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https://github.com/IllusionMan1212/cudoku.git
synced 2026-10-24 02:12:25 +00:00
text drawing using freetype
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@@ -3,57 +3,109 @@
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#include <string.h>
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#include <glad/glx.h>
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#include <time.h>
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#include "3rdparty/stb/stb_image.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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#include "font.h"
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void usage() {
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printf("Usage: cudoku [OPTION]\n\n");
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printf(" %-20s%-20s", "-h, --help", "prints this help message\n");
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printf(" %-20s%-20s", "--use-texture", "use a texture instead of generating the grid using shaders\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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Display *display;
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Window window;
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int main(int argc, char *argv[]) {
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const char *font_path = "assets/fonts/Rubik/Rubik-VariableFont_wght.ttf";
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/* const char *font_path = "assets/fonts/Roboto/Roboto-Bold.ttf"; */
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bool use_texture = false;
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if (argc > 1) {
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char *flag = argv[1];
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if (strcmp(flag, "--use-texture") == 0) {
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use_texture = true;
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}
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if (strcmp(flag, "-h") == 0 || strcmp(flag, "--help") == 0) {
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usage();
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return 0;
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}
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}
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int res = init_x11(&display, &window);
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if (res < 0) return 1;
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// 900 is the initial width and height
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int width = 900, height = 900;
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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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if (argc > 1) {
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char *flag = argv[1];
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if (strcmp(flag, "-h") == 0 || strcmp(flag, "--help") == 0) {
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usage();
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return 0;
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}
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for (int i = 1; i < argc; i++) {
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char *flag = argv[i];
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if (strcmp(flag, "-f") == 0 || strcmp(flag, "--font") == 0) {
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if (i + 1 < argc) {
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font_path = argv[i + 1];
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i++;
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} else {
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printf("Error: used font flag with no provided font, defaulting to Rubik\n");
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}
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} else if (strcmp(flag, "--use-texture") == 0) {
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use_texture = true;
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}
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}
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}
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int res = init_x11(&display, &window);
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if (res < 0) return 1;
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res = init_fonts(font_path);
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if (res == -1) {
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printf("Error: could not initialize freetype library\n");
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return 1;
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} else if (res == -2) {
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printf("Error: could not load font file: \"%s\"\n", font_path);
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return 1;
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}
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unsigned int font_vao, font_vbo;
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prepare_font(&font_vao, &font_vbo);
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Shader font_shader = create_shader("shaders/font_v.vert", "shaders/font_f.frag");
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Shader grid_shader;
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unsigned int grid_texture;
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if (!use_texture)
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grid_shader = create_shader("shaders/board_v.glsl", "shaders/grid_f.glsl");
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grid_shader = create_shader("shaders/board_v.vert", "shaders/grid_f.frag");
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else
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grid_shader = create_shader("shaders/board_v.glsl", "shaders/board_f.glsl");
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grid_shader = create_shader("shaders/board_v.vert", "shaders/board_f.frag");
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int vao = prepare_bg(use_texture);
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int vao = prepare_bg(use_texture, &grid_texture);
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int board[9][9] = {
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{0, 0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0, 0},
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};
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srand(time(NULL));
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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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int r = (rand() % 9) + 1;
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board[i][j] = r;
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}
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}
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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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printf("%d | ", board[i][j]);
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}
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printf("\n");
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}
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printf("\n");
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bool quit = false;
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while (!quit) {
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@@ -76,10 +128,17 @@ int main(int argc, char *argv[]) {
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quit = true;
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break;
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}
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} else if (xev.type == ButtonPress) {
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if (xev.xbutton.button == Button1) {
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int x = xev.xbutton.x;
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int y = xev.xbutton.y;
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// TOOD:
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printf("x: %d, y: %d\n", x, y);
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}
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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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glClearColor(0.2, 0.2, 0.2, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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float transform[4][4] = {
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@@ -92,7 +151,9 @@ int main(int argc, char *argv[]) {
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if (!use_texture)
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draw_bg_grid_shader(grid_shader, vao, (float *)transform, width < height ? width : height);
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else
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draw_bg_grid_texture(grid_shader, vao, (float *)transform);
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draw_bg_grid_texture(grid_shader, vao, grid_texture, (float *)transform);
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/* draw_numbers(font_shader, font_vao, font_vbo, (float *)transform, board); */
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draw_win_overlay(font_shader, font_vao, font_vbo, (float *)transform);
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glXSwapBuffers(display, window);
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}
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