refactor: grid and timer using zephr

This commit is contained in:
2023-12-11 23:00:31 +02:00
committed by Illusion
parent 652a6f97ab
commit 3d80415564
7 changed files with 141 additions and 209 deletions
+12 -73
View File
@@ -88,10 +88,6 @@ void handle_keypress(XEvent xev, Cudoku *game) {
int main(int argc, char *argv[]) {
bool use_texture = false;
// scale factors for the entire board to nicely fit as a square inside
// the window
float x_scale = 1.f, y_scale = 1.f;
if (argc > 1) {
char *flag = argv[1];
if (strcmp(flag, "-h") == 0 || strcmp(flag, "--help") == 0) {
@@ -121,8 +117,9 @@ int main(int argc, char *argv[]) {
}
}
Color clear_color = {0.2f, 0.15f, 0.5f, 1.f};
int res = init_zephr(font_path, title, (Size){900, 900}, &clear_color);
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");
return 1;
@@ -136,21 +133,14 @@ int main(int argc, char *argv[]) {
generate_random_board(&game);
Shader grid_shader;
unsigned int grid_texture;
if (!use_texture)
grid_shader = create_shader("shaders/board_v.vert", "shaders/grid_f.frag");
else
if (use_texture)
grid_shader = create_shader("shaders/board_v.vert", "shaders/board_f.frag");
int board_vao = prepare_bg(use_texture, &grid_texture);
Shader selection_shader = create_shader("shaders/board_v.vert", "shaders/quad.frag");
/* Shader selection_shader = create_shader("shaders/board_v.vert", "shaders/quad.frag"); */
unsigned int selection_vao, selection_vbo;
Color selection_color = {0.4f, 0.4f, 1.0f, 0.5f};
prepare_selection_box(&selection_vao, &selection_vbo);
Shader win_shader = create_shader("shaders/board_v.vert", "shaders/quad.frag");
float delta_t, last_t = 0.0;
timer_start(&game.help_timer, 5.0f);
timer_start(&game.timer, 0.0f);
@@ -160,49 +150,15 @@ int main(int argc, char *argv[]) {
delta_t = now - last_t;
last_t = now;
Size window_size = zephr_get_window_size();
/* int width = 15.f; */
/* int height = 35.f; */
/* int padding = 10.f; */
float ratio_w = (float)window_size.width / 1920.f;
float ratio_h = (float)window_size.height / 1080.f;
int width = window_size.height;
int height = window_size.width;
if (window_size.height > window_size.width) {
width = window_size.width;
height = window_size.width;
} else {
width = window_size.height;
height = window_size.height;
if (!use_texture) {
draw_grid(window_size);
}
draw_win(&game);
/* draw_quad( */
/* (Vec2){0.0, 0.0}, */
/* (Size){width, height}, */
/* &(Color){240.f, 235.f, 227.f, 255.f}, */
/* ALIGN_CENTER); */
/* UIConstraints constraints = {0}; */
/* set_x_constraint(&constraints, 0.0, UI_CONSTRAINT_FIXED); */
/* set_y_constraint(&constraints, 0.0, UI_CONSTRAINT_FIXED); */
/* set_width_constraint(&constraints, 50, UI_CONSTRAINT_FIXED); */
/* set_height_constraint(&constraints, 50, UI_CONSTRAINT_FIXED); */
/* draw_quad( */
/* constraints, */
/* &(Color){240.f, 235.f, 227.f, 255.f}, */
/* ALIGN_TOP_LEFT */
/* ); */
/* Size size = calculate_text_size("Bruh", 1.0f); */
/* float x = clampf(500.0f * timer_elapsed(&my_time), 0.0, window_size.width - size.width); */
/* draw_text("Bruh", 1.0f, (Vec2){0.0, size.height}, &(Color){255.f, 0.f, 0.f, 255.f}); */
draw_timer(&game.timer);
if (game.has_won) {
draw_win(&game);
}
zephr_batch_text_draw();
zephr_swap_buffers();
@@ -240,18 +196,7 @@ int main(int argc, char *argv[]) {
/* /1* } *1/ */
/* /1* } *1/ */
/* float transform[4][4] = { */
/* {x_scale, 0, 0, 0}, */
/* {0, y_scale, 0, 0}, */
/* {0, 0, 1, 0}, */
/* {0, 0, 0, 1}, */
/* }; */
/* /1* Matrix4x4 projection = orthographic_projection_2d(0.0f, width, 0.0f, height); *1/ */
/* /1* if (!use_texture) *1/ */
/* /1* draw_bg_grid_shader(grid_shader, board_vao, (float *)transform, width < height ? width : height); *1/ */
/* /1* else *1/ */
/* /1* if (use_texture) *1/ */
/* /1* draw_bg_grid_texture(grid_shader, board_vao, grid_texture, (float *)transform); *1/ */
/* if (game.should_draw_selection) */
@@ -277,8 +222,6 @@ int main(int argc, char *argv[]) {
/* /1* draw_text_at(font_shader, text, text_pos, text_scale, font_vao, font_vbo, (float *)projection.m, &text_color); *1/ */
/* /1* } *1/ */
/* /1* draw_timer(font_shader, font_vao, font_vbo, (float *)projection.m, &game.timer, width); *1/ */
/* if (timer_ended(&game.help_timer)) { */
/* timer_stop(&game.help_timer); */
/* game.should_draw_help = false; */
@@ -287,10 +230,6 @@ int main(int argc, char *argv[]) {
/* /1* if (game.should_draw_help) *1/ */
/* /1* draw_help_overlay(selection_shader, font_shader, selection_vao, selection_vbo, font_vao, font_vbo, &projection, height, &game.help_timer); *1/ */
/* /1* if (game.has_won) { *1/ */
/* /1* draw_win_overlay(win_shader, font_shader, win_vao, font_vao, font_vbo, (float *)transform, &game); *1/ */
/* /1* } *1/ */
/* /1* glXSwapBuffers(display, window); *1/ */
/* } */