mirror of
https://github.com/IllusionMan1212/cudoku.git
synced 2026-10-24 02:12:25 +00:00
game works as before without a few things
This commit is contained in:
@@ -13,28 +13,15 @@
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#include "text.h"
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#include "zephr.h"
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#define HELP_TEXT_SIZE 13
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#define HELP_TEXT_SIZE 12
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static const float quad_vertices[] = {
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// positions // texture coords
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-1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top left
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top right
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom left
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1.0f, -1.0f, 0.0f, 1.0f, 0.0f // bottom right
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};
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static const int quad_indices[] = {
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0, 1, 2,
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1, 2, 3
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};
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static const Color mistake_color = {1.f, 0.f, 0.f, 0.5f};
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static const Color mistake_color = {255.f, 0.f, 0.f, 127};
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static const Color selection_color = {102, 102, 255, 255};
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static const char *win_text = "You won!";
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static const char *help_texts[HELP_TEXT_SIZE] = {
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"F1 - Toggle help",
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"F11 - Toggle fullscreen",
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"1-9 - Set number",
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"0/Del/Backspace - Remove number",
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"Left/A/H - Move selection left",
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@@ -77,7 +64,6 @@ void draw_win(Cudoku *game) {
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void draw_board(Cudoku *game, Size window_size) {
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Color bg_color = {240.0f, 235.0f, 227.0f, 255.f};
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Color color = {0.0f, 0.0f, 0.0f, 255.f};
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Size cell_size = {window_size.width / 9, window_size.height / 9};
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UIConstraints constraints = {0};
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set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
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@@ -96,7 +82,7 @@ void draw_board(Cudoku *game, Size window_size) {
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set_width_constraint(&constraints, 2, UI_CONSTRAINT_FIXED);
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}
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set_height_constraint(&constraints, window_size.height, UI_CONSTRAINT_FIXED);
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draw_quad(constraints, &color, 0.0, ALIGN_TOP_LEFT);
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draw_quad(constraints, NULL, 0.0, ALIGN_TOP_LEFT);
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set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
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set_y_constraint(&constraints, i * 100, UI_CONSTRAINT_FIXED);
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@@ -106,7 +92,7 @@ void draw_board(Cudoku *game, Size window_size) {
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} else {
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set_height_constraint(&constraints, 2, UI_CONSTRAINT_FIXED);
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}
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draw_quad(constraints, &color, 0.0, ALIGN_TOP_LEFT);
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draw_quad(constraints, NULL, 0.0, ALIGN_TOP_LEFT);
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}
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set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
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@@ -124,82 +110,15 @@ void draw_board(Cudoku *game, Size window_size) {
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Sizef text_size = calculate_text_size(num, 72.f);
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set_y_constraint(&constraints, i * 100 + cell_size.height / 2.f - text_size.height / 2.f, UI_CONSTRAINT_FIXED);
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set_x_constraint(&constraints, j * 100 + cell_size.width / 2.f - text_size.width / 2.f, UI_CONSTRAINT_FIXED);
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draw_text(num, 72.f, constraints, &color, ALIGN_TOP_LEFT);
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if (game->board[i][j].is_locked) {
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draw_text(num, 72.f, constraints, NULL, ALIGN_TOP_LEFT);
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} else {
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draw_text(num, 72.f, constraints, &selection_color, ALIGN_TOP_LEFT);
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}
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}
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}
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}
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unsigned int prepare_bg(bool use_texture, unsigned int *texture) {
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unsigned int vbo, vao, ebo;
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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glGenBuffers(1, &ebo);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quad_indices), quad_indices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
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if (use_texture) {
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int tex_width = 0, tex_height = 0;
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unsigned char *tex_data = NULL;
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glGenTextures(1, &(*texture));
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glBindTexture(GL_TEXTURE_2D, *texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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tex_data = stbi_load("assets/sudoku-grid.png", &tex_width, &tex_height, NULL, 0);
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if (tex_data) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex_width, tex_height, 0, GL_RGB, GL_UNSIGNED_BYTE, tex_data);
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glGenerateMipmap(GL_TEXTURE_2D);
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stbi_image_free(tex_data);
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} else {
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printf("[ERROR] could not load texture image\n");
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}
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(3 * sizeof(float)));
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}
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glBindVertexArray(0);
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return vao;
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}
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void draw_bg_grid_shader(Shader shader, unsigned int vao, float* transform, float resolution) {
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use_shader(shader);
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set_mat4f(shader, "transform", transform);
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set_float(shader, "resolution", resolution);
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glBindVertexArray(vao);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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}
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void draw_bg_grid_texture(Shader shader, unsigned int vao, unsigned int texture, float* transform) {
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use_shader(shader);
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set_mat4f(shader, "transform", transform);
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glBindVertexArray(vao);
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glBindTexture(GL_TEXTURE_2D, texture);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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}
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/* void draw_pause_overlay(Cudoku *game) { */
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/* timer_pause(&game->timer); */
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@@ -214,90 +133,52 @@ void draw_bg_grid_texture(Shader shader, unsigned int vao, unsigned int texture,
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/* // example of drawing text */
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/* draw_text_at(pause_text, font_scale, posx, posy, color); */
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/* // TODO: rotations, translation, scaling */
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/* // TODO: buttons and other elements */
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/* } */
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void prepare_selection_box(unsigned int *vao, unsigned int *vbo) {
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glGenVertexArrays(1, &(*vao));
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glGenBuffers(1, &(*vbo));
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void draw_selection_box(int x, int y, const Color color) {
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UIConstraints constraints = {0};
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set_x_constraint(&constraints, x * 100, UI_CONSTRAINT_FIXED);
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set_y_constraint(&constraints, y * 100, UI_CONSTRAINT_FIXED);
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set_width_constraint(&constraints, 100, UI_CONSTRAINT_FIXED);
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set_height_constraint(&constraints, 100, UI_CONSTRAINT_FIXED);
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glBindVertexArray(*vao);
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glBindBuffer(GL_ARRAY_BUFFER, *vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6*2, NULL, GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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draw_quad(constraints, &color, 0.0, ALIGN_TOP_LEFT);
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}
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void draw_selection_box(Shader shader, unsigned int vao, unsigned int vbo, int x, int y, float *transform, Color color) {
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use_shader(shader);
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set_mat4f(shader, "transform", transform);
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set_vec4f(shader, "aColor", color.r, color.g, color.b, color.a);
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glBindVertexArray(vao);
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float vert = 0.11f;
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// get size of a single cell in opengl coords (-1, 1)
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float single_cell = (1.f/9.f) * 2;
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// we minus 4 since we start at column and row 4 (0-indexed)
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float offset_x = single_cell * (y - 4);
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float offset_y = single_cell * (x - 4);
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float vertices[6][2] = {
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// top left tri
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{ -vert + offset_x, -vert - offset_y },
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{ -vert + offset_x, vert - offset_y },
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{ vert + offset_x, vert - offset_y },
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// bottom right tri
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{ -vert + offset_x, -vert - offset_y },
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{ vert + offset_x, vert - offset_y },
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{ vert + offset_x, -vert - offset_y }
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};
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(0);
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}
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void highlight_mistakes(Shader shader, unsigned int vao, unsigned vbo, float *transform, Cudoku *game) {
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void highlight_mistakes(Cudoku *game) {
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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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Cell cell = game->board[i][j];
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if (cell.value != 0 && cell.value != game->solution[i][j]) {
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draw_selection_box(shader, vao, vbo, i, j, transform, mistake_color);
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draw_selection_box(j, i, mistake_color);
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}
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}
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}
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UIConstraints constraints = {0};
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const int font_size = 24;
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const char *text = "Mistake highlighter is ON";
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Sizef text_size = calculate_text_size(text, font_size);
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set_width_constraint(&constraints, text_size.width, UI_CONSTRAINT_FIXED);
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set_height_constraint(&constraints, text_size.height, UI_CONSTRAINT_FIXED);
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draw_quad(constraints, &(Color){0, 0, 0, 30}, 0.0, ALIGN_BOTTOM_LEFT);
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set_width_constraint(&constraints, 1, UI_CONSTRAINT_FIXED);
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set_height_constraint(&constraints, 1, UI_CONSTRAINT_FIXED);
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draw_text(text, font_size, constraints, &(Color){255, 0, 0, 255}, ALIGN_BOTTOM_LEFT);
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}
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void toggle_check(Cudoku *game) {
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game->should_highlight_mistakes = !game->should_highlight_mistakes;
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}
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void do_selection(Cudoku *game, int x, int y, int width, int height, float x_scale, float y_scale) {
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void do_selection(Cudoku *game, int x, int y) {
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if (game->has_won) return;
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float board_x_start = (width / 2.f) - ((width * x_scale) / 2);
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float board_y_start = (height / 2.f) - ((height * y_scale) / 2);
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float cell_width = (width * x_scale) / 9.f;
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float cell_height = (height * y_scale) / 9.f;
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int cell_x = floor((x - board_x_start) / cell_width);
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int cell_y = floor((y - board_y_start) / cell_height);
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int cell_x = floor(x / 100.f);
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int cell_y = floor(y / 100.f);
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if (cell_x < 0 || cell_x > 8 || cell_y < 0 || cell_y > 8) {
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game->should_draw_selection = false;
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