added game reset, new game, and fullscreen mode

This commit is contained in:
2023-10-02 03:24:58 +02:00
parent a19074c497
commit f0ce9a26f3
5 changed files with 117 additions and 11 deletions
+45 -2
View File
@@ -24,6 +24,8 @@ static const int quad_indices[] = {
1, 2, 3 1, 2, 3
}; };
static const Color mistake_color = {1.f, 0.f, 0.f, 0.5f};
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;
@@ -174,11 +176,12 @@ void prepare_selection_box(unsigned int *vao, unsigned int *vbo) {
glBindVertexArray(0); glBindVertexArray(0);
} }
void draw_selection_box(Shader shader, unsigned int vao, unsigned int vbo, int x, int y, float *transform) {
void draw_selection_box(Shader shader, unsigned int vao, unsigned int vbo, int x, int y, float *transform, Color color) {
use_shader(shader); use_shader(shader);
set_mat4f(shader, "transform", transform); set_mat4f(shader, "transform", transform);
set_vec4f(shader, "aColor", 0.4, 0.4, 1.0, 0.5); set_vec4f(shader, "aColor", color.r, color.g, color.b, color.a);
glBindVertexArray(vao); glBindVertexArray(vao);
@@ -211,6 +214,21 @@ void draw_selection_box(Shader shader, unsigned int vao, unsigned int vbo, int x
glBindVertexArray(0); 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 j = 0; j < 9; j++) {
Cell cell = game->board[i][j];
if (cell.value != 0 && cell.value != game->solution[i][j]) {
draw_selection_box(shader, vao, vbo, i, j, transform, mistake_color);
}
}
}
}
void toggle_check(Cudoku *game) {
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, int width, int height, float x_scale, float y_scale) {
float board_x_start = (width / 2.f) - ((width * x_scale) / 2); float board_x_start = (width / 2.f) - ((width * x_scale) / 2);
float board_y_start = (height / 2.f) - ((height * y_scale) / 2); float board_y_start = (height / 2.f) - ((height * y_scale) / 2);
@@ -232,6 +250,19 @@ void do_selection(Cudoku *game, int x, int y, int width, int height, float x_sca
game->selection.y = cell_x; game->selection.y = cell_x;
} }
void reset_state(Cudoku *game) {
for (int i = 0; i < 9; i++) {
for (int j = 0; j < 9; j++) {
game->board[i][j].value = 0;
game->board[i][j].is_locked = false;
}
}
game->should_draw_selection = false;
game->should_highlight_mistakes = false;
game->has_won = false;
}
bool check_win(Cudoku *game) { bool check_win(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++) {
@@ -242,6 +273,7 @@ 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;
return true; return true;
} }
@@ -464,6 +496,7 @@ void remove_numbers(Cudoku *game) {
} }
void generate_random_board(Cudoku *game) { void generate_random_board(Cudoku *game) {
reset_state(game);
int size = 9; int size = 9;
// fill diagonal boxes 1, 5, 9 // fill diagonal boxes 1, 5, 9
int digits[] = {1, 2, 3, 4, 5, 6, 7, 8, 9}; int digits[] = {1, 2, 3, 4, 5, 6, 7, 8, 9};
@@ -498,4 +531,14 @@ void generate_random_board(Cudoku *game) {
remove_numbers(game); remove_numbers(game);
} }
void reset_board(Cudoku *game) {
for (int i = 0; i < 9; i++) {
for (int j = 0; j < 9; j++) {
if (game->board[i][j].is_locked == false) {
game->board[i][j].value = 0;
}
}
}
}
+12 -1
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@@ -20,8 +20,16 @@ typedef struct Cudoku {
bool has_won; bool has_won;
Vec2 selection; Vec2 selection;
bool should_draw_selection; bool should_draw_selection;
bool should_highlight_mistakes;
} Cudoku; } Cudoku;
typedef struct Color {
float r;
float g;
float b;
float a;
} Color;
void set_scale_factor(int width, int height, float *x, float *y); void set_scale_factor(int width, int height, float *x, float *y);
unsigned int prepare_bg(bool use_texture, unsigned int *texture); unsigned int prepare_bg(bool use_texture, unsigned int *texture);
void draw_bg_grid_shader(Shader shader, unsigned int vao, float* transform, float resolution); void draw_bg_grid_shader(Shader shader, unsigned int vao, float* transform, float resolution);
@@ -30,9 +38,12 @@ void draw_numbers(Shader shader, unsigned int vao, unsigned int vbo, float *tran
unsigned int prepare_win_overlay(); unsigned int prepare_win_overlay();
void draw_win_overlay(Shader win_shader, Shader font_shader, unsigned int vao, unsigned int font_vao, unsigned int font_vbo, float *transform); void draw_win_overlay(Shader win_shader, Shader font_shader, unsigned int vao, unsigned int font_vao, unsigned int font_vbo, float *transform);
void prepare_selection_box(unsigned int *vao, unsigned int *vbo); void prepare_selection_box(unsigned int *vao, unsigned int *vbo);
void draw_selection_box(Shader shader, unsigned int vao, unsigned int vbo, int x, int y, float *transform); void 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 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, int width, int height, float x_scale, float y_scale);
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);
void generate_random_board(Cudoku *game); void generate_random_board(Cudoku *game);
void reset_board(Cudoku *game);
+13 -8
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@@ -22,7 +22,7 @@ void usage() {
void handle_keypress(XEvent xev, Cudoku *game) { void handle_keypress(XEvent xev, Cudoku *game) {
if (XLookupKeysym(&xev.xkey, 0) == XK_r) { if (XLookupKeysym(&xev.xkey, 0) == XK_r) {
/* reset_board(&game); */ reset_board(game);
} else if (XLookupKeysym(&xev.xkey, 0) >= XK_0 && XLookupKeysym(&xev.xkey, 0) <= XK_9) { } else if (XLookupKeysym(&xev.xkey, 0) >= XK_0 && XLookupKeysym(&xev.xkey, 0) <= XK_9) {
set_selected_number(game, XLookupKeysym(&xev.xkey, 0) - XK_0); set_selected_number(game, XLookupKeysym(&xev.xkey, 0) - XK_0);
} else if (XLookupKeysym(&xev.xkey, 0) == XK_BackSpace || } else if (XLookupKeysym(&xev.xkey, 0) == XK_BackSpace ||
@@ -52,12 +52,12 @@ void handle_keypress(XEvent xev, Cudoku *game) {
XLookupKeysym(&xev.xkey, 0) == XK_Return || XLookupKeysym(&xev.xkey, 0) == XK_Return ||
XLookupKeysym(&xev.xkey, 0) == XK_space) { XLookupKeysym(&xev.xkey, 0) == XK_space) {
toggle_selection(game); toggle_selection(game);
/* } else if (XLookupKeysym(&xev.xkey, 0) == XK_n) { */ } else if (XLookupKeysym(&xev.xkey, 0) == XK_n) {
/* new_board(&game); */ generate_random_board(game);
/* } else if (XLookupKeysym(&xev.xkey, 0) == XK_f) { */ } else if (XLookupKeysym(&xev.xkey, 0) == XK_F11) {
/* toggle_fullscreen(display, window); */ 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_m) { */
/* toggle_mute(&game); */ /* toggle_mute(&game); */
/* } else if (XLookupKeysym(&xev.xkey, 0) == XK_F1) { */ /* } else if (XLookupKeysym(&xev.xkey, 0) == XK_F1) { */
@@ -149,6 +149,7 @@ int main(int argc, char *argv[]) {
Shader selection_shader = create_shader("shaders/board_v.vert", "shaders/quad.frag"); Shader selection_shader = create_shader("shaders/board_v.vert", "shaders/quad.frag");
unsigned int selection_vao, selection_vbo; unsigned int selection_vao, selection_vbo;
Color selection_color = {0.4f, 0.4f, 1.0f, 0.5f};
prepare_selection_box(&selection_vao, &selection_vbo); prepare_selection_box(&selection_vao, &selection_vbo);
Shader win_shader = create_shader("shaders/board_v.vert", "shaders/quad.frag"); Shader win_shader = create_shader("shaders/board_v.vert", "shaders/quad.frag");
@@ -209,10 +210,14 @@ int main(int argc, char *argv[]) {
selection_vbo, selection_vbo,
game.selection.x, game.selection.x,
game.selection.y, game.selection.y,
(float *)transform); (float *)transform,
selection_color);
draw_numbers(font_shader, font_vao, font_vbo, (float *)transform, game.board); draw_numbers(font_shader, font_vao, font_vbo, (float *)transform, game.board);
if (game.should_highlight_mistakes)
highlight_mistakes(selection_shader, selection_vao, selection_vbo, (float *)transform, &game);
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);
} }
+46
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@@ -1,9 +1,12 @@
#include <stdbool.h>
#include <stdio.h> #include <stdio.h>
#include <string.h>
#include <glad/glx.h> #include <glad/glx.h>
static const uint win_width = 900; static const uint win_width = 900;
static const uint win_height = 900; static const uint win_height = 900;
static bool fullscreen = False;
Colormap colormap; Colormap colormap;
GLXContext context; GLXContext context;
@@ -113,3 +116,46 @@ void close_x11(Display **display, Window *window) {
gladLoaderUnloadGLX(); gladLoaderUnloadGLX();
} }
void go_fullscreen(Display *display, Window window)
{
XEvent xev;
Atom wm_state = XInternAtom(display, "_NET_WM_STATE", False);
Atom fullscreen = XInternAtom(display, "_NET_WM_STATE_FULLSCREEN", False);
memset(&xev, 0, sizeof(xev));
xev.type = ClientMessage;
xev.xclient.window = window;
xev.xclient.message_type = wm_state;
xev.xclient.format = 32;
xev.xclient.data.l[0] = 1; // _NET_WM_STATE_ADD
xev.xclient.data.l[1] = fullscreen;
xev.xclient.data.l[2] = 0;
XSendEvent(display, DefaultRootWindow(display), False,
SubstructureNotifyMask | SubstructureRedirectMask, &xev);
}
void return_fullscreen(Display *display, Window window)
{
XEvent xev;
Atom wm_state = XInternAtom(display, "_NET_WM_STATE", False);
Atom fullscreen = XInternAtom(display, "_NET_WM_STATE_FULLSCREEN", False);
memset(&xev, 0, sizeof(xev));
xev.type = ClientMessage;
xev.xclient.window = window;
xev.xclient.message_type = wm_state;
xev.xclient.format = 32;
xev.xclient.data.l[0] = 0; // _NET_WM_STATE_REMOVE
xev.xclient.data.l[1] = fullscreen;
xev.xclient.data.l[2] = 0;
XSendEvent(display, DefaultRootWindow(display), False,
SubstructureNotifyMask | SubstructureRedirectMask, &xev);
}
void toggle_fullscreen(Display *display, Window window) {
if (fullscreen) {
return_fullscreen(display, window);
} else {
go_fullscreen(display, window);
}
fullscreen = !fullscreen;
}
+1
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@@ -5,3 +5,4 @@
void resize_x11_window(Display *display, Window window); void resize_x11_window(Display *display, Window window);
int init_x11(Display **display, Window *window); int init_x11(Display **display, Window *window);
void close_x11(Display **display, Window *window); void close_x11(Display **display, Window *window);
void toggle_fullscreen(Display *display, Window window);