cell selection and number input

This commit is contained in:
2023-09-12 23:32:58 +02:00
parent ee24e7b8ba
commit 88a5bff3df
6 changed files with 207 additions and 42 deletions
+110 -4
View File
@@ -1,6 +1,7 @@
#include <stdio.h>
#include <stdbool.h>
#include <stdlib.h>
#include <math.h>
#include <glad/gl.h>
#include "3rdparty/stb/stb_image.h"
@@ -99,17 +100,20 @@ void draw_bg_grid_texture(Shader shader, unsigned int vao, unsigned int texture,
glBindVertexArray(vao);
glBindTexture(GL_TEXTURE_2D, texture);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
void draw_numbers(Shader shader, unsigned int vao, unsigned int vbo, float *transform, int board[9][9]) {
// TODO: go thru the board state and call draw_text() with the appropriate number
// and position
for (int i = 0; i < 9; i++) {
for (int j = 0; j < 9; j++) {
draw_number(shader, board[i][j], i, j, 5.0f, vao, vbo, transform);
if (board[i][j] != 0) {
draw_number(shader, board[i][j], i, j, 5.0f, vao, vbo, transform);
}
}
}
glBindVertexArray(0);
}
void draw_win_overlay(Shader shader, unsigned int vao, unsigned int vbo, float *transform) {
@@ -117,3 +121,105 @@ void draw_win_overlay(Shader shader, unsigned int vao, unsigned int vbo, float *
Size text_size = calculate_text_size(text, 1.0f);
draw_text(shader, text, text_size, 1.5f, vao, vbo, transform);
}
void prepare_selection_box(unsigned int *vao, unsigned int *vbo) {
glGenVertexArrays(1, &(*vao));
glGenBuffers(1, &(*vbo));
glBindVertexArray(*vao);
glBindBuffer(GL_ARRAY_BUFFER, *vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6*2, NULL, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void draw_selection_box(Shader shader, unsigned int vao, unsigned int vbo, int x, int y, float *transform) {
use_shader(shader);
set_mat4f(shader, "transform", transform);
glBindVertexArray(vao);
float vert = 0.11f;
// get size of a single cell in opengl coords (-1, 1)
float single_cell = (1.f/9.f) * 2;
// we minus 4 since we start at column and row 4 (0-indexed)
float offset_x = single_cell * (y - 4);
float offset_y = single_cell * (x - 4);
float vertices[6][2] = {
// top left tri
{ -vert + offset_x, -vert - offset_y },
{ -vert + offset_x, vert - offset_y },
{ vert + offset_x, vert - offset_y },
// bottom right tri
{ -vert + offset_x, -vert - offset_y },
{ vert + offset_x, vert - offset_y },
{ vert + offset_x, -vert - offset_y }
};
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
}
void do_selection(Cudoku *game, int x, int y, int width, int height, float x_scale, float y_scale) {
float board_x_start = (width / 2.f) - ((width * x_scale) / 2);
float board_y_start = (height / 2.f) - ((height * y_scale) / 2);
float cell_width = (width * x_scale) / 9.f;
float cell_height = (height * y_scale) / 9.f;
int cell_x = floor((x - board_x_start) / cell_width);
int cell_y = floor((y - board_y_start) / cell_height);
if (cell_x < 0 || cell_x > 8 || cell_y < 0 || cell_y > 8) {
game->should_draw_selection = false;
return;
}
game->should_draw_selection = true;
game->selection.x = cell_y;
game->selection.y = cell_x;
}
void set_selected_number(Cudoku *game, int number) {
if (game->should_draw_selection) {
game->board[game->selection.x][game->selection.y] = number;
}
}
void move_selection(Cudoku *game, int x, int y) {
if (game->should_draw_selection) {
game->selection.x += y;
game->selection.y += x;
if (game->selection.x < 0) {
game->selection.x = 0;
} else if (game->selection.x > 8) {
game->selection.x = 8;
}
if (game->selection.y < 0) {
game->selection.y = 0;
} else if (game->selection.y > 8) {
game->selection.y = 8;
}
}
}
void toggle_selection(Cudoku *game) {
game->should_draw_selection = !game->should_draw_selection;
}
+18
View File
@@ -4,9 +4,27 @@
#include "shader.h"
typedef struct Vec2 {
int x;
int y;
} Vec2;
typedef struct Cudoku {
int board[9][9];
bool has_won;
Vec2 selection;
bool should_draw_selection;
} Cudoku;
void set_scale_factor(int width, int height, float *x, float *y);
unsigned int prepare_bg(bool use_texture, unsigned int *texture);
void draw_bg_grid_shader(Shader shader, unsigned int vao, float* transform, float resolution);
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, int board[9][9]);
void draw_win_overlay(Shader shader, unsigned int vao, unsigned int vbo, float *transform);
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);
void do_selection(Cudoku *game, int x, int y, int width, int height, float x_scale, float y_scale);
void set_selected_number(Cudoku *game, int number);
void move_selection(Cudoku *game, int x, int y);
void toggle_selection(Cudoku *game);
+3 -2
View File
@@ -36,7 +36,7 @@ int init_fonts(const char *font_path) {
for (int i = 0; i < 9; i++) {
if (FT_Load_Char(face, '0' + (i + 1), FT_LOAD_RENDER)) {
printf("Error: failed to load glyph for number '%c'\n", '0' + i);
printf("[ERROR]: failed to load glyph for number '%c'\n", '0' + i);
}
unsigned int texture;
@@ -61,7 +61,7 @@ int init_fonts(const char *font_path) {
for (int c = 0; c < 128; c++) {
if (FT_Load_Char(face, c, FT_LOAD_RENDER)) {
printf("Error: failed to load glyph for char '%c'\n", c);
printf("[ERROR]: failed to load glyph for char '%c'\n", c);
}
unsigned int texture;
@@ -164,6 +164,7 @@ void draw_number(Shader shader, int text, int row, int column, float scale, unsi
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
+64 -32
View File
@@ -10,6 +10,9 @@
#include "cudoku.h"
#include "font.h"
Display *display;
Window window;
void usage() {
printf("Usage: cudoku [OPTION]\n\n");
printf(" %-20s%-20s", "-h, --help", "prints this help message\n");
@@ -17,8 +20,35 @@ void usage() {
printf(" %-20s%-20s", "-f, --font FONT", "use a custom font file to render text\n");
}
Display *display;
Window window;
void handle_keypress(XEvent xev, Cudoku *game) {
if (XLookupKeysym(&xev.xkey, 0) == XK_r) {
/* reset_board(&game); */
} 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 || XLookupKeysym(&xev.xkey, 0) == XK_Delete) {
set_selected_number(game, 0);
} else if (XLookupKeysym(&xev.xkey, 0) == XK_Left || XLookupKeysym(&xev.xkey, 0) == XK_a || XLookupKeysym(&xev.xkey, 0) == XK_h) {
move_selection(game, -1, 0);
} else if (XLookupKeysym(&xev.xkey, 0) == XK_Right || XLookupKeysym(&xev.xkey, 0) == XK_d || XLookupKeysym(&xev.xkey, 0) == XK_l) {
move_selection(game, 1, 0);
} else if (XLookupKeysym(&xev.xkey, 0) == XK_Up || XLookupKeysym(&xev.xkey, 0) == XK_w || XLookupKeysym(&xev.xkey, 0) == XK_k) {
move_selection(game, 0, -1);
} else if (XLookupKeysym(&xev.xkey, 0) == XK_Down || XLookupKeysym(&xev.xkey, 0) == XK_s || XLookupKeysym(&xev.xkey, 0) == XK_j) {
move_selection(game, 0, 1);
} else if (XLookupKeysym(&xev.xkey, 0) == XK_Return || XLookupKeysym(&xev.xkey, 0) == XK_space) {
toggle_selection(game);
/* } else if (XLookupKeysym(&xev.xkey, 0) == XK_n) { */
/* new_board(&game); */
/* } else if (XLookupKeysym(&xev.xkey, 0) == XK_f) { */
/* toggle_fullscreen(display, window); */
/* } else if (XLookupKeysym(&xev.xkey, 0) == XK_c) { */
/* toggle_check(&game); */
/* } else if (XLookupKeysym(&xev.xkey, 0) == XK_m) { */
/* toggle_mute(&game); */
/* } else if (XLookupKeysym(&xev.xkey, 0) == XK_F1) { */
/* toggle_help(&game); */
}
}
int main(int argc, char *argv[]) {
const char *font_path = "assets/fonts/Rubik/Rubik-VariableFont_wght.ttf";
@@ -46,23 +76,31 @@ int main(int argc, char *argv[]) {
font_path = argv[i + 1];
i++;
} else {
printf("Error: used font flag with no provided font, defaulting to Rubik\n");
printf("[ERROR]: used font flag with no provided font, defaulting to Rubik\n");
}
} else if (strcmp(flag, "--use-texture") == 0) {
use_texture = true;
FILE *fp = fopen("assets/sudoku-grid.png", "r");
if (fp == NULL) {
printf("[ERROR]: could not open board texture, falling back to shader grid\n");
} else {
fclose(fp);
use_texture = true;
}
}
}
}
Cudoku game = {0};
int res = init_x11(&display, &window);
if (res < 0) return 1;
res = init_fonts(font_path);
if (res == -1) {
printf("Error: could not initialize freetype library\n");
printf("[ERROR]: could not initialize freetype library\n");
return 1;
} else if (res == -2) {
printf("Error: could not load font file: \"%s\"\n", font_path);
printf("[ERROR]: could not load font file: \"%s\"\n", font_path);
return 1;
}
@@ -77,31 +115,17 @@ int main(int argc, char *argv[]) {
else
grid_shader = create_shader("shaders/board_v.vert", "shaders/board_f.frag");
int vao = prepare_bg(use_texture, &grid_texture);
int board_vao = prepare_bg(use_texture, &grid_texture);
Shader selection_shader = create_shader("shaders/board_v.vert", "shaders/quad.frag");
unsigned int selection_vao, selection_vbo;
prepare_selection_box(&selection_vao, &selection_vbo);
int board[9][9] = {
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0},
};
srand(time(NULL));
for (int i = 0; i < 9; i++) {
for (int j = 0; j < 9; j++) {
int r = (rand() % 9) + 1;
board[i][j] = r;
}
}
for (int i = 0; i < 9; i++) {
for (int j = 0; j < 9; j++) {
printf("%d | ", board[i][j]);
printf("%d | ", game.board[i][j]);
}
printf("\n");
}
@@ -127,13 +151,14 @@ int main(int argc, char *argv[]) {
if (XLookupKeysym(&xev.xkey, 0) == XK_Escape || XLookupKeysym(&xev.xkey, 0) == XK_q) {
quit = true;
break;
} else {
handle_keypress(xev, &game);
}
} else if (xev.type == ButtonPress) {
if (xev.xbutton.button == Button1) {
int x = xev.xbutton.x;
int y = xev.xbutton.y;
// TOOD:
printf("x: %d, y: %d\n", x, y);
do_selection(&game, x, y, width, height, x_scale, y_scale);
}
}
}
@@ -149,11 +174,18 @@ int main(int argc, char *argv[]) {
};
if (!use_texture)
draw_bg_grid_shader(grid_shader, vao, (float *)transform, width < height ? width : height);
draw_bg_grid_shader(grid_shader, board_vao, (float *)transform, width < height ? width : height);
else
draw_bg_grid_texture(grid_shader, vao, grid_texture, (float *)transform);
/* draw_numbers(font_shader, font_vao, font_vbo, (float *)transform, board); */
draw_win_overlay(font_shader, font_vao, font_vbo, (float *)transform);
draw_bg_grid_texture(grid_shader, board_vao, grid_texture, (float *)transform);
if (game.should_draw_selection)
draw_selection_box(selection_shader, selection_vao, selection_vbo, game.selection.x, game.selection.y, (float *)transform);
draw_numbers(font_shader, font_vao, font_vbo, (float *)transform, game.board);
if (game.has_won) {
draw_win_overlay(font_shader, font_vao, font_vbo, (float *)transform);
}
glXSwapBuffers(display, window);
}
+5 -4
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@@ -31,12 +31,13 @@ void main()
bool isInsideGrid = isInsideGridHorizontally && isInsideGridVertically;
// Determine if the current fragment is on a thicker grid line
bool isThickLineX = isInsideGrid && mod(fragCoordX, stepSize * 3) < 0.01;
bool isThickLineY = isInsideGrid && mod(fragCoordY, stepSize * 3) < 0.01;
bool isThickLineX = isInsideGrid && mod(fragCoordX, (stepSize + 0.0007) * 3) <= 0.01;
bool isThickLineY = isInsideGrid && mod(fragCoordY, (stepSize + 0.0007) * 3) <= 0.01;
// Check if the current fragment is on a grid line
bool isGridX = isInsideGrid && mod(fragCoordX, stepSize) < 0.005;
bool isGridY = isInsideGrid && mod(fragCoordY, stepSize) < 0.005;
// 0.0007 to shift the grid lines a bit to the left
bool isGridX = isInsideGrid && mod(fragCoordX, stepSize + 0.0007) <= 0.005;
bool isGridY = isInsideGrid && mod(fragCoordY, stepSize + 0.0007) <= 0.005;
// Set the fragment color based on whether it's a grid line or a thicker grid line
if ((isThickLineX) || (isThickLineY)) {
+7
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@@ -0,0 +1,7 @@
#version 330 core
out vec4 FragColor;
void main() {
FragColor = vec4(0.4, 0.4, 1.0, 0.5);
}