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cudoku/main.c
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#include <stdbool.h>
#include <glad/glx.h>
#include "x11.h"
#include "cudoku.h"
// TODO: everything from scratch
// X11 for windowing and input
// OpenGL for graphics
// OpenAL for audio ?? (copilot suggested this. I do want to do some audio desu)
// Simply port the js algo for sudoku generation
// Maybe after the game works fine we can use some winapi to add windows support
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void scale_bg_rect(int width, int height, float *x, float *y) {
if (width > height) {
float ratio = (float)height / (float)width;
*x = ratio;
*y = 1.f;
} else {
float ratio = (float)width / (float)height;
*x = 1.f;
*y = ratio;
}
}
Display *display;
Window window;
int main() {
int res = init_x11(&display, &window);
if (res < 0) return 1;
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// 900 is the initial width and height
int width = 900, height = 900;
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// scale factors for the entire board to nicely fit as a square inside
// the window
float x_scale = 1.f, y_scale = 1.f;
Shader board_shader = create_shader("shaders/board_v.glsl", "shaders/board_f.glsl");
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Shader grid_shader = create_shader("shaders/grid_v.glsl", "shaders/grid_f.glsl");
unsigned int board_vao = prepare_bg_rect(board_shader);
bool quit = false;
while (!quit) {
while (XPending(display)) {
XEvent xev;
XNextEvent(display, &xev);
if (xev.type == ConfigureNotify) {
XConfigureEvent xce = xev.xconfigure;
if (xce.width != width || xce.height != height) {
width = xce.width;
height = xce.height;
resize_x11_window(display, window);
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scale_bg_rect(xce.width, xce.height, &x_scale, &y_scale);
}
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} else if (xev.type == KeyPress) {
if (XLookupKeysym(&xev.xkey, 0) == XK_Escape || XLookupKeysym(&xev.xkey, 0) == XK_q) {
quit = true;
break;
}
}
}
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
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float transform[4][4] = {
{x_scale, 0, 0, 0},
{0, y_scale, 0, 0},
{0, 0, 1, 0},
{0, 0, 0, 1},
};
draw_bg_rect(board_shader, board_vao, (float *)transform);
draw_bg_lines(grid_shader, (float *)transform, width < height ? width : height);
glXSwapBuffers(display, window);
}
close_x11(&display, &window);
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return 0;
}