added help overlay

This commit is contained in:
2023-10-02 23:59:48 +02:00
parent f0ce9a26f3
commit 938d0e67cb
8 changed files with 158 additions and 7 deletions
+1 -1
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@@ -1,7 +1,7 @@
BIN=cudoku BIN=cudoku
CC=gcc CC=gcc
CFLAGS=-Wall -Wextra -pedantic -O3 -g `pkg-config --cflags freetype2` -I3rdparty/glad/include -I3rdparty/stb CFLAGS=-Wall -Wextra -pedantic -O3 -g `pkg-config --cflags freetype2` -I3rdparty/glad/include -I3rdparty/stb
OBJ=main.o x11.o cudoku.o shader.o font.o 3rdparty/glad/src/gl.o 3rdparty/glad/src/glx.o 3rdparty/stb/stb.o OBJ=main.o x11.o cudoku.o shader.o font.o helper.o 3rdparty/glad/src/gl.o 3rdparty/glad/src/glx.o 3rdparty/stb/stb.o
LDFLAGS=`pkg-config --libs x11 freetype2` -lm LDFLAGS=`pkg-config --libs x11 freetype2` -lm
DEPS=3rdparty/glad/include/glad/gl.h 3rdparty/glad/include/glad/glx.h 3rdparty/stb/stb_image.h DEPS=3rdparty/glad/include/glad/gl.h 3rdparty/glad/include/glad/glx.h 3rdparty/stb/stb_image.h
+73 -4
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@@ -10,6 +10,9 @@
#include "cudoku.h" #include "cudoku.h"
#include "font.h" #include "font.h"
#include "shader.h" #include "shader.h"
#include "helper.h"
#define help_text_size 12
static const float quad_vertices[] = { static const float quad_vertices[] = {
// positions // texture coords // positions // texture coords
@@ -26,6 +29,23 @@ static const int quad_indices[] = {
static const Color mistake_color = {1.f, 0.f, 0.f, 0.5f}; static const Color mistake_color = {1.f, 0.f, 0.f, 0.5f};
static const char *win_text = "You won!";
static const char *help_texts[help_text_size] = {
"F1 - Toggle help",
"F11 - Toggle fullscreen",
"1-9 - Set number",
"0/Del/Backspace - Remove number",
"Left/A/H - Move selection left",
"Right/D/L - Move selection right",
"Up/W/K - Move selection up",
"Down/S/J - Move selection down",
"Space/Enter - Toggle selection",
"N - New board",
"C - Check for mistakes",
"R - Reset board"
};
void set_scale_factor(int width, int height, float *x, float *y) { void set_scale_factor(int width, int height, float *x, float *y) {
if (width > height) { if (width > height) {
float ratio = (float)height / (float)width; float ratio = (float)height / (float)width;
@@ -155,9 +175,8 @@ void draw_win_overlay(Shader win_shader, Shader font_shader, unsigned int vao, u
glBindVertexArray(0); glBindVertexArray(0);
const char *text = "You won!"; Size text_size = calculate_text_size(win_text, 1.0f);
Size text_size = calculate_text_size(text, 1.0f); draw_text(font_shader, win_text, text_size, 1.5f, font_vao, font_vbo, transform);
draw_text(font_shader, text, text_size, 1.5f, font_vao, font_vbo, transform);
} }
void prepare_selection_box(unsigned int *vao, unsigned int *vbo) { void prepare_selection_box(unsigned int *vao, unsigned int *vbo) {
@@ -206,7 +225,6 @@ void draw_selection_box(Shader shader, unsigned int vao, unsigned int vbo, int x
glBindBuffer(GL_ARRAY_BUFFER, vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0);
glDrawArrays(GL_TRIANGLES, 0, 6); glDrawArrays(GL_TRIANGLES, 0, 6);
@@ -261,6 +279,7 @@ void reset_state(Cudoku *game) {
game->should_draw_selection = false; game->should_draw_selection = false;
game->should_highlight_mistakes = false; game->should_highlight_mistakes = false;
game->has_won = false; game->has_won = false;
game->should_draw_help = true;
} }
bool check_win(Cudoku *game) { bool check_win(Cudoku *game) {
@@ -274,6 +293,7 @@ bool check_win(Cudoku *game) {
game->has_won = true; game->has_won = true;
game->should_draw_selection = false; game->should_draw_selection = false;
game->should_highlight_mistakes = false; game->should_highlight_mistakes = false;
game->should_draw_help = false;
return true; return true;
} }
@@ -541,4 +561,53 @@ void reset_board(Cudoku *game) {
} }
} }
void toggle_help(Cudoku *game) {
if (!game->has_won) {
game->should_draw_help = !game->should_draw_help;
}
}
void draw_ui_element_at(Shader shader, unsigned int vao, unsigned int vbo, Matrix4x4 projection, Vec2 pos, Size size, Color color) {
use_shader(shader);
set_mat4f(shader, "transform", (float *)projection.m);
set_vec4f(shader, "aColor", color.r, color.g, color.b, color.a);
glBindVertexArray(vao);
float vertices[6][2] = {
{pos.x, pos.y + size.height},
{pos.x, pos.y},
{pos.x + size.width, pos.y},
{pos.x, pos.y + size.height},
{pos.x + size.width, pos.y},
{pos.x + size.width, pos.y + size.height},
};
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 draw_help_overlay(Shader overlay_shader, Shader font_shader, unsigned int overlay_vao, unsigned int overlay_vbo, unsigned int font_vao, unsigned int font_vbo, Matrix4x4 projection, int window_height) {
float scale = 0.3f;
int total_help_texts_height = 20;
int text_padding = 10;
Size size = {.width = 700, .height = 500};
Vec2 pos = {.x = 0, .y = window_height - size.height};
Color color = { .r = 0.1f, .g = 0.1f, .b = 0.1f, .a = 0.95f };
draw_ui_element_at(overlay_shader, overlay_vao, overlay_vbo, projection, pos, size, color);
for (int i = 0; i < help_text_size; i++) {
Size text_size = calculate_text_size(help_texts[i], scale);
Vec2 text_pos = {.x = text_padding, .y = window_height - total_help_texts_height - (text_padding * 2)};
total_help_texts_height += text_size.height + text_padding;
draw_text_at(font_shader, help_texts[i], text_pos, scale, font_vao, font_vbo, (float *)projection.m);
}
}
+3
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@@ -21,6 +21,7 @@ typedef struct Cudoku {
Vec2 selection; Vec2 selection;
bool should_draw_selection; bool should_draw_selection;
bool should_highlight_mistakes; bool should_highlight_mistakes;
bool should_draw_help;
} Cudoku; } Cudoku;
typedef struct Color { typedef struct Color {
@@ -47,3 +48,5 @@ void move_selection(Cudoku *game, int x, int y);
void toggle_selection(Cudoku *game); void toggle_selection(Cudoku *game);
void generate_random_board(Cudoku *game); void generate_random_board(Cudoku *game);
void reset_board(Cudoku *game); void reset_board(Cudoku *game);
void toggle_help(Cudoku *game);
void draw_help_overlay();
+44
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@@ -223,3 +223,47 @@ void draw_text(Shader shader, const char *text, Size text_size, float scale, uns
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
} }
void draw_text_at(Shader shader, const char *text, Vec2 pos, float scale, unsigned int vao, unsigned int vbo, float *projection) {
use_shader(shader);
set_vec3f(shader, "textColor", 200.f / 255.f, 200.f / 255.f, 200.f / 255.f);
set_mat4f(shader, "transform", (float *)projection);
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(vao);
int c = 0;
while (text[c] != '\0') {
Character ch = characters[(int)text[c]];
float xpos = pos.x + ch.bearing.width * scale;
float ypos = pos.y - (ch.size.height - ch.bearing.height) * scale;
float w = (ch.size.width * scale);
float h = (ch.size.height * scale);
float vertices[6][4] = {
// top left tri
{ xpos, ypos + h, 0.0f, 0.0f },
{ xpos, ypos, 0.0f, 1.0f },
{ xpos + w, ypos, 1.0f, 1.0f },
// bottom right tri
{ xpos, ypos + h, 0.0f, 0.0f },
{ xpos + w, ypos, 1.0f, 1.0f },
{ xpos + w, ypos + h, 1.0f, 0.0f }
};
glBindTexture(GL_TEXTURE_2D, ch.texture_id);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
pos.x += (ch.advance >> 6) * scale;
c++;
}
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
+1
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@@ -20,3 +20,4 @@ void prepare_font(unsigned int *vao, unsigned int *vbo);
Size calculate_text_size(const char *text, float scale); Size calculate_text_size(const char *text, float scale);
void draw_number(Shader shader, Cell cell, int row, int column, float scale,unsigned int vao, unsigned int vbo, float* transform); void draw_number(Shader shader, Cell cell, int row, int column, float scale,unsigned int vao, unsigned int vbo, float* transform);
void draw_text(Shader shader, const char *text, Size text_size, float scale, unsigned int vao, unsigned int vbo, float *transform); void draw_text(Shader shader, const char *text, Size text_size, float scale, unsigned int vao, unsigned int vbo, float *transform);
void draw_text_at(Shader shader, const char *text, Vec2 pos, float scale, unsigned int vao, unsigned int vbo, float *projection);
+21
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@@ -0,0 +1,21 @@
#include "helper.h"
Matrix4x4 orthographicProjection2D(float left, float right, float bottom, float top) {
Matrix4x4 result;
// Identity matrix
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
result.m[i][j] = 0.0f;
}
}
result.m[0][0] = 2.0f / (right - left);
result.m[3][0] = -(right + left) / (right - left);
result.m[1][1] = 2.0f / (top - bottom);
result.m[3][1] = -(top + bottom) / (top - bottom);
result.m[2][2] = -1.0f;
result.m[3][3] = 1.0f;
return result;
}
+6
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@@ -0,0 +1,6 @@
typedef struct {
float m[4][4];
} Matrix4x4;
Matrix4x4 orthographicProjection2D(float left, float right, float bottom, float top);
+9 -2
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@@ -9,6 +9,7 @@
#include "x11.h" #include "x11.h"
#include "cudoku.h" #include "cudoku.h"
#include "font.h" #include "font.h"
#include "helper.h"
Display *display; Display *display;
Window window; Window window;
@@ -60,8 +61,8 @@ void handle_keypress(XEvent xev, Cudoku *game) {
toggle_check(game); toggle_check(game);
/* } else if (XLookupKeysym(&xev.xkey, 0) == XK_m) { */ /* } else if (XLookupKeysym(&xev.xkey, 0) == XK_m) { */
/* toggle_mute(&game); */ /* toggle_mute(&game); */
/* } else if (XLookupKeysym(&xev.xkey, 0) == XK_F1) { */ } else if (XLookupKeysym(&xev.xkey, 0) == XK_F1) {
/* toggle_help(&game); */ toggle_help(game);
} }
} }
@@ -120,6 +121,7 @@ int main(int argc, char *argv[]) {
srand(time(NULL)); srand(time(NULL));
Cudoku game = {0}; Cudoku game = {0};
game.should_draw_help = true;
generate_random_board(&game); generate_random_board(&game);
for (int i = 0; i < 9; i++) { for (int i = 0; i < 9; i++) {
@@ -198,6 +200,8 @@ int main(int argc, char *argv[]) {
{0, 0, 0, 1}, {0, 0, 0, 1},
}; };
Matrix4x4 projection = orthographicProjection2D(0.0f, width, 0.0f, height);
if (!use_texture) if (!use_texture)
draw_bg_grid_shader(grid_shader, board_vao, (float *)transform, width < height ? width : height); draw_bg_grid_shader(grid_shader, board_vao, (float *)transform, width < height ? width : height);
else else
@@ -218,6 +222,9 @@ int main(int argc, char *argv[]) {
if (game.should_highlight_mistakes) if (game.should_highlight_mistakes)
highlight_mistakes(selection_shader, selection_vao, selection_vbo, (float *)transform, &game); highlight_mistakes(selection_shader, selection_vao, selection_vbo, (float *)transform, &game);
if (game.should_draw_help)
draw_help_overlay(selection_shader, font_shader, selection_vao, selection_vbo, font_vao, font_vbo, projection, height);
if (game.has_won) { if (game.has_won) {
draw_win_overlay(win_shader, font_shader, win_vao, font_vao, font_vbo, (float *)transform); draw_win_overlay(win_shader, font_shader, win_vao, font_vao, font_vbo, (float *)transform);
} }