2023-09-03 00:51:45 +03:00
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#include <stdbool.h>
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#include <glad/glx.h>
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#include "x11.h"
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#include "cudoku.h"
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// TODO: everything from scratch
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// X11 for windowing and input
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// OpenGL for graphics
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// OpenAL for audio ?? (copilot suggested this. I do want to do some audio desu)
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// Simply port the js algo for sudoku generation
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// Maybe after the game works fine we can use some winapi to add windows support
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2023-09-04 01:57:39 +03:00
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void scale_bg_rect(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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2023-09-03 00:51:45 +03:00
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Display *display;
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Window window;
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int main() {
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int res = init_x11(&display, &window);
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if (res < 0) return 1;
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2023-09-04 01:57:39 +03:00
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// 900 is the initial width and height
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2023-09-03 00:51:45 +03:00
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int width = 900, height = 900;
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2023-09-04 01:57:39 +03:00
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// scale factors for the entire board to nicely fit as a square inside
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// the window
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float x_scale = 1.f, y_scale = 1.f;
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2023-09-03 00:51:45 +03:00
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Shader board_shader = create_shader("shaders/board_v.glsl", "shaders/board_f.glsl");
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2023-09-08 01:11:35 +02:00
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Shader grid_shader = create_shader("shaders/grid_v.glsl", "shaders/grid_f.glsl");
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2023-09-03 00:51:45 +03:00
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unsigned int board_vao = prepare_bg_rect(board_shader);
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bool quit = false;
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while (!quit) {
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while (XPending(display)) {
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XEvent xev;
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XNextEvent(display, &xev);
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if (xev.type == ConfigureNotify) {
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XConfigureEvent xce = xev.xconfigure;
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if (xce.width != width || xce.height != height) {
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width = xce.width;
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height = xce.height;
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resize_x11_window(display, window);
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2023-09-04 01:57:39 +03:00
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scale_bg_rect(xce.width, xce.height, &x_scale, &y_scale);
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2023-09-03 00:51:45 +03:00
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}
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2023-09-04 01:57:39 +03:00
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} else if (xev.type == KeyPress) {
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if (XLookupKeysym(&xev.xkey, 0) == XK_Escape || XLookupKeysym(&xev.xkey, 0) == XK_q) {
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quit = true;
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break;
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}
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2023-09-03 00:51:45 +03:00
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}
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}
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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2023-09-04 01:57:39 +03:00
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draw_bg_rect(board_shader, board_vao, x_scale, y_scale);
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2023-09-08 01:11:35 +02:00
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draw_bg_lines(grid_shader, x_scale, y_scale, width < height ? width : height);
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2023-09-03 00:51:45 +03:00
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glXSwapBuffers(display, window);
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}
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close_x11(&display, &window);
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2023-09-02 00:17:15 +03:00
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return 0;
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}
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2023-09-03 00:51:45 +03:00
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