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:
@@ -13,28 +13,15 @@
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#include "text.h"
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#include "zephr.h"
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#define HELP_TEXT_SIZE 13
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#define HELP_TEXT_SIZE 12
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static const float quad_vertices[] = {
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// positions // texture coords
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-1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top left
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top right
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom left
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1.0f, -1.0f, 0.0f, 1.0f, 0.0f // bottom right
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};
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static const int quad_indices[] = {
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0, 1, 2,
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1, 2, 3
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};
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static const Color mistake_color = {1.f, 0.f, 0.f, 0.5f};
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static const Color mistake_color = {255.f, 0.f, 0.f, 127};
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static const Color selection_color = {102, 102, 255, 255};
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static const char *win_text = "You won!";
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static const char *help_texts[HELP_TEXT_SIZE] = {
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"F1 - Toggle help",
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"F11 - Toggle fullscreen",
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"1-9 - Set number",
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"0/Del/Backspace - Remove number",
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"Left/A/H - Move selection left",
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@@ -77,7 +64,6 @@ void draw_win(Cudoku *game) {
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void draw_board(Cudoku *game, Size window_size) {
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Color bg_color = {240.0f, 235.0f, 227.0f, 255.f};
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Color color = {0.0f, 0.0f, 0.0f, 255.f};
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Size cell_size = {window_size.width / 9, window_size.height / 9};
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UIConstraints constraints = {0};
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set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
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@@ -96,7 +82,7 @@ void draw_board(Cudoku *game, Size window_size) {
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set_width_constraint(&constraints, 2, UI_CONSTRAINT_FIXED);
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}
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set_height_constraint(&constraints, window_size.height, UI_CONSTRAINT_FIXED);
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draw_quad(constraints, &color, 0.0, ALIGN_TOP_LEFT);
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draw_quad(constraints, NULL, 0.0, ALIGN_TOP_LEFT);
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set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
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set_y_constraint(&constraints, i * 100, UI_CONSTRAINT_FIXED);
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@@ -106,7 +92,7 @@ void draw_board(Cudoku *game, Size window_size) {
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} else {
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set_height_constraint(&constraints, 2, UI_CONSTRAINT_FIXED);
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}
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draw_quad(constraints, &color, 0.0, ALIGN_TOP_LEFT);
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draw_quad(constraints, NULL, 0.0, ALIGN_TOP_LEFT);
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}
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set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
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@@ -124,82 +110,15 @@ void draw_board(Cudoku *game, Size window_size) {
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Sizef text_size = calculate_text_size(num, 72.f);
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set_y_constraint(&constraints, i * 100 + cell_size.height / 2.f - text_size.height / 2.f, UI_CONSTRAINT_FIXED);
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set_x_constraint(&constraints, j * 100 + cell_size.width / 2.f - text_size.width / 2.f, UI_CONSTRAINT_FIXED);
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draw_text(num, 72.f, constraints, &color, ALIGN_TOP_LEFT);
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if (game->board[i][j].is_locked) {
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draw_text(num, 72.f, constraints, NULL, ALIGN_TOP_LEFT);
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} else {
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draw_text(num, 72.f, constraints, &selection_color, ALIGN_TOP_LEFT);
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}
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}
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}
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}
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unsigned int prepare_bg(bool use_texture, unsigned int *texture) {
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unsigned int vbo, vao, ebo;
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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glGenBuffers(1, &ebo);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quad_indices), quad_indices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
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if (use_texture) {
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int tex_width = 0, tex_height = 0;
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unsigned char *tex_data = NULL;
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glGenTextures(1, &(*texture));
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glBindTexture(GL_TEXTURE_2D, *texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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tex_data = stbi_load("assets/sudoku-grid.png", &tex_width, &tex_height, NULL, 0);
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if (tex_data) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex_width, tex_height, 0, GL_RGB, GL_UNSIGNED_BYTE, tex_data);
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glGenerateMipmap(GL_TEXTURE_2D);
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stbi_image_free(tex_data);
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} else {
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printf("[ERROR] could not load texture image\n");
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}
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(3 * sizeof(float)));
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}
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glBindVertexArray(0);
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return vao;
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}
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void draw_bg_grid_shader(Shader shader, unsigned int vao, float* transform, float resolution) {
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use_shader(shader);
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set_mat4f(shader, "transform", transform);
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set_float(shader, "resolution", resolution);
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glBindVertexArray(vao);
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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_bg_grid_texture(Shader shader, unsigned int vao, unsigned int texture, 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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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_pause_overlay(Cudoku *game) { */
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/* timer_pause(&game->timer); */
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@@ -214,90 +133,52 @@ void draw_bg_grid_texture(Shader shader, unsigned int vao, unsigned int texture,
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/* // example of drawing text */
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/* draw_text_at(pause_text, font_scale, posx, posy, color); */
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/* // TODO: rotations, translation, scaling */
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/* // TODO: buttons and other elements */
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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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void draw_selection_box(int x, int y, const Color color) {
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UIConstraints constraints = {0};
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set_x_constraint(&constraints, x * 100, UI_CONSTRAINT_FIXED);
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set_y_constraint(&constraints, y * 100, UI_CONSTRAINT_FIXED);
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set_width_constraint(&constraints, 100, UI_CONSTRAINT_FIXED);
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set_height_constraint(&constraints, 100, UI_CONSTRAINT_FIXED);
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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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draw_quad(constraints, &color, 0.0, ALIGN_TOP_LEFT);
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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, Color color) {
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use_shader(shader);
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set_mat4f(shader, "transform", transform);
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set_vec4f(shader, "aColor", color.r, color.g, color.b, color.a);
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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 highlight_mistakes(Shader shader, unsigned int vao, unsigned vbo, float *transform, Cudoku *game) {
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void highlight_mistakes(Cudoku *game) {
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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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Cell cell = game->board[i][j];
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if (cell.value != 0 && cell.value != game->solution[i][j]) {
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draw_selection_box(shader, vao, vbo, i, j, transform, mistake_color);
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draw_selection_box(j, i, mistake_color);
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}
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}
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}
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UIConstraints constraints = {0};
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const int font_size = 24;
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const char *text = "Mistake highlighter is ON";
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Sizef text_size = calculate_text_size(text, font_size);
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set_width_constraint(&constraints, text_size.width, UI_CONSTRAINT_FIXED);
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set_height_constraint(&constraints, text_size.height, UI_CONSTRAINT_FIXED);
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draw_quad(constraints, &(Color){0, 0, 0, 30}, 0.0, ALIGN_BOTTOM_LEFT);
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set_width_constraint(&constraints, 1, UI_CONSTRAINT_FIXED);
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set_height_constraint(&constraints, 1, UI_CONSTRAINT_FIXED);
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draw_text(text, font_size, constraints, &(Color){255, 0, 0, 255}, ALIGN_BOTTOM_LEFT);
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}
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void toggle_check(Cudoku *game) {
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game->should_highlight_mistakes = !game->should_highlight_mistakes;
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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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void do_selection(Cudoku *game, int x, int y) {
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if (game->has_won) return;
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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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int cell_x = floor(x / 100.f);
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int cell_y = floor(y / 100.f);
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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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@@ -24,12 +24,10 @@ typedef struct Cudoku {
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float win_time;
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} Cudoku;
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void draw_bg_grid_texture(Shader shader, unsigned int vao, unsigned int texture, float* transform);
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void prepare_selection_box(unsigned int *vao, unsigned int *vbo);
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void draw_selection_box(Shader shader, unsigned int vao, unsigned int vbo, int x, int y, float *transform, Color color);
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void highlight_mistakes(Shader shader, unsigned int vao, unsigned vbo, float *transform, Cudoku *game);
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void draw_selection_box(int x, int y, const Color color);
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void highlight_mistakes(Cudoku *game);
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void toggle_check(Cudoku *game);
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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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void do_selection(Cudoku *game, int x, int y);
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void set_selected_number(Cudoku *game, int number);
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void move_selection(Cudoku *game, int x, int y);
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void toggle_selection(Cudoku *game);
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@@ -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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||||
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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[]) {
|
||||
|
||||
zephr_swap_buffers();
|
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}
|
||||
/* 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();
|
||||
|
||||
|
||||
@@ -1,10 +0,0 @@
|
||||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec2 texCoords;
|
||||
|
||||
uniform sampler2D aTexture;
|
||||
|
||||
void main() {
|
||||
FragColor = texture(aTexture, texCoords);
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
@@ -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) {
|
||||
use_shader(font_shader);
|
||||
Color text_color = { 0 };
|
||||
Color text_color = { 0, 0, 0, 1.f };
|
||||
if (color) {
|
||||
text_color = (Color){ color->r / 255.f, color->g / 255.f, color->b / 255.f, color->a / 255.f };
|
||||
}
|
||||
|
||||
@@ -3,6 +3,8 @@ zephr stuff
|
||||
- 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)
|
||||
- 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
|
||||
- [ ] unicode support (allows for non-ascii characters)
|
||||
|
||||
@@ -16,7 +16,7 @@ unsigned int ui_vao;
|
||||
unsigned int ui_vbo;
|
||||
|
||||
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);
|
||||
|
||||
int res = init_fonts(font_path);
|
||||
@@ -54,7 +54,7 @@ void set_x_constraint(UIConstraints *constraints, float value, UIConstraint type
|
||||
constraints->x = value;
|
||||
break;
|
||||
case UI_CONSTRAINT_RELATIVE:
|
||||
constraints->x = (value * zephr_context.window_size.width);
|
||||
constraints->x = (value * zephr_context.window.size.width);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -68,7 +68,7 @@ void set_y_constraint(UIConstraints *constraints, float value, UIConstraint type
|
||||
constraints->y = value;
|
||||
break;
|
||||
case UI_CONSTRAINT_RELATIVE:
|
||||
constraints->y = (value * zephr_context.window_size.height);
|
||||
constraints->y = (value * zephr_context.window.size.height);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -79,10 +79,10 @@ void set_width_constraint(UIConstraints *constraints, float value, UIConstraint
|
||||
constraints->width = value;
|
||||
break;
|
||||
case UI_CONSTRAINT_RELATIVE:
|
||||
constraints->width = (value * zephr_context.window_size.width);
|
||||
constraints->width = (value * zephr_context.window.size.width);
|
||||
break;
|
||||
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;
|
||||
case UI_CONSTRAINT_ASPECT_RATIO:
|
||||
constraints->width = constraints->height * value;
|
||||
@@ -96,10 +96,10 @@ void set_height_constraint(UIConstraints *constraints, float value, UIConstraint
|
||||
constraints->height = value;
|
||||
break;
|
||||
case UI_CONSTRAINT_RELATIVE:
|
||||
constraints->height = (value * zephr_context.window_size.height);
|
||||
constraints->height = (value * zephr_context.window.size.height);
|
||||
break;
|
||||
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;
|
||||
case UI_CONSTRAINT_ASPECT_RATIO:
|
||||
constraints->height = constraints->width * value;
|
||||
@@ -123,36 +123,36 @@ void apply_alignment(Alignment align, Vec2f *pos, Sizef size) {
|
||||
pos->y = pos->y;
|
||||
break;
|
||||
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;
|
||||
break;
|
||||
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;
|
||||
break;
|
||||
case ALIGN_BOTTOM_LEFT:
|
||||
pos->x = pos->x;
|
||||
pos->y += zephr_context.window_size.height - size.height;
|
||||
pos->y += zephr_context.window.size.height - size.height;
|
||||
break;
|
||||
case ALIGN_BOTTOM_CENTER:
|
||||
pos->x += zephr_context.window_size.width / 2.f - size.width / 2.f;
|
||||
pos->y += zephr_context.window_size.height - size.height;
|
||||
pos->x += zephr_context.window.size.width / 2.f - size.width / 2.f;
|
||||
pos->y += zephr_context.window.size.height - size.height;
|
||||
break;
|
||||
case ALIGN_BOTTOM_RIGHT:
|
||||
pos->x += zephr_context.window_size.width - size.width;
|
||||
pos->y += zephr_context.window_size.height - size.height;
|
||||
pos->x += zephr_context.window.size.width - size.width;
|
||||
pos->y += zephr_context.window.size.height - size.height;
|
||||
break;
|
||||
case ALIGN_LEFT_CENTER:
|
||||
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;
|
||||
case ALIGN_RIGHT_CENTER:
|
||||
pos->x += zephr_context.window_size.width - size.width;
|
||||
pos->y += zephr_context.window_size.height / 2.f - size.height / 2.f;
|
||||
pos->x += zephr_context.window.size.width - size.width;
|
||||
pos->y += zephr_context.window.size.height / 2.f - size.height / 2.f;
|
||||
break;
|
||||
case ALIGN_CENTER:
|
||||
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->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;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,18 +5,16 @@
|
||||
#include <X11/Xatom.h>
|
||||
#include <glad/glx.h>
|
||||
|
||||
static bool fullscreen = false;
|
||||
|
||||
Colormap colormap;
|
||||
GLXContext glx_context;
|
||||
|
||||
void resize_x11_window(Display *display, Window window) {
|
||||
void x11_resize_window(Display *display, Window window) {
|
||||
XWindowAttributes win_attrs;
|
||||
XGetWindowAttributes(display, window, &win_attrs);
|
||||
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);
|
||||
|
||||
if (display == NULL) {
|
||||
@@ -109,14 +107,14 @@ int init_x11(Display **display, Window *window, const char* title, int window_wi
|
||||
glEnable(GL_MULTISAMPLE);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glViewport(0, 0, win_attrs.width, win_attrs.height);
|
||||
resize_x11_window(*display, *window);
|
||||
x11_resize_window(*display, *window);
|
||||
|
||||
XFree(fbc);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void close_x11(Display **display, Window *window) {
|
||||
void x11_close(Display **display, Window *window) {
|
||||
glXMakeCurrent(*display, 0, 0);
|
||||
glXDestroyContext(*display, glx_context);
|
||||
|
||||
@@ -161,17 +159,15 @@ void return_fullscreen(Display *display, Window window)
|
||||
SubstructureNotifyMask | SubstructureRedirectMask, &xev);
|
||||
}
|
||||
|
||||
void toggle_fullscreen(Display *display, Window window) {
|
||||
void x11_toggle_fullscreen(bool fullscreen, Display *display, Window window) {
|
||||
if (fullscreen) {
|
||||
return_fullscreen(display, window);
|
||||
} else {
|
||||
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);
|
||||
|
||||
*width = screen->width;
|
||||
|
||||
@@ -1,10 +1,12 @@
|
||||
#pragma once
|
||||
|
||||
#include <stdbool.h>
|
||||
|
||||
#include <X11/Xlib.h>
|
||||
|
||||
int init_x11(Display **display, Window *window, const char* title, int window_width, int window_height);
|
||||
void close_x11(Display **display, Window *window);
|
||||
void resize_x11_window(Display *display, Window window);
|
||||
void toggle_fullscreen(Display *display, Window window);
|
||||
void get_screen_size(Display *display, int *width, int *height);
|
||||
int x11_init(Display **display, Window *window, const char* title, int window_width, int window_height);
|
||||
void x11_close(Display **display, Window *window);
|
||||
void x11_resize_window(Display *display, Window window);
|
||||
void x11_toggle_fullscreen(bool fullscreen, Display *display, Window window);
|
||||
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);
|
||||
|
||||
@@ -21,7 +21,7 @@ int init_zephr(const char* font_path, const char* window_title, Size window_size
|
||||
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;
|
||||
|
||||
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};
|
||||
}
|
||||
|
||||
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();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void deinit_zephr() {
|
||||
close_x11(&display, &window);
|
||||
x11_close(&display, &window);
|
||||
audio_close();
|
||||
}
|
||||
|
||||
bool zephr_should_quit() {
|
||||
// TODO: input events
|
||||
// TODO: window events
|
||||
// TODO: ui update??
|
||||
|
||||
while (XPending(display)) {
|
||||
XEvent xev;
|
||||
@@ -59,26 +58,11 @@ bool zephr_should_quit() {
|
||||
if (xev.type == ConfigureNotify) {
|
||||
XConfigureEvent xce = xev.xconfigure;
|
||||
|
||||
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 };
|
||||
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.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);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
/* update_ui(); */
|
||||
audio_update();
|
||||
|
||||
|
||||
return zephr_context.should_quit;
|
||||
}
|
||||
|
||||
@@ -102,10 +84,20 @@ void zephr_swap_buffers() {
|
||||
}
|
||||
|
||||
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() {
|
||||
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;
|
||||
}
|
||||
|
||||
@@ -4,11 +4,16 @@
|
||||
|
||||
#include "text.h"
|
||||
|
||||
typedef struct ZephWindow {
|
||||
Size size;
|
||||
bool is_fullscreen;
|
||||
} ZephWindow;
|
||||
|
||||
typedef struct Context {
|
||||
bool should_quit;
|
||||
Color clear_color;
|
||||
Size screen_size;
|
||||
Size window_size;
|
||||
ZephWindow window;
|
||||
ZephFont font;
|
||||
|
||||
Matrix4x4 projection;
|
||||
@@ -20,3 +25,5 @@ bool zephr_should_quit();
|
||||
void zephr_swap_buffers();
|
||||
Size zephr_get_window_size();
|
||||
void zephr_make_window_non_resizable();
|
||||
void zephr_toggle_fullscreen();
|
||||
void zephr_quit();
|
||||
|
||||
Reference in New Issue
Block a user