mirror of
https://github.com/IllusionMan1212/cudoku.git
synced 2026-10-24 02:12:25 +00:00
cell selection and number input
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@@ -1,6 +1,7 @@
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#include <stdio.h>
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#include <stdbool.h>
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#include <stdlib.h>
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#include <math.h>
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#include <glad/gl.h>
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#include "3rdparty/stb/stb_image.h"
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@@ -99,17 +100,20 @@ void draw_bg_grid_texture(Shader shader, unsigned int vao, unsigned int texture,
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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_numbers(Shader shader, unsigned int vao, unsigned int vbo, float *transform, int board[9][9]) {
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// TODO: go thru the board state and call draw_text() with the appropriate number
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// and position
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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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draw_number(shader, board[i][j], i, j, 5.0f, vao, vbo, transform);
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if (board[i][j] != 0) {
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draw_number(shader, board[i][j], i, j, 5.0f, vao, vbo, transform);
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}
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}
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}
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glBindVertexArray(0);
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}
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void draw_win_overlay(Shader shader, unsigned int vao, unsigned int vbo, float *transform) {
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@@ -117,3 +121,105 @@ void draw_win_overlay(Shader shader, unsigned int vao, unsigned int vbo, float *
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Size text_size = calculate_text_size(text, 1.0f);
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draw_text(shader, text, text_size, 1.5f, vao, vbo, transform);
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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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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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}
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void draw_selection_box(Shader shader, unsigned int vao, unsigned int vbo, int x, int y, 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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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 do_selection(Cudoku *game, int x, int y, int width, int height, float x_scale, float y_scale) {
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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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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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return;
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}
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game->should_draw_selection = true;
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game->selection.x = cell_y;
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game->selection.y = cell_x;
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}
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void set_selected_number(Cudoku *game, int number) {
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if (game->should_draw_selection) {
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game->board[game->selection.x][game->selection.y] = number;
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}
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}
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void move_selection(Cudoku *game, int x, int y) {
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if (game->should_draw_selection) {
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game->selection.x += y;
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game->selection.y += x;
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if (game->selection.x < 0) {
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game->selection.x = 0;
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} else if (game->selection.x > 8) {
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game->selection.x = 8;
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}
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if (game->selection.y < 0) {
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game->selection.y = 0;
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} else if (game->selection.y > 8) {
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game->selection.y = 8;
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}
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}
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}
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void toggle_selection(Cudoku *game) {
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game->should_draw_selection = !game->should_draw_selection;
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}
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