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:
@@ -12,13 +12,13 @@
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#define DEBUG 1
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extern Display *display;
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const char *font_path = "assets/fonts/Rubik/Rubik-VariableFont_wght.ttf";
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const char *title = "Cudoku";
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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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@@ -72,12 +72,10 @@ void handle_keypress(XEvent xev, Cudoku *game) {
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toggle_selection(game);
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} else if (XLookupKeysym(&xev.xkey, 0) == XK_n) {
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generate_random_board(game);
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} else if (XLookupKeysym(&xev.xkey, 0) == XK_F11) {
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/* toggle_fullscreen(display, window); */
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} else if (XLookupKeysym(&xev.xkey, 0) == XK_c) {
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toggle_check(game);
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/* } else if (XLookupKeysym(&xev.xkey, 0) == XK_m) { */
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/* toggle_mute(&game); */
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/* } else if (XLookupKeysym(&xev.xkey, 0) == XK_p) { */
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/* pause(&game); */
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} else if (XLookupKeysym(&xev.xkey, 0) == XK_F1) {
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if (!toggle_help(game)) {
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timer_stop(&game->help_timer);
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@@ -86,8 +84,6 @@ void handle_keypress(XEvent xev, Cudoku *game) {
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}
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int main(int argc, char *argv[]) {
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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, "-h") == 0 || strcmp(flag, "--help") == 0) {
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@@ -103,15 +99,7 @@ int main(int argc, char *argv[]) {
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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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FILE *fp = fopen("assets/sudoku-grid.png", "r");
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if (fp == NULL) {
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printf("[ERROR]: could not open board texture, falling back to shader grid\n");
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} else {
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fclose(fp);
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use_texture = true;
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printf("[WARN]: Used font flag with no provided font, defaulting to Rubik\n");
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}
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}
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}
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@@ -132,30 +120,47 @@ int main(int argc, char *argv[]) {
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game.should_draw_help = true;
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generate_random_board(&game);
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Shader grid_shader;
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if (use_texture)
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grid_shader = create_shader("shaders/board_v.vert", "shaders/board_f.frag");
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/* Shader selection_shader = create_shader("shaders/board_v.vert", "shaders/quad.frag"); */
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unsigned int selection_vao, selection_vbo;
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Color selection_color = {0.4f, 0.4f, 1.0f, 0.5f};
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prepare_selection_box(&selection_vao, &selection_vbo);
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float delta_t, last_t = 0.0;
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timer_start(&game.help_timer, 5.0f);
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timer_start(&game.timer, 0.0f);
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while (!zephr_should_quit()) {
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float now = get_time();
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delta_t = now - last_t;
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last_t = now;
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while (XPending(display)) {
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XEvent xev;
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XNextEvent(display, &xev);
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if (!use_texture) {
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draw_board(&game, window_size);
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if (xev.type == KeyPress) {
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if (XLookupKeysym(&xev.xkey, 0) == XK_Escape ||
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(XLookupKeysym(&xev.xkey, 0) == XK_q && xev.xkey.state & ControlMask)) {
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zephr_quit();
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break;
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} else {
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handle_keypress(xev, &game);
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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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do_selection(&game, x, y);
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}
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}
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}
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// TODO: how do I want the input handling to look like
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//zephr_poll_events();?
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//for event in zephr_events()??
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//
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draw_board(&game, window_size);
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draw_timer(&game.timer);
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if (game.should_draw_selection) {
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draw_selection_box(game.selection.y, game.selection.x, (Color){102, 102, 255, 127});
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}
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if (game.should_highlight_mistakes) {
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highlight_mistakes(&game);
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}
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if (timer_ended(&game.help_timer)) {
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timer_stop(&game.help_timer);
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game.should_draw_help = false;
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@@ -171,64 +176,6 @@ int main(int argc, char *argv[]) {
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zephr_swap_buffers();
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}
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/* while (!quit) { */
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/* /1* while (XPending(display)) { *1/ */
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/* /1* XEvent xev; *1/ */
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/* /1* XNextEvent(display, &xev); *1/ */
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/* /1* if (xev.type == ConfigureNotify) { *1/ */
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/* /1* XConfigureEvent xce = xev.xconfigure; *1/ */
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/* /1* if (xce.width != width || xce.height != height) { *1/ */
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/* /1* width = xce.width; *1/ */
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/* /1* height = xce.height; *1/ */
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/* /1* resize_x11_window(display, window); *1/ */
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/* /1* } *1/ */
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/* /1* } else if (xev.type == KeyPress) { *1/ */
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/* /1* if (XLookupKeysym(&xev.xkey, 0) == XK_Escape || *1/ */
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/* /1* (XLookupKeysym(&xev.xkey, 0) == XK_q && xev.xkey.state & ControlMask)) { *1/ */
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/* /1* quit = true; *1/ */
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/* /1* break; *1/ */
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/* /1* } else { *1/ */
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/* /1* handle_keypress(xev, &game); *1/ */
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/* /1* } *1/ */
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/* /1* } else if (xev.type == ButtonPress) { *1/ */
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/* /1* if (xev.xbutton.button == Button1) { *1/ */
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/* /1* int x = xev.xbutton.x; *1/ */
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/* /1* int y = xev.xbutton.y; *1/ */
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/* /1* do_selection(&game, x, y, width, height, x_scale, y_scale); *1/ */
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/* /1* } *1/ */
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/* /1* } *1/ */
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/* /1* } *1/ */
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/* /1* if (use_texture) *1/ */
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/* /1* draw_bg_grid_texture(grid_shader, board_vao, grid_texture, (float *)transform); *1/ */
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/* if (game.should_draw_selection) */
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/* draw_selection_box( */
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/* selection_shader, */
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/* selection_vao, */
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/* selection_vbo, */
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/* game.selection.x, */
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/* game.selection.y, */
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/* (float *)transform, */
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/* selection_color); */
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/* /1* if (game.should_highlight_mistakes) { *1/ */
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/* /1* highlight_mistakes(selection_shader, selection_vao, selection_vbo, (float *)transform, &game); *1/ */
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/* /1* char* text = "Mistake highlighter is ON"; *1/ */
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/* /1* float text_scale = 0.2; *1/ */
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/* /1* Size text_size = calculate_text_size(text, text_scale); *1/ */
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/* /1* Vec2 text_pos = { 0.0f, text_size.height - 10.f }; *1/ */
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/* /1* Color text_color = { 200.0f, 50.0f, 50.0f, 1.0f }; *1/ */
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/* /1* draw_text_at(font_shader, text, text_pos, text_scale, font_vao, font_vbo, (float *)projection.m, &text_color); *1/ */
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/* /1* } *1/ */
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/* /1* glXSwapBuffers(display, window); *1/ */
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/* } */
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deinit_zephr();
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