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cudoku/main.c
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#include <math.h>
#include <stdio.h>
#include <string.h>
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#include <time.h>
#include <glad/glx.h>
#include <stb_image.h>
#include "cudoku.h"
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#include "audio.h"
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#include "zephr.h"
#define DEBUG 1
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extern Display *display;
const char *font_path = "assets/fonts/Rubik/Rubik-VariableFont_wght.ttf";
const char *title = "Cudoku";
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void usage() {
printf("Usage: cudoku [OPTION]\n\n");
printf(" %-20s%-20s", "-h, --help", "prints this help message\n");
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printf(" %-20s%-20s", "-f, --font FONT", "use a custom font file to render text\n");
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}
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void handle_keypress(XEvent xev, Cudoku *game) {
if (XLookupKeysym(&xev.xkey, 0) == XK_r) {
reset_board(game);
} else if (
xev.xkey.state & ControlMask &&
xev.xkey.state & Mod1Mask &&
XLookupKeysym(&xev.xkey, 0) == XK_w) {
#if DEBUG
printf("DEBUG: Ctrl + Shift + W pressed. Winning game\n");
game->has_won = true;
game->should_draw_selection = false;
game->should_highlight_mistakes = false;
game->should_draw_help = false;
game->win_time = get_time();
timer_stop(&game->timer);
audio_play_win();
#endif
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} else if (XLookupKeysym(&xev.xkey, 0) >= XK_0 && XLookupKeysym(&xev.xkey, 0) <= XK_9) {
set_selected_number(game, XLookupKeysym(&xev.xkey, 0) - XK_0);
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} else if (XLookupKeysym(&xev.xkey, 0) == XK_BackSpace ||
XLookupKeysym(&xev.xkey, 0) == XK_Delete) {
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set_selected_number(game, 0);
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} else if (
XLookupKeysym(&xev.xkey, 0) == XK_Left ||
XLookupKeysym(&xev.xkey, 0) == XK_a ||
XLookupKeysym(&xev.xkey, 0) == XK_h) {
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move_selection(game, -1, 0);
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} else if (
XLookupKeysym(&xev.xkey, 0) == XK_Right ||
XLookupKeysym(&xev.xkey, 0) == XK_d ||
XLookupKeysym(&xev.xkey, 0) == XK_l) {
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move_selection(game, 1, 0);
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} else if (
XLookupKeysym(&xev.xkey, 0) == XK_Up ||
XLookupKeysym(&xev.xkey, 0) == XK_w ||
XLookupKeysym(&xev.xkey, 0) == XK_k) {
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move_selection(game, 0, -1);
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} else if (
XLookupKeysym(&xev.xkey, 0) == XK_Down ||
XLookupKeysym(&xev.xkey, 0) == XK_s ||
XLookupKeysym(&xev.xkey, 0) == XK_j) {
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move_selection(game, 0, 1);
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} else if (
XLookupKeysym(&xev.xkey, 0) == XK_Return ||
XLookupKeysym(&xev.xkey, 0) == XK_space) {
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toggle_selection(game);
} else if (XLookupKeysym(&xev.xkey, 0) == XK_n) {
generate_random_board(game);
} else if (XLookupKeysym(&xev.xkey, 0) == XK_c) {
toggle_check(game);
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} else if (XLookupKeysym(&xev.xkey, 0) == XK_p) {
pause_game(game);
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} else if (XLookupKeysym(&xev.xkey, 0) == XK_F1) {
if (!toggle_help(game)) {
timer_stop(&game->help_timer);
}
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}
}
int main(int argc, char *argv[]) {
if (argc > 1) {
char *flag = argv[1];
if (strcmp(flag, "-h") == 0 || strcmp(flag, "--help") == 0) {
usage();
return 0;
}
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for (int i = 1; i < argc; i++) {
char *flag = argv[i];
if (strcmp(flag, "-f") == 0 || strcmp(flag, "--font") == 0) {
if (i + 1 < argc) {
font_path = argv[i + 1];
i++;
} else {
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printf("[WARN]: Used font flag with no provided font, defaulting to Rubik\n");
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}
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}
}
}
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Color clear_color = {0.0f, 0.0f, 0.0f, 1.f};
Size window_size = {900, 900};
int res = init_zephr(font_path, title, window_size, &clear_color);
if (res != 0) {
printf("[ERROR]: could not initialize zephr\n");
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return 1;
}
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zephr_make_window_non_resizable();
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srand(time(NULL));
Cudoku game = {0};
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game.should_draw_help = true;
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generate_random_board(&game);
timer_start(&game.help_timer, 5.0f);
timer_start(&game.timer, 0.0f);
while (!zephr_should_quit()) {
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while (XPending(display)) {
XEvent xev;
XNextEvent(display, &xev);
if (xev.type == KeyPress) {
if (XLookupKeysym(&xev.xkey, 0) == XK_Escape ||
(XLookupKeysym(&xev.xkey, 0) == XK_q && xev.xkey.state & ControlMask)) {
zephr_quit();
break;
} else {
handle_keypress(xev, &game);
}
} else if (xev.type == ButtonPress) {
if (xev.xbutton.button == Button1) {
int x = xev.xbutton.x;
int y = xev.xbutton.y;
do_selection(&game, x, y);
}
}
}
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// TODO: how do I want the input handling to look like
//zephr_poll_events();?
//for event in zephr_events()??
//
draw_board(&game, window_size);
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draw_timer(&game.timer);
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if (game.should_draw_selection) {
draw_selection_box(game.selection.y, game.selection.x, (Color){102, 102, 255, 127});
}
if (game.should_highlight_mistakes) {
highlight_mistakes(&game);
}
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if (timer_ended(&game.help_timer)) {
timer_stop(&game.help_timer);
game.should_draw_help = false;
}
if (game.should_draw_help) {
draw_help(&game.help_timer);
}
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if (game.has_won) {
draw_win(&game);
}
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if (game.timer.state == TIMER_PAUSED) {
draw_pause_overlay();
}
zephr_swap_buffers();
}
deinit_zephr();
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return 0;
}