02:00
|
|
|
/* snprintf(closing_in_text, sizeof(closing_in_text), "Hiding in %ds", (int)timer_remaining(timer) + 1); */
|
|
|
|
|
/* Size closing_in_text_size = calculate_text_size(closing_in_text, text_scale / 2.0); */
|
|
|
|
|
/* Vec2 closing_in_text_pos = { */
|
|
|
|
|
/* .x = overlay_width - closing_in_text_size.width, */
|
|
|
|
|
/* .y = window_height - closing_in_text_size.height - text_padding, */
|
|
|
|
|
/* }; */
|
|
|
|
|
/* Color closing_in_text_color = { */
|
|
|
|
|
/* .r = 255.0f, */
|
|
|
|
|
/* .g = 150.0f, */
|
|
|
|
|
/* .b = 0.0f, */
|
|
|
|
|
/* .a = 1.0f, */
|
|
|
|
|
/* }; */
|
|
|
|
|
/* draw_text_at(font_shader, closing_in_text, closing_in_text_pos, text_scale / 2.0, font_vao, font_vbo, (float *)projection->m, &closing_in_text_color); */
|
2023-11-17 06:16:32 +02:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void draw_timer(Shader shader, unsigned int vao, unsigned int vbo, float *projection, Timer *timer, int win_width) {
|
|
|
|
|
if (!timer->is_running) return;
|
|
|
|
|
|
|
|
|
|
char timer_text[64];
|
|
|
|
|
|
|
|
|
|
float elapsed = timer_elapsed(timer);
|
|
|
|
|
int minutes = elapsed / 60;
|
|
|
|
|
int seconds = (int)elapsed % 60;
|
|
|
|
|
|
2023-11-21 02:52:15 +02:00
|
|
|
/* snprintf(timer_text, sizeof(timer_text), "Time: %02d:%02d", minutes, seconds); */
|
|
|
|
|
/* float text_scale = 0.35f; */
|
|
|
|
|
/* Size text_size = calculate_text_size(timer_text, text_scale); */
|
|
|
|
|
/* Vec2 text_pos = { */
|
|
|
|
|
/* .x = win_width - text_size.width - 10, */
|
|
|
|
|
/* .y = 10, */
|
|
|
|
|
/* }; */
|
|
|
|
|
/* Color text_color = { */
|
|
|
|
|
/* .r = 66.0f, */
|
|
|
|
|
/* .g = 92.0f, */
|
|
|
|
|
/* .b = 124.0f, */
|
|
|
|
|
/* .a = 1.0f, */
|
|
|
|
|
/* }; */
|
|
|
|
|
|
|
|
|
|
/* draw_text_at(shader, timer_text, text_pos, text_scale, vao, vbo, projection, &text_color); */
|
2023-10-02 23:59:48 +02:00
|
|
|
}
|