game works as before without a few things

This commit is contained in:
2023-12-11 23:00:31 +02:00
committed by Illusion
parent 77ec3991c7
commit 91fd72db36
12 changed files with 136 additions and 332 deletions
+35 -154
View File
@@ -13,28 +13,15 @@
#include "text.h" #include "text.h"
#include "zephr.h" #include "zephr.h"
#define HELP_TEXT_SIZE 13 #define HELP_TEXT_SIZE 12
static const float quad_vertices[] = { static const Color mistake_color = {255.f, 0.f, 0.f, 127};
// positions // texture coords static const Color selection_color = {102, 102, 255, 255};
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top left
1.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top right
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom left
1.0f, -1.0f, 0.0f, 1.0f, 0.0f // bottom right
};
static const int quad_indices[] = {
0, 1, 2,
1, 2, 3
};
static const Color mistake_color = {1.f, 0.f, 0.f, 0.5f};
static const char *win_text = "You won!"; 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", "F1 - Toggle help",
"F11 - Toggle fullscreen",
"1-9 - Set number", "1-9 - Set number",
"0/Del/Backspace - Remove number", "0/Del/Backspace - Remove number",
"Left/A/H - Move selection left", "Left/A/H - Move selection left",
@@ -77,7 +64,6 @@ void draw_win(Cudoku *game) {
void draw_board(Cudoku *game, Size window_size) { void draw_board(Cudoku *game, Size window_size) {
Color bg_color = {240.0f, 235.0f, 227.0f, 255.f}; Color bg_color = {240.0f, 235.0f, 227.0f, 255.f};
Color color = {0.0f, 0.0f, 0.0f, 255.f};
Size cell_size = {window_size.width / 9, window_size.height / 9}; Size cell_size = {window_size.width / 9, window_size.height / 9};
UIConstraints constraints = {0}; UIConstraints constraints = {0};
set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED); set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
@@ -96,7 +82,7 @@ void draw_board(Cudoku *game, Size window_size) {
set_width_constraint(&constraints, 2, UI_CONSTRAINT_FIXED); set_width_constraint(&constraints, 2, UI_CONSTRAINT_FIXED);
} }
set_height_constraint(&constraints, window_size.height, UI_CONSTRAINT_FIXED); set_height_constraint(&constraints, window_size.height, UI_CONSTRAINT_FIXED);
draw_quad(constraints, &color, 0.0, ALIGN_TOP_LEFT); draw_quad(constraints, NULL, 0.0, ALIGN_TOP_LEFT);
set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED); set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
set_y_constraint(&constraints, i * 100, UI_CONSTRAINT_FIXED); set_y_constraint(&constraints, i * 100, UI_CONSTRAINT_FIXED);
@@ -106,7 +92,7 @@ void draw_board(Cudoku *game, Size window_size) {
} else { } else {
set_height_constraint(&constraints, 2, UI_CONSTRAINT_FIXED); set_height_constraint(&constraints, 2, UI_CONSTRAINT_FIXED);
} }
draw_quad(constraints, &color, 0.0, ALIGN_TOP_LEFT); draw_quad(constraints, NULL, 0.0, ALIGN_TOP_LEFT);
} }
set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED); set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
@@ -124,82 +110,15 @@ void draw_board(Cudoku *game, Size window_size) {
Sizef text_size = calculate_text_size(num, 72.f); Sizef text_size = calculate_text_size(num, 72.f);
set_y_constraint(&constraints, i * 100 + cell_size.height / 2.f - text_size.height / 2.f, UI_CONSTRAINT_FIXED); set_y_constraint(&constraints, i * 100 + cell_size.height / 2.f - text_size.height / 2.f, UI_CONSTRAINT_FIXED);
set_x_constraint(&constraints, j * 100 + cell_size.width / 2.f - text_size.width / 2.f, UI_CONSTRAINT_FIXED); set_x_constraint(&constraints, j * 100 + cell_size.width / 2.f - text_size.width / 2.f, UI_CONSTRAINT_FIXED);
draw_text(num, 72.f, constraints, &color, ALIGN_TOP_LEFT); if (game->board[i][j].is_locked) {
draw_text(num, 72.f, constraints, NULL, ALIGN_TOP_LEFT);
} else {
draw_text(num, 72.f, constraints, &selection_color, ALIGN_TOP_LEFT);
}
} }
} }
} }
unsigned int prepare_bg(bool use_texture, unsigned int *texture) {
unsigned int vbo, vao, ebo;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glGenBuffers(1, &ebo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quad_indices), quad_indices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
if (use_texture) {
int tex_width = 0, tex_height = 0;
unsigned char *tex_data = NULL;
glGenTextures(1, &(*texture));
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
tex_data = stbi_load("assets/sudoku-grid.png", &tex_width, &tex_height, NULL, 0);
if (tex_data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex_width, tex_height, 0, GL_RGB, GL_UNSIGNED_BYTE, tex_data);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(tex_data);
} else {
printf("[ERROR] could not load texture image\n");
}
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(3 * sizeof(float)));
}
glBindVertexArray(0);
return vao;
}
void draw_bg_grid_shader(Shader shader, unsigned int vao, float* transform, float resolution) {
use_shader(shader);
set_mat4f(shader, "transform", transform);
set_float(shader, "resolution", resolution);
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
void draw_bg_grid_texture(Shader shader, unsigned int vao, unsigned int texture, float* transform) {
use_shader(shader);
set_mat4f(shader, "transform", transform);
glBindVertexArray(vao);
glBindTexture(GL_TEXTURE_2D, texture);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
/* void draw_pause_overlay(Cudoku *game) { */ /* void draw_pause_overlay(Cudoku *game) { */
/* timer_pause(&game->timer); */ /* timer_pause(&game->timer); */
@@ -214,90 +133,52 @@ void draw_bg_grid_texture(Shader shader, unsigned int vao, unsigned int texture,
/* // example of drawing text */ /* // example of drawing text */
/* draw_text_at(pause_text, font_scale, posx, posy, color); */ /* draw_text_at(pause_text, font_scale, posx, posy, color); */
/* // TODO: rotations, translation, scaling */
/* // TODO: buttons and other elements */ /* // TODO: buttons and other elements */
/* } */ /* } */
void prepare_selection_box(unsigned int *vao, unsigned int *vbo) { void draw_selection_box(int x, int y, const Color color) {
glGenVertexArrays(1, &(*vao)); UIConstraints constraints = {0};
glGenBuffers(1, &(*vbo)); set_x_constraint(&constraints, x * 100, UI_CONSTRAINT_FIXED);
set_y_constraint(&constraints, y * 100, UI_CONSTRAINT_FIXED);
set_width_constraint(&constraints, 100, UI_CONSTRAINT_FIXED);
set_height_constraint(&constraints, 100, UI_CONSTRAINT_FIXED);
glBindVertexArray(*vao); draw_quad(constraints, &color, 0.0, ALIGN_TOP_LEFT);
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 highlight_mistakes(Cudoku *game) {
void draw_selection_box(Shader shader, unsigned int vao, unsigned int vbo, int x, int y, float *transform, Color color) {
use_shader(shader);
set_mat4f(shader, "transform", transform);
set_vec4f(shader, "aColor", color.r, color.g, color.b, color.a);
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 highlight_mistakes(Shader shader, unsigned int vao, unsigned vbo, float *transform, Cudoku *game) {
for (int i = 0; i < 9; i++) { for (int i = 0; i < 9; i++) {
for (int j = 0; j < 9; j++) { for (int j = 0; j < 9; j++) {
Cell cell = game->board[i][j]; Cell cell = game->board[i][j];
if (cell.value != 0 && cell.value != game->solution[i][j]) { if (cell.value != 0 && cell.value != game->solution[i][j]) {
draw_selection_box(shader, vao, vbo, i, j, transform, mistake_color); draw_selection_box(j, i, mistake_color);
} }
} }
} }
UIConstraints constraints = {0};
const int font_size = 24;
const char *text = "Mistake highlighter is ON";
Sizef text_size = calculate_text_size(text, font_size);
set_width_constraint(&constraints, text_size.width, UI_CONSTRAINT_FIXED);
set_height_constraint(&constraints, text_size.height, UI_CONSTRAINT_FIXED);
draw_quad(constraints, &(Color){0, 0, 0, 30}, 0.0, ALIGN_BOTTOM_LEFT);
set_width_constraint(&constraints, 1, UI_CONSTRAINT_FIXED);
set_height_constraint(&constraints, 1, UI_CONSTRAINT_FIXED);
draw_text(text, font_size, constraints, &(Color){255, 0, 0, 255}, ALIGN_BOTTOM_LEFT);
} }
void toggle_check(Cudoku *game) { void toggle_check(Cudoku *game) {
game->should_highlight_mistakes = !game->should_highlight_mistakes; game->should_highlight_mistakes = !game->should_highlight_mistakes;
} }
void do_selection(Cudoku *game, int x, int y, int width, int height, float x_scale, float y_scale) { void do_selection(Cudoku *game, int x, int y) {
if (game->has_won) return; if (game->has_won) return;
float board_x_start = (width / 2.f) - ((width * x_scale) / 2); int cell_x = floor(x / 100.f);
float board_y_start = (height / 2.f) - ((height * y_scale) / 2); int cell_y = floor(y / 100.f);
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) { if (cell_x < 0 || cell_x > 8 || cell_y < 0 || cell_y > 8) {
game->should_draw_selection = false; game->should_draw_selection = false;
+3 -5
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@@ -24,12 +24,10 @@ typedef struct Cudoku {
float win_time; float win_time;
} Cudoku; } Cudoku;
void draw_bg_grid_texture(Shader shader, unsigned int vao, unsigned int texture, float* transform); void draw_selection_box(int x, int y, const Color color);
void prepare_selection_box(unsigned int *vao, unsigned int *vbo); void highlight_mistakes(Cudoku *game);
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);
void toggle_check(Cudoku *game); void toggle_check(Cudoku *game);
void do_selection(Cudoku *game, int x, int y, int width, int height, float x_scale, float y_scale); void do_selection(Cudoku *game, int x, int y);
void set_selected_number(Cudoku *game, int number); void set_selected_number(Cudoku *game, int number);
void move_selection(Cudoku *game, int x, int y); void move_selection(Cudoku *game, int x, int y);
void toggle_selection(Cudoku *game); void toggle_selection(Cudoku *game);
+36 -89
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@@ -12,13 +12,13 @@
#define DEBUG 1 #define DEBUG 1
extern Display *display;
const char *font_path = "assets/fonts/Rubik/Rubik-VariableFont_wght.ttf"; const char *font_path = "assets/fonts/Rubik/Rubik-VariableFont_wght.ttf";
const char *title = "Cudoku"; const char *title = "Cudoku";
void usage() { void usage() {
printf("Usage: cudoku [OPTION]\n\n"); printf("Usage: cudoku [OPTION]\n\n");
printf(" %-20s%-20s", "-h, --help", "prints this help message\n"); printf(" %-20s%-20s", "-h, --help", "prints this help message\n");
printf(" %-20s%-20s", "--use-texture", "use a texture instead of generating the grid using shaders\n");
printf(" %-20s%-20s", "-f, --font FONT", "use a custom font file to render text\n"); printf(" %-20s%-20s", "-f, --font FONT", "use a custom font file to render text\n");
} }
@@ -72,12 +72,10 @@ void handle_keypress(XEvent xev, Cudoku *game) {
toggle_selection(game); toggle_selection(game);
} else if (XLookupKeysym(&xev.xkey, 0) == XK_n) { } else if (XLookupKeysym(&xev.xkey, 0) == XK_n) {
generate_random_board(game); generate_random_board(game);
} else if (XLookupKeysym(&xev.xkey, 0) == XK_F11) {
/* toggle_fullscreen(display, window); */
} else if (XLookupKeysym(&xev.xkey, 0) == XK_c) { } else if (XLookupKeysym(&xev.xkey, 0) == XK_c) {
toggle_check(game); toggle_check(game);
/* } else if (XLookupKeysym(&xev.xkey, 0) == XK_m) { */ /* } else if (XLookupKeysym(&xev.xkey, 0) == XK_p) { */
/* toggle_mute(&game); */ /* pause(&game); */
} else if (XLookupKeysym(&xev.xkey, 0) == XK_F1) { } else if (XLookupKeysym(&xev.xkey, 0) == XK_F1) {
if (!toggle_help(game)) { if (!toggle_help(game)) {
timer_stop(&game->help_timer); timer_stop(&game->help_timer);
@@ -86,8 +84,6 @@ void handle_keypress(XEvent xev, Cudoku *game) {
} }
int main(int argc, char *argv[]) { int main(int argc, char *argv[]) {
bool use_texture = false;
if (argc > 1) { if (argc > 1) {
char *flag = argv[1]; char *flag = argv[1];
if (strcmp(flag, "-h") == 0 || strcmp(flag, "--help") == 0) { if (strcmp(flag, "-h") == 0 || strcmp(flag, "--help") == 0) {
@@ -103,15 +99,7 @@ int main(int argc, char *argv[]) {
font_path = argv[i + 1]; font_path = argv[i + 1];
i++; i++;
} else { } else {
printf("[ERROR]: used font flag with no provided font, defaulting to Rubik\n"); printf("[WARN]: Used font flag with no provided font, defaulting to Rubik\n");
}
} else if (strcmp(flag, "--use-texture") == 0) {
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;
} }
} }
} }
@@ -132,30 +120,47 @@ int main(int argc, char *argv[]) {
game.should_draw_help = true; game.should_draw_help = true;
generate_random_board(&game); generate_random_board(&game);
Shader grid_shader;
if (use_texture)
grid_shader = create_shader("shaders/board_v.vert", "shaders/board_f.frag");
/* Shader selection_shader = create_shader("shaders/board_v.vert", "shaders/quad.frag"); */
unsigned int selection_vao, selection_vbo;
Color selection_color = {0.4f, 0.4f, 1.0f, 0.5f};
prepare_selection_box(&selection_vao, &selection_vbo);
float delta_t, last_t = 0.0;
timer_start(&game.help_timer, 5.0f); timer_start(&game.help_timer, 5.0f);
timer_start(&game.timer, 0.0f); timer_start(&game.timer, 0.0f);
while (!zephr_should_quit()) { while (!zephr_should_quit()) {
float now = get_time(); while (XPending(display)) {
delta_t = now - last_t; XEvent xev;
last_t = now; XNextEvent(display, &xev);
if (!use_texture) { if (xev.type == KeyPress) {
draw_board(&game, window_size); if (XLookupKeysym(&xev.xkey, 0) == XK_Escape ||
(XLookupKeysym(&xev.xkey, 0) == XK_q && xev.xkey.state & ControlMask)) {
zephr_quit();
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;
do_selection(&game, x, y);
}
}
} }
// TODO: how do I want the input handling to look like
//zephr_poll_events();?
//for event in zephr_events()??
//
draw_board(&game, window_size);
draw_timer(&game.timer); draw_timer(&game.timer);
if (game.should_draw_selection) {
draw_selection_box(game.selection.y, game.selection.x, (Color){102, 102, 255, 127});
}
if (game.should_highlight_mistakes) {
highlight_mistakes(&game);
}
if (timer_ended(&game.help_timer)) { if (timer_ended(&game.help_timer)) {
timer_stop(&game.help_timer); timer_stop(&game.help_timer);
game.should_draw_help = false; game.should_draw_help = false;
@@ -171,64 +176,6 @@ int main(int argc, char *argv[]) {
zephr_swap_buffers(); zephr_swap_buffers();
} }
/* while (!quit) { */
/* /1* while (XPending(display)) { *1/ */
/* /1* XEvent xev; *1/ */
/* /1* XNextEvent(display, &xev); *1/ */
/* /1* if (xev.type == ConfigureNotify) { *1/ */
/* /1* XConfigureEvent xce = xev.xconfigure; *1/ */
/* /1* if (xce.width != width || xce.height != height) { *1/ */
/* /1* width = xce.width; *1/ */
/* /1* height = xce.height; *1/ */
/* /1* resize_x11_window(display, window); *1/ */
/* /1* } *1/ */
/* /1* } else if (xev.type == KeyPress) { *1/ */
/* /1* if (XLookupKeysym(&xev.xkey, 0) == XK_Escape || *1/ */
/* /1* (XLookupKeysym(&xev.xkey, 0) == XK_q && xev.xkey.state & ControlMask)) { *1/ */
/* /1* quit = true; *1/ */
/* /1* break; *1/ */
/* /1* } else { *1/ */
/* /1* handle_keypress(xev, &game); *1/ */
/* /1* } *1/ */
/* /1* } else if (xev.type == ButtonPress) { *1/ */
/* /1* if (xev.xbutton.button == Button1) { *1/ */
/* /1* int x = xev.xbutton.x; *1/ */
/* /1* int y = xev.xbutton.y; *1/ */
/* /1* do_selection(&game, x, y, width, height, x_scale, y_scale); *1/ */
/* /1* } *1/ */
/* /1* } *1/ */
/* /1* } *1/ */
/* /1* if (use_texture) *1/ */
/* /1* draw_bg_grid_texture(grid_shader, board_vao, grid_texture, (float *)transform); *1/ */
/* if (game.should_draw_selection) */
/* draw_selection_box( */
/* selection_shader, */
/* selection_vao, */
/* selection_vbo, */
/* game.selection.x, */
/* game.selection.y, */
/* (float *)transform, */
/* selection_color); */
/* /1* if (game.should_highlight_mistakes) { *1/ */
/* /1* highlight_mistakes(selection_shader, selection_vao, selection_vbo, (float *)transform, &game); *1/ */
/* /1* char* text = "Mistake highlighter is ON"; *1/ */
/* /1* float text_scale = 0.2; *1/ */
/* /1* Size text_size = calculate_text_size(text, text_scale); *1/ */
/* /1* Vec2 text_pos = { 0.0f, text_size.height - 10.f }; *1/ */
/* /1* Color text_color = { 200.0f, 50.0f, 50.0f, 1.0f }; *1/ */
/* /1* draw_text_at(font_shader, text, text_pos, text_scale, font_vao, font_vbo, (float *)projection.m, &text_color); *1/ */
/* /1* } *1/ */
/* /1* glXSwapBuffers(display, window); *1/ */
/* } */
deinit_zephr(); deinit_zephr();
-10
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@@ -1,10 +0,0 @@
#version 330 core
out vec4 FragColor;
in vec2 texCoords;
uniform sampler2D aTexture;
void main() {
FragColor = texture(aTexture, texCoords);
}
-11
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@@ -1,11 +0,0 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoords;
out vec2 texCoords;
uniform mat4 transform;
void main() {
gl_Position = transform * vec4(aPos, 1.0f);
texCoords = aTexCoords;
}
+1 -1
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@@ -283,7 +283,7 @@ Sizef calculate_text_size(const char *text, int font_size) {
void draw_text(const char* text, int font_size, UIConstraints constraints, const Color *color, Alignment alignment) { void draw_text(const char* text, int font_size, UIConstraints constraints, const Color *color, Alignment alignment) {
use_shader(font_shader); use_shader(font_shader);
Color text_color = { 0 }; Color text_color = { 0, 0, 0, 1.f };
if (color) { if (color) {
text_color = (Color){ color->r / 255.f, color->g / 255.f, color->b / 255.f, color->a / 255.f }; text_color = (Color){ color->r / 255.f, color->g / 255.f, color->b / 255.f, color->a / 255.f };
} }
+2
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@@ -3,6 +3,8 @@ zephr stuff
- border decorations for shapes (maybe. or maybe only for ui elements) - border decorations for shapes (maybe. or maybe only for ui elements)
- some kind of ui layout/hierarchy system (for later, when we actually need it) - some kind of ui layout/hierarchy system (for later, when we actually need it)
- texture func (draw_image? or draw_texture? func) - texture func (draw_image? or draw_texture? func)
- input handling (mouse, keyboard, gamepad?) with an event system
Watch youtu.be/watch?v=oheNg0k_WDc and related videos to get ideas for the keyboard and gamepad handling
text rendering improvements text rendering improvements
- [ ] unicode support (allows for non-ascii characters) - [ ] unicode support (allows for non-ascii characters)
+19 -19
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@@ -16,7 +16,7 @@ unsigned int ui_vao;
unsigned int ui_vbo; unsigned int ui_vbo;
int init_ui(const char* font_path, Size window_size) { int init_ui(const char* font_path, Size window_size) {
zephr_context.window_size = window_size; zephr_context.window.size = window_size;
zephr_context.projection = orthographic_projection_2d(0.f, window_size.width, window_size.height, 0.f); zephr_context.projection = orthographic_projection_2d(0.f, window_size.width, window_size.height, 0.f);
int res = init_fonts(font_path); int res = init_fonts(font_path);
@@ -54,7 +54,7 @@ void set_x_constraint(UIConstraints *constraints, float value, UIConstraint type
constraints->x = value; constraints->x = value;
break; break;
case UI_CONSTRAINT_RELATIVE: case UI_CONSTRAINT_RELATIVE:
constraints->x = (value * zephr_context.window_size.width); constraints->x = (value * zephr_context.window.size.width);
break; break;
} }
} }
@@ -68,7 +68,7 @@ void set_y_constraint(UIConstraints *constraints, float value, UIConstraint type
constraints->y = value; constraints->y = value;
break; break;
case UI_CONSTRAINT_RELATIVE: case UI_CONSTRAINT_RELATIVE:
constraints->y = (value * zephr_context.window_size.height); constraints->y = (value * zephr_context.window.size.height);
break; break;
} }
} }
@@ -79,10 +79,10 @@ void set_width_constraint(UIConstraints *constraints, float value, UIConstraint
constraints->width = value; constraints->width = value;
break; break;
case UI_CONSTRAINT_RELATIVE: case UI_CONSTRAINT_RELATIVE:
constraints->width = (value * zephr_context.window_size.width); constraints->width = (value * zephr_context.window.size.width);
break; break;
case UI_CONSTRAINT_RELATIVE_PIXELS: case UI_CONSTRAINT_RELATIVE_PIXELS:
constraints->width = zephr_context.window_size.width / (float)zephr_context.screen_size.width * value; constraints->width = zephr_context.window.size.width / (float)zephr_context.screen_size.width * value;
break; break;
case UI_CONSTRAINT_ASPECT_RATIO: case UI_CONSTRAINT_ASPECT_RATIO:
constraints->width = constraints->height * value; constraints->width = constraints->height * value;
@@ -96,10 +96,10 @@ void set_height_constraint(UIConstraints *constraints, float value, UIConstraint
constraints->height = value; constraints->height = value;
break; break;
case UI_CONSTRAINT_RELATIVE: case UI_CONSTRAINT_RELATIVE:
constraints->height = (value * zephr_context.window_size.height); constraints->height = (value * zephr_context.window.size.height);
break; break;
case UI_CONSTRAINT_RELATIVE_PIXELS: case UI_CONSTRAINT_RELATIVE_PIXELS:
constraints->height = zephr_context.window_size.height / (float)zephr_context.screen_size.height * value; constraints->height = zephr_context.window.size.height / (float)zephr_context.screen_size.height * value;
break; break;
case UI_CONSTRAINT_ASPECT_RATIO: case UI_CONSTRAINT_ASPECT_RATIO:
constraints->height = constraints->width * value; constraints->height = constraints->width * value;
@@ -123,36 +123,36 @@ void apply_alignment(Alignment align, Vec2f *pos, Sizef size) {
pos->y = pos->y; pos->y = pos->y;
break; break;
case ALIGN_TOP_CENTER: case ALIGN_TOP_CENTER:
pos->x += zephr_context.window_size.width / 2.f - size.width / 2.f; pos->x += zephr_context.window.size.width / 2.f - size.width / 2.f;
pos->y = pos->y; pos->y = pos->y;
break; break;
case ALIGN_TOP_RIGHT: case ALIGN_TOP_RIGHT:
pos->x += zephr_context.window_size.width - size.width; pos->x += zephr_context.window.size.width - size.width;
pos->y = pos->y; pos->y = pos->y;
break; break;
case ALIGN_BOTTOM_LEFT: case ALIGN_BOTTOM_LEFT:
pos->x = pos->x; pos->x = pos->x;
pos->y += zephr_context.window_size.height - size.height; pos->y += zephr_context.window.size.height - size.height;
break; break;
case ALIGN_BOTTOM_CENTER: case ALIGN_BOTTOM_CENTER:
pos->x += zephr_context.window_size.width / 2.f - size.width / 2.f; pos->x += zephr_context.window.size.width / 2.f - size.width / 2.f;
pos->y += zephr_context.window_size.height - size.height; pos->y += zephr_context.window.size.height - size.height;
break; break;
case ALIGN_BOTTOM_RIGHT: case ALIGN_BOTTOM_RIGHT:
pos->x += zephr_context.window_size.width - size.width; pos->x += zephr_context.window.size.width - size.width;
pos->y += zephr_context.window_size.height - size.height; pos->y += zephr_context.window.size.height - size.height;
break; break;
case ALIGN_LEFT_CENTER: case ALIGN_LEFT_CENTER:
pos->x = pos->x; pos->x = pos->x;
pos->y += zephr_context.window_size.height / 2.f - size.height / 2.f; pos->y += zephr_context.window.size.height / 2.f - size.height / 2.f;
break; break;
case ALIGN_RIGHT_CENTER: case ALIGN_RIGHT_CENTER:
pos->x += zephr_context.window_size.width - size.width; pos->x += zephr_context.window.size.width - size.width;
pos->y += zephr_context.window_size.height / 2.f - size.height / 2.f; pos->y += zephr_context.window.size.height / 2.f - size.height / 2.f;
break; break;
case ALIGN_CENTER: case ALIGN_CENTER:
pos->x += zephr_context.window_size.width / 2.f - size.width / 2.f; pos->x += zephr_context.window.size.width / 2.f - size.width / 2.f;
pos->y += zephr_context.window_size.height / 2.f - size.height / 2.f; pos->y += zephr_context.window.size.height / 2.f - size.height / 2.f;
break; break;
} }
} }
+6 -10
View File
@@ -5,18 +5,16 @@
#include <X11/Xatom.h> #include <X11/Xatom.h>
#include <glad/glx.h> #include <glad/glx.h>
static bool fullscreen = false;
Colormap colormap; Colormap colormap;
GLXContext glx_context; GLXContext glx_context;
void resize_x11_window(Display *display, Window window) { void x11_resize_window(Display *display, Window window) {
XWindowAttributes win_attrs; XWindowAttributes win_attrs;
XGetWindowAttributes(display, window, &win_attrs); XGetWindowAttributes(display, window, &win_attrs);
glViewport(0, 0, win_attrs.width, win_attrs.height); glViewport(0, 0, win_attrs.width, win_attrs.height);
} }
int init_x11(Display **display, Window *window, const char* title, int window_width, int window_height) { int x11_init(Display **display, Window *window, const char* title, int window_width, int window_height) {
*display = XOpenDisplay(NULL); *display = XOpenDisplay(NULL);
if (display == NULL) { if (display == NULL) {
@@ -109,14 +107,14 @@ int init_x11(Display **display, Window *window, const char* title, int window_wi
glEnable(GL_MULTISAMPLE); glEnable(GL_MULTISAMPLE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glViewport(0, 0, win_attrs.width, win_attrs.height); glViewport(0, 0, win_attrs.width, win_attrs.height);
resize_x11_window(*display, *window); x11_resize_window(*display, *window);
XFree(fbc); XFree(fbc);
return 0; return 0;
} }
void close_x11(Display **display, Window *window) { void x11_close(Display **display, Window *window) {
glXMakeCurrent(*display, 0, 0); glXMakeCurrent(*display, 0, 0);
glXDestroyContext(*display, glx_context); glXDestroyContext(*display, glx_context);
@@ -161,17 +159,15 @@ void return_fullscreen(Display *display, Window window)
SubstructureNotifyMask | SubstructureRedirectMask, &xev); SubstructureNotifyMask | SubstructureRedirectMask, &xev);
} }
void toggle_fullscreen(Display *display, Window window) { void x11_toggle_fullscreen(bool fullscreen, Display *display, Window window) {
if (fullscreen) { if (fullscreen) {
return_fullscreen(display, window); return_fullscreen(display, window);
} else { } else {
go_fullscreen(display, window); go_fullscreen(display, window);
} }
fullscreen = !fullscreen;
} }
void get_screen_size(Display *display, int *width, int *height) { void x11_get_screen_size(Display *display, int *width, int *height) {
Screen *screen = DefaultScreenOfDisplay(display); Screen *screen = DefaultScreenOfDisplay(display);
*width = screen->width; *width = screen->width;
+7 -5
View File
@@ -1,10 +1,12 @@
#pragma once #pragma once
#include <stdbool.h>
#include <X11/Xlib.h> #include <X11/Xlib.h>
int init_x11(Display **display, Window *window, const char* title, int window_width, int window_height); int x11_init(Display **display, Window *window, const char* title, int window_width, int window_height);
void close_x11(Display **display, Window *window); void x11_close(Display **display, Window *window);
void resize_x11_window(Display *display, Window window); void x11_resize_window(Display *display, Window window);
void toggle_fullscreen(Display *display, Window window); void x11_toggle_fullscreen(bool fullscreen, Display *display, Window window);
void get_screen_size(Display *display, int *width, int *height); void x11_get_screen_size(Display *display, int *width, int *height);
void x11_make_window_non_resizable(Display *display, Window window, int width, int height); void x11_make_window_non_resizable(Display *display, Window window, int width, int height);
+19 -27
View File
@@ -21,7 +21,7 @@ int init_zephr(const char* font_path, const char* window_title, Size window_size
return 1; return 1;
} }
res = init_x11(&display, &window, window_title, window_size.width, window_size.height); res = x11_init(&display, &window, window_title, window_size.width, window_size.height);
if (res < 0) return 1; if (res < 0) return 1;
res = init_ui(font_path, (Size){ .width = window_size.width, .height = window_size.height }); res = init_ui(font_path, (Size){ .width = window_size.width, .height = window_size.height });
@@ -36,21 +36,20 @@ int init_zephr(const char* font_path, const char* window_title, Size window_size
zephr_context.clear_color = (Color){0.0, 0.0, 0.0, 1.0}; zephr_context.clear_color = (Color){0.0, 0.0, 0.0, 1.0};
} }
get_screen_size(display, &zephr_context.screen_size.width, &zephr_context.screen_size.height); x11_get_screen_size(display, &zephr_context.screen_size.width, &zephr_context.screen_size.height);
start_internal_timer(); start_internal_timer();
return 0; return 0;
} }
void deinit_zephr() { void deinit_zephr() {
close_x11(&display, &window); x11_close(&display, &window);
audio_close(); audio_close();
} }
bool zephr_should_quit() { bool zephr_should_quit() {
// TODO: input events // TODO: input events
// TODO: window events // TODO: window events
// TODO: ui update??
while (XPending(display)) { while (XPending(display)) {
XEvent xev; XEvent xev;
@@ -59,26 +58,11 @@ bool zephr_should_quit() {
if (xev.type == ConfigureNotify) { if (xev.type == ConfigureNotify) {
XConfigureEvent xce = xev.xconfigure; XConfigureEvent xce = xev.xconfigure;
if (xce.width != zephr_context.window_size.width || xce.height != zephr_context.window_size.height) { if (xce.width != zephr_context.window.size.width || xce.height != zephr_context.window.size.height) {
zephr_context.window_size = (Size){ .width = xce.width, .height = xce.height }; zephr_context.window.size = (Size){ .width = xce.width, .height = xce.height };
zephr_context.projection = orthographic_projection_2d(0.f, xce.width, xce.height, 0.f); zephr_context.projection = orthographic_projection_2d(0.f, xce.width, xce.height, 0.f);
resize_x11_window(display, window); x11_resize_window(display, window);
} }
} else if (xev.type == KeyPress) {
if (XLookupKeysym(&xev.xkey, 0) == XK_Escape ||
(XLookupKeysym(&xev.xkey, 0) == XK_q && xev.xkey.state & ControlMask)) {
zephr_context.should_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; */
/* do_selection(&game, x, y, width, height, x_scale, y_scale); */
/* } */
} }
} }
@@ -89,10 +73,8 @@ bool zephr_should_quit() {
glClearColor(r, g, b, a); glClearColor(r, g, b, a);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
/* update_ui(); */
audio_update(); audio_update();
return zephr_context.should_quit; return zephr_context.should_quit;
} }
@@ -102,10 +84,20 @@ void zephr_swap_buffers() {
} }
Size zephr_get_window_size() { Size zephr_get_window_size() {
return zephr_context.window_size; return zephr_context.window.size;
} }
// Has to be called after calling init_zephr() // This MUST be called after calling init_zephr()
void zephr_make_window_non_resizable() { void zephr_make_window_non_resizable() {
x11_make_window_non_resizable(display, window, zephr_context.window_size.width, zephr_context.window_size.height); x11_make_window_non_resizable(display, window, zephr_context.window.size.width, zephr_context.window.size.height);
}
void zephr_toggle_fullscreen() {
x11_toggle_fullscreen(zephr_context.window.is_fullscreen, display, window);
zephr_context.window.is_fullscreen = !zephr_context.window.is_fullscreen;
}
void zephr_quit() {
zephr_context.should_quit = true;
} }
+8 -1
View File
@@ -4,11 +4,16 @@
#include "text.h" #include "text.h"
typedef struct ZephWindow {
Size size;
bool is_fullscreen;
} ZephWindow;
typedef struct Context { typedef struct Context {
bool should_quit; bool should_quit;
Color clear_color; Color clear_color;
Size screen_size; Size screen_size;
Size window_size; ZephWindow window;
ZephFont font; ZephFont font;
Matrix4x4 projection; Matrix4x4 projection;
@@ -20,3 +25,5 @@ bool zephr_should_quit();
void zephr_swap_buffers(); void zephr_swap_buffers();
Size zephr_get_window_size(); Size zephr_get_window_size();
void zephr_make_window_non_resizable(); void zephr_make_window_non_resizable();
void zephr_toggle_fullscreen();
void zephr_quit();