added timers to auto-hide help and for counting the time it took to solve the puzzle

This commit is contained in:
2023-11-17 06:16:32 +02:00
parent be4df6685c
commit 77435c5095
10 changed files with 241 additions and 47 deletions
+2 -2
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@@ -1,7 +1,7 @@
BIN=cudoku
CC=gcc
CFLAGS=-Wall -Wextra -pedantic -O3 -g `pkg-config --cflags freetype2` -I3rdparty/glad/include -I3rdparty/stb -I3rdparty/fmod/include
OBJ=main.o x11.o cudoku.o shader.o font.o helper.o audio.o 3rdparty/glad/src/gl.o 3rdparty/glad/src/glx.o 3rdparty/stb/stb.o
CFLAGS=-Wall -Wextra -pedantic -g `pkg-config --cflags freetype2` -I3rdparty/glad/include -I3rdparty/stb -I3rdparty/fmod/include
OBJ=main.o x11.o cudoku.o shader.o font.o helper.o audio.o timer.o 3rdparty/glad/src/gl.o 3rdparty/glad/src/glx.o 3rdparty/stb/stb.o
LDFLAGS=`pkg-config --libs x11 freetype2` -lm -L3rdparty/fmod/lib -Wl,-rpath=3rdparty/fmod/lib -lfmod
DEPS=3rdparty/glad/include/glad/gl.h 3rdparty/glad/include/glad/glx.h 3rdparty/stb/stb_image.h 3rdparty/fmod/include/fmod.h
+91 -18
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@@ -10,10 +10,10 @@
#include "cudoku.h"
#include "font.h"
#include "shader.h"
#include "helper.h"
#include "audio.h"
#define help_text_size 13
#define HELP_TEXT_SIZE 13
#define HELP_OVERLAY_WIDTH 700
static const float quad_vertices[] = {
// positions // texture coords
@@ -32,7 +32,7 @@ static const Color mistake_color = {1.f, 0.f, 0.f, 0.5f};
static const char *win_text = "You won!";
static const char *help_texts[help_text_size] = {
static const char *help_texts[HELP_TEXT_SIZE] = {
"F1 - Toggle help",
"F11 - Toggle fullscreen",
"1-9 - Set number",
@@ -165,7 +165,7 @@ unsigned int prepare_win_overlay() {
return vao;
}
void draw_win_overlay(Shader win_shader, Shader font_shader, unsigned int vao, unsigned int font_vao, unsigned int font_vbo, float *transform) {
void draw_win_overlay(Shader win_shader, Shader font_shader, unsigned int vao, unsigned int font_vao, unsigned int font_vbo, float *transform, Cudoku *game) {
use_shader(win_shader);
set_mat4f(win_shader, "transform", transform);
@@ -177,8 +177,14 @@ void draw_win_overlay(Shader win_shader, Shader font_shader, unsigned int vao, u
glBindVertexArray(0);
Size text_size = calculate_text_size(win_text, 1.0f);
draw_text(font_shader, win_text, text_size, 1.5f, font_vao, font_vbo, transform);
char time_text[64];
float time_elapsed = game->win_time - game->timer.time;
snprintf(time_text, 64, "Solved in: %02dm%02ds", (int)time_elapsed / 60, (int)time_elapsed % 60);
Size win_text_size = calculate_text_size(win_text, 1.0f);
Size time_text_size = calculate_text_size(time_text, 1.0f);
draw_text_center(font_shader, win_text, win_text_size, 1.5f, font_vao, font_vbo, transform, 0.0, 75.0);
draw_text_center(font_shader, time_text, time_text_size, 0.8f, font_vao, font_vbo, transform, 0.0, -75.0);
}
void prepare_selection_box(unsigned int *vao, unsigned int *vbo) {
@@ -250,6 +256,8 @@ void toggle_check(Cudoku *game) {
}
void do_selection(Cudoku *game, int x, int y, int width, int height, float x_scale, float y_scale) {
if (game->has_won) return;
float board_x_start = (width / 2.f) - ((width * x_scale) / 2);
float board_y_start = (height / 2.f) - ((height * y_scale) / 2);
@@ -295,6 +303,9 @@ bool check_win(Cudoku *game) {
game->should_draw_selection = false;
game->should_highlight_mistakes = false;
game->should_draw_help = false;
game->win_time = get_time();
timer_stop(&game->timer);
audio_play_win();
return true;
@@ -553,9 +564,13 @@ void generate_random_board(Cudoku *game) {
}
remove_numbers(game);
timer_reset(&game->timer);
}
void reset_board(Cudoku *game) {
if (game->has_won) return;
for (int i = 0; i < 9; i++) {
for (int j = 0; j < 9; j++) {
if (game->board[i][j].is_locked == false) {
@@ -563,18 +578,23 @@ void reset_board(Cudoku *game) {
}
}
}
timer_reset(&game->timer);
}
void toggle_help(Cudoku *game) {
bool toggle_help(Cudoku *game) {
if (!game->has_won) {
game->should_draw_help = !game->should_draw_help;
return game->should_draw_help;
}
return false;
}
void draw_ui_element_at(Shader shader, unsigned int vao, unsigned int vbo, Matrix4x4 projection, Vec2 pos, Size size, Color color) {
void draw_ui_element_at(Shader shader, unsigned int vao, unsigned int vbo, Matrix4x4 *projection, Vec2 pos, Size size, Color color) {
use_shader(shader);
set_mat4f(shader, "transform", (float *)projection.m);
set_mat4f(shader, "transform", (float *)projection->m);
set_vec4f(shader, "aColor", color.r, color.g, color.b, color.a);
glBindVertexArray(vao);
@@ -598,27 +618,80 @@ void draw_ui_element_at(Shader shader, unsigned int vao, unsigned int vbo, Matri
glBindVertexArray(0);
}
void draw_help_overlay(Shader overlay_shader, Shader font_shader, unsigned int overlay_vao, unsigned int overlay_vbo, unsigned int font_vao, unsigned int font_vbo, Matrix4x4 projection, int window_height) {
void draw_help_overlay(Shader overlay_shader, Shader font_shader, unsigned int overlay_vao, unsigned int overlay_vbo, unsigned int font_vao, unsigned int font_vbo, Matrix4x4 *projection, int window_height, Timer *timer) {
int total_help_texts_height = 20;
int const text_padding = 10;
float const text_scale = 0.3f;
int overlay_height = 0;
for (int i = 0; i < help_text_size; i++) {
for (int i = 0; i < HELP_TEXT_SIZE; i++) {
Size text_size = calculate_text_size(help_texts[i], text_scale);
overlay_height += text_size.height + text_padding;
}
Size size = {.width = 700, .height = overlay_height + 20};
Vec2 pos = {.x = 0, .y = window_height - size.height};
Color color = { .r = 0.1f, .g = 0.1f, .b = 0.1f, .a = 0.95f };
Size size = {.width = HELP_OVERLAY_WIDTH, .height = overlay_height + 20};
Vec2 pos = {
.x = 0,
.y = window_height - size.height
};
Color color = {
.r = 0.1f,
.g = 0.1f,
.b = 0.1f,
.a = 0.95f
};
draw_ui_element_at(overlay_shader, overlay_vao, overlay_vbo, projection, pos, size, color);
for (int i = 0; i < help_text_size; i++) {
for (int i = 0; i < HELP_TEXT_SIZE; i++) {
Size text_size = calculate_text_size(help_texts[i], text_scale);
Vec2 text_pos = {.x = text_padding, .y = window_height - total_help_texts_height - (text_padding * 2)};
Vec2 text_pos = {
.x = text_padding,
.y = window_height - total_help_texts_height - (text_padding * 2)
};
total_help_texts_height += text_size.height + text_padding;
draw_text_at(font_shader, help_texts[i], text_pos, text_scale, font_vao, font_vbo, (float *)projection.m);
draw_text_at(font_shader, help_texts[i], text_pos, text_scale, font_vao, font_vbo, (float *)projection->m, NULL);
}
if (timer->is_running) {
char closing_in_text[128];
snprintf(closing_in_text, sizeof(closing_in_text), "Hiding in %ds", (int)timer_remaining(timer) + 1);
Size closing_in_text_size = calculate_text_size(closing_in_text, text_scale / 2.0);
Vec2 closing_in_text_pos = {
.x = HELP_OVERLAY_WIDTH - closing_in_text_size.width,
.y = window_height - closing_in_text_size.height - text_padding,
};
Color closing_in_text_color = {
.r = 255.0f,
.g = 150.0f,
.b = 0.0f,
.a = 1.0f,
};
draw_text_at(font_shader, closing_in_text, closing_in_text_pos, text_scale / 2.0, font_vao, font_vbo, (float *)projection->m, &closing_in_text_color);
}
}
void draw_timer(Shader shader, unsigned int vao, unsigned int vbo, float *projection, Timer *timer, int win_width) {
if (!timer->is_running) return;
char timer_text[64];
float elapsed = timer_elapsed(timer);
int minutes = elapsed / 60;
int seconds = (int)elapsed % 60;
snprintf(timer_text, sizeof(timer_text), "Time: %02d:%02d", minutes, seconds);
float text_scale = 0.35f;
Size text_size = calculate_text_size(timer_text, text_scale);
Vec2 text_pos = {
.x = win_width - text_size.width - 10,
.y = 10,
};
Color text_color = {
.r = 66.0f,
.g = 92.0f,
.b = 124.0f,
.a = 1.0f,
};
draw_text_at(shader, timer_text, text_pos, text_scale, vao, vbo, projection, &text_color);
}
+19 -3
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@@ -2,7 +2,9 @@
#include <stdbool.h>
#include "helper.h"
#include "shader.h"
#include "timer.h"
typedef struct Vec2 {
int x;
@@ -22,6 +24,9 @@ typedef struct Cudoku {
bool should_draw_selection;
bool should_highlight_mistakes;
bool should_draw_help;
Timer help_timer;
Timer timer;
float win_time;
} Cudoku;
typedef struct Color {
@@ -37,7 +42,7 @@ void draw_bg_grid_shader(Shader shader, unsigned int vao, float* transform, floa
void draw_bg_grid_texture(Shader shader, unsigned int vao, unsigned int texture, float* transform);
void draw_numbers(Shader shader, unsigned int vao, unsigned int vbo, float *transform, Cell board[9][9]);
unsigned int prepare_win_overlay();
void draw_win_overlay(Shader win_shader, Shader font_shader, unsigned int vao, unsigned int font_vao, unsigned int font_vbo, float *transform);
void draw_win_overlay(Shader win_shader, Shader font_shader, unsigned int vao, unsigned int font_vao, unsigned int font_vbo, float *transform, Cudoku *game);
void prepare_selection_box(unsigned int *vao, unsigned int *vbo);
void draw_selection_box(Shader shader, unsigned int vao, unsigned int vbo, int x, int y, float *transform, Color color);
void highlight_mistakes(Shader shader, unsigned int vao, unsigned vbo, float *transform, Cudoku *game);
@@ -48,5 +53,16 @@ void move_selection(Cudoku *game, int x, int y);
void toggle_selection(Cudoku *game);
void generate_random_board(Cudoku *game);
void reset_board(Cudoku *game);
void toggle_help(Cudoku *game);
void draw_help_overlay();
bool toggle_help(Cudoku *game);
void draw_help_overlay(
Shader overlay_shader,
Shader font_shader,
unsigned int overlay_vao,
unsigned int overlay_vbo,
unsigned int font_vao,
unsigned int font_vbo,
Matrix4x4 *projection,
int window_height,
Timer *timer
);
void draw_timer(Shader shader, unsigned int vao, unsigned int vbo, float *projection, Timer *timer, int win_width);
+10 -4
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@@ -177,7 +177,7 @@ void draw_number(Shader shader, Cell cell, int row, int column, float scale, uns
glBindTexture(GL_TEXTURE_2D, 0);
}
void draw_text(Shader shader, const char *text, Size text_size, float scale, unsigned int vao, unsigned int vbo, float *transform) {
void draw_text_center(Shader shader, const char *text, Size text_size, float scale, unsigned int vao, unsigned int vbo, float *transform, float offset_x, float offset_y) {
use_shader(shader);
set_vec3f(shader, "textColor", 200.f / 255.f, 200.f / 255.f, 200.f / 255.f);
set_mat4f(shader, "transform", transform);
@@ -189,8 +189,8 @@ void draw_text(Shader shader, const char *text, Size text_size, float scale, uns
while (text[c] != '\0') {
Character ch = characters[(int)text[c]];
float xpos = ((x + ch.bearing.width * scale) / 900.f) - ((text_size.width / 2.f) * scale / 900.f);
float ypos = (((ch.bearing.height - ch.size.height) * scale) / 900.f) - ((text_size.height / 2.f) * scale / 900.f);
float xpos = ((x + ch.bearing.width * scale + offset_x) / 900.f) - ((text_size.width / 2.f) * scale / 900.f);
float ypos = (((ch.bearing.height - ch.size.height + offset_y) * scale) / 900.f) - ((text_size.height / 2.f) * scale / 900.f);
float w = (ch.size.width * scale / 900.f);
float h = (ch.size.height * scale / 900.f);
@@ -223,9 +223,15 @@ void draw_text(Shader shader, const char *text, Size text_size, float scale, uns
glBindTexture(GL_TEXTURE_2D, 0);
}
void draw_text_at(Shader shader, const char *text, Vec2 pos, float scale, unsigned int vao, unsigned int vbo, float *projection) {
Color default_text_color = { 200.f / 255.f, 200.f / 255.f, 200.f / 255.f, 1.f };
void draw_text_at(Shader shader, const char *text, Vec2 pos, float scale, unsigned int vao, unsigned int vbo, float *projection, Color *color) {
use_shader(shader);
if (color != NULL) {
set_vec3f(shader, "textColor", color->r / 255.f, color->g / 255.f, color->b / 255.f);
} else {
set_vec3f(shader, "textColor", 200.f / 255.f, 200.f / 255.f, 200.f / 255.f);
}
set_mat4f(shader, "transform", (float *)projection);
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(vao);
+2 -2
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@@ -19,5 +19,5 @@ int init_fonts(const char *font_path);
void prepare_font(unsigned int *vao, unsigned int *vbo);
Size calculate_text_size(const char *text, float scale);
void draw_number(Shader shader, Cell cell, int row, int column, float scale,unsigned int vao, unsigned int vbo, float* transform);
void draw_text(Shader shader, const char *text, Size text_size, float scale, unsigned int vao, unsigned int vbo, float *transform);
void draw_text_at(Shader shader, const char *text, Vec2 pos, float scale, unsigned int vao, unsigned int vbo, float *projection);
void draw_text_center(Shader shader, const char *text, Size text_size, float scale, unsigned int vao, unsigned int vbo, float *transform, float offset_x, float offset_y);
void draw_text_at(Shader shader, const char *text, Vec2 pos, float scale, unsigned int vao, unsigned int vbo, float *projection, Color *color);
+1
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@@ -1,3 +1,4 @@
#pragma once
typedef struct {
float m[4][4];
+48 -17
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@@ -8,7 +8,6 @@
#include "x11.h"
#include "cudoku.h"
#include "font.h"
#include "helper.h"
#include "audio.h"
Display *display;
@@ -24,6 +23,20 @@ void usage() {
void handle_keypress(XEvent xev, Cudoku *game) {
if (XLookupKeysym(&xev.xkey, 0) == XK_r) {
reset_board(game);
} else if (
xev.xkey.state & ControlMask &&
xev.xkey.state & Mod1Mask &&
XLookupKeysym(&xev.xkey, 0) == XK_w) {
printf("DEBUG: Ctrl + Shift + W pressed. Winning game\n");
game->has_won = true;
game->should_draw_selection = false;
game->should_highlight_mistakes = false;
game->should_draw_help = false;
game->win_time = get_time();
timer_stop(&game->timer);
audio_play_win();
} else if (XLookupKeysym(&xev.xkey, 0) >= XK_0 && XLookupKeysym(&xev.xkey, 0) <= XK_9) {
set_selected_number(game, XLookupKeysym(&xev.xkey, 0) - XK_0);
} else if (XLookupKeysym(&xev.xkey, 0) == XK_BackSpace ||
@@ -62,7 +75,9 @@ void handle_keypress(XEvent xev, Cudoku *game) {
/* } else if (XLookupKeysym(&xev.xkey, 0) == XK_m) { */
/* toggle_mute(&game); */
} else if (XLookupKeysym(&xev.xkey, 0) == XK_F1) {
toggle_help(game);
if (!toggle_help(game)) {
timer_stop(&game->help_timer);
}
}
}
@@ -129,18 +144,6 @@ int main(int argc, char *argv[]) {
game.should_draw_help = true;
generate_random_board(&game);
for (int i = 0; i < 9; i++) {
for (int j = 0; j < 9; j++) {
if (game.board[i][j].value) {
printf("%d | ", game.board[i][j].value);
} else {
printf(" | ");
}
}
printf("\n");
}
printf("\n");
unsigned int font_vao, font_vbo;
prepare_font(&font_vao, &font_vbo);
Shader font_shader = create_shader("shaders/font_v.vert", "shaders/font_f.frag");
@@ -162,8 +165,17 @@ int main(int argc, char *argv[]) {
Shader win_shader = create_shader("shaders/board_v.vert", "shaders/quad.frag");
unsigned int win_vao = prepare_win_overlay();
float delta_t, last_t = 0.0;
start_internal_timer();
timer_start(&game.help_timer, 5.0f);
timer_start(&game.timer, 0.0f);
bool quit = false;
while (!quit) {
float now = get_time();
delta_t = now - last_t;
last_t = now;
while (XPending(display)) {
XEvent xev;
XNextEvent(display, &xev);
@@ -195,6 +207,10 @@ int main(int argc, char *argv[]) {
}
}
/* printf("clock: %f\n", get_time()); */
/* printf("delta: %f\n", delta_t); */
/* printf("FPS: %f\n", 1.0 / delta_t); */
glClearColor(0.2, 0.2, 0.2, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
@@ -224,14 +240,29 @@ int main(int argc, char *argv[]) {
draw_numbers(font_shader, font_vao, font_vbo, (float *)transform, game.board);
if (game.should_highlight_mistakes)
if (game.should_highlight_mistakes) {
highlight_mistakes(selection_shader, selection_vao, selection_vbo, (float *)transform, &game);
char* text = "Mistake highlighter is ON";
float text_scale = 0.2;
Size text_size = calculate_text_size(text, text_scale);
Vec2 text_pos = { 0.0f, text_size.height - 10.f };
Color text_color = { 200.0f, 50.0f, 50.0f, 1.0f };
draw_text_at(font_shader, text, text_pos, text_scale, font_vao, font_vbo, (float *)projection.m, &text_color);
}
draw_timer(font_shader, font_vao, font_vbo, (float *)projection.m, &game.timer, width);
if (timer_ended(&game.help_timer)) {
timer_stop(&game.help_timer);
game.should_draw_help = false;
}
if (game.should_draw_help)
draw_help_overlay(selection_shader, font_shader, selection_vao, selection_vbo, font_vao, font_vbo, projection, height);
draw_help_overlay(selection_shader, font_shader, selection_vao, selection_vbo, font_vao, font_vbo, &projection, height, &game.help_timer);
if (game.has_won) {
draw_win_overlay(win_shader, font_shader, win_vao, font_vao, font_vbo, (float *)transform);
draw_win_overlay(win_shader, font_shader, win_vao, font_vao, font_vbo, (float *)transform, &game);
}
glXSwapBuffers(display, window);
+44
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@@ -0,0 +1,44 @@
#include "timer.h"
struct timeval start_time;
double get_time() {
struct timeval current_time;
gettimeofday(&current_time, NULL);
return (double)(current_time.tv_sec - start_time.tv_sec) + (double)(current_time.tv_usec - start_time.tv_usec) / 1000000.0;
}
void start_internal_timer() {
gettimeofday(&start_time, NULL);
}
bool timer_ended(Timer *timer) {
if (!timer->is_running) return false;
return get_time() - timer->time >= timer->duration;
}
void timer_start(Timer *timer, float duration) {
timer->time = get_time();
timer->duration = duration;
timer->is_running = true;
}
void timer_reset(Timer *timer) {
timer->time = get_time();
timer->is_running = true;
}
float timer_remaining(Timer *timer) {
return timer->duration - (get_time() - timer->time);
}
void timer_stop(Timer *timer) {
timer->time = 0.0f;
timer->is_running = false;
}
float timer_elapsed(Timer *timer) {
return get_time() - timer->time;
}
+22
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@@ -0,0 +1,22 @@
#pragma once
#include <stdbool.h>
#include <stdio.h>
#include <sys/time.h>
extern struct timeval start_time;
typedef struct Timer {
float time;
float duration;
bool is_running;
} Timer;
double get_time();
void start_internal_timer();
bool timer_ended(Timer *timer);
void timer_start(Timer *timer, float duration);
void timer_reset(Timer *timer);
float timer_remaining(Timer *timer);
void timer_stop(Timer *timer);
float timer_elapsed(Timer *timer);
+1
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@@ -96,6 +96,7 @@ int init_x11(Display **display, Window *window) {
XWindowAttributes win_attrs;
XGetWindowAttributes(*display, *window, &win_attrs);
glad_glXSwapIntervalEXT(*display, *window, 1);
// we enable blending for text
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);