mirror of
https://github.com/IllusionMan1212/cudoku.git
synced 2026-10-24 02:12:25 +00:00
code organization changes
This commit is contained in:
@@ -34,6 +34,14 @@ static const char *help_texts[HELP_TEXT_SIZE] = {
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"Ctrl+Q/Esc - Quit"
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};
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//////////////////////////////////////
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//
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//
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// Drawing functions
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//
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//
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//////////////////////////////////////
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void draw_win(Cudoku *game) {
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Size window = zephr_get_window_size();
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Color bg_color = {0, 0, 0, 200.f};
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@@ -125,7 +133,17 @@ void draw_board(Cudoku *game, Size window_size) {
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}
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}
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void draw_pause_overlay() {
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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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draw_quad(constraints, &color, 0.0, ALIGN_TOP_LEFT);
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}
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void draw_pause_overlay(void) {
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Size window = zephr_get_window_size();
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Color bg_color = {0, 0, 0, 200.f};
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Color text_color = {237.f, 225.f, 215.f, 255.f};
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@@ -144,31 +162,7 @@ void draw_pause_overlay() {
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draw_text("Paused", 100.f, constraints, &text_color, ALIGN_CENTER);
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}
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void pause_game(Cudoku *game) {
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if (game->has_won) return;
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if (game->timer.state == TIMER_PAUSED) {
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timer_resume(&game->timer);
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} else if (game->timer.state == TIMER_RUNNING) {
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game->should_draw_help = false;
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game->should_draw_selection = false;
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game->should_highlight_mistakes = false;
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timer_pause(&game->timer);
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timer_stop(&game->help_timer);
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}
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}
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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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draw_quad(constraints, &color, 0.0, ALIGN_TOP_LEFT);
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}
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void highlight_mistakes(Cudoku *game) {
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void draw_mistakes_highlight(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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@@ -192,6 +186,139 @@ void highlight_mistakes(Cudoku *game) {
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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 draw_help(Timer *timer) {
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int const text_padding = 10;
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int const help_font_size = 24;
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int const closing_in_font_size = 18;
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Color const bg_color = {
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.r = 0.f,
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.g = 0.f,
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.b = 0.f,
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.a = 185.f
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};
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Color const text_color = {
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237.f,
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255.f,
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255.f,
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255.f,
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};
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Color const closing_in_text_color = {
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.r = 255.0f,
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.g = 150.0f,
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.b = 0.0f,
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.a = 255.0f,
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};
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float overlay_height = 0;
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float overlay_width = 0;
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float total_help_texts_height = 10;
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for (int i = 0; i < HELP_TEXT_SIZE; i++) {
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Sizef text_size = calculate_text_size(help_texts[i], help_font_size);
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overlay_height += text_size.height + text_padding;
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overlay_width = CORE_MAX(overlay_width, text_size.width + text_padding * 2);
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}
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Sizef size = {.width = overlay_width, .height = overlay_height + text_padding * 2};
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UIConstraints constraints = {0};
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set_width_constraint(&constraints, size.width, UI_CONSTRAINT_FIXED);
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set_height_constraint(&constraints, size.height, UI_CONSTRAINT_FIXED);
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draw_quad(constraints, &bg_color, 0.0, ALIGN_TOP_LEFT);
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GlyphInstanceList batch;
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new_glyph_instance_list(&batch, 100);
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set_x_constraint(&constraints, text_padding, UI_CONSTRAINT_FIXED);
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for (int i = 0; i < HELP_TEXT_SIZE; i++) {
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Sizef text_size = calculate_text_size(help_texts[i], help_font_size);
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set_y_constraint(&constraints, total_help_texts_height, UI_CONSTRAINT_FIXED);
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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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add_text_instance(&batch, help_texts[i], help_font_size, constraints, &text_color, ALIGN_TOP_LEFT);
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total_help_texts_height += text_size.height + text_padding;
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}
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if (timer->state == TIMER_RUNNING) {
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char closing_in_text[128];
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snprintf(closing_in_text, sizeof(closing_in_text), "Hiding in %ds", (int)timer_remaining(timer) + 1);
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Sizef closing_in_text_size = calculate_text_size(closing_in_text, closing_in_font_size);
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set_x_constraint(&constraints, overlay_width - closing_in_text_size.width - text_padding, UI_CONSTRAINT_FIXED);
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set_y_constraint(&constraints, text_padding, UI_CONSTRAINT_FIXED);
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add_text_instance(&batch, closing_in_text, closing_in_font_size, constraints, &closing_in_text_color, ALIGN_TOP_LEFT);
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}
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draw_text_batch(&batch);
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}
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void draw_timer(Timer *timer) {
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if (timer->state == TIMER_STOPPED) return;
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const int font_size = 32;
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const Color text_color = {
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.r = 66.0f,
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.g = 92.0f,
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.b = 124.0f,
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.a = 255.0f,
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};
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const Color bg_color = {
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.r = 0.0f,
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.g = 0.0f,
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.b = 0.0f,
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.a = 25.0f,
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};
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const Alignment alignment = ALIGN_BOTTOM_RIGHT;
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char timer_text[64];
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double elapsed = timer_elapsed(timer);
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if (timer->state == TIMER_PAUSED) {
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// if the timer is paused, we want to show the time at which it was paused
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elapsed = timer->elapsed;
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}
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int minutes = (int)elapsed / 60;
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int seconds = (int)elapsed % 60;
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snprintf(timer_text, sizeof(timer_text), "Time: %02d:%02d", minutes, seconds);
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Sizef text_size = calculate_text_size(timer_text, font_size);
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UIConstraints constraints = {0};
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set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
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set_y_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
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set_width_constraint(&constraints, text_size.width + 4, UI_CONSTRAINT_FIXED);
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set_height_constraint(&constraints, text_size.height + 4, UI_CONSTRAINT_FIXED);
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draw_quad(constraints, &bg_color, 0.0, alignment);
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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(timer_text, font_size, constraints, &text_color, alignment);
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}
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//////////////////////////////////////
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//
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//
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// Game logic functions
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//
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//
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//////////////////////////////////////
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void pause_game(Cudoku *game) {
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if (game->has_won) return;
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if (game->timer.state == TIMER_PAUSED) {
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timer_resume(&game->timer);
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} else if (game->timer.state == TIMER_RUNNING) {
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game->should_draw_help = false;
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game->should_draw_selection = false;
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game->should_highlight_mistakes = false;
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timer_pause(&game->timer);
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timer_stop(&game->help_timer);
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}
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}
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void toggle_check(Cudoku *game) {
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if (game->has_won || game->timer.state == TIMER_PAUSED) return;
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@@ -523,113 +650,3 @@ bool toggle_help(Cudoku *game) {
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return game->should_draw_help;
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}
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void draw_help(Timer *timer) {
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int const text_padding = 10;
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int const help_font_size = 24;
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int const closing_in_font_size = 18;
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Color const bg_color = {
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.r = 0.f,
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.g = 0.f,
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.b = 0.f,
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.a = 185.f
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};
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Color const text_color = {
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237.f,
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255.f,
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255.f,
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255.f,
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};
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Color const closing_in_text_color = {
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.r = 255.0f,
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.g = 150.0f,
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.b = 0.0f,
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.a = 255.0f,
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};
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float overlay_height = 0;
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float overlay_width = 0;
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float total_help_texts_height = 10;
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for (int i = 0; i < HELP_TEXT_SIZE; i++) {
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Sizef text_size = calculate_text_size(help_texts[i], help_font_size);
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overlay_height += text_size.height + text_padding;
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overlay_width = CORE_MAX(overlay_width, text_size.width + text_padding * 2);
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}
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Sizef size = {.width = overlay_width, .height = overlay_height + text_padding * 2};
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UIConstraints constraints = {0};
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set_width_constraint(&constraints, size.width, UI_CONSTRAINT_FIXED);
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set_height_constraint(&constraints, size.height, UI_CONSTRAINT_FIXED);
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draw_quad(constraints, &bg_color, 0.0, ALIGN_TOP_LEFT);
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GlyphInstanceList batch;
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new_glyph_instance_list(&batch, 100);
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set_x_constraint(&constraints, text_padding, UI_CONSTRAINT_FIXED);
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for (int i = 0; i < HELP_TEXT_SIZE; i++) {
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Sizef text_size = calculate_text_size(help_texts[i], help_font_size);
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set_y_constraint(&constraints, total_help_texts_height, UI_CONSTRAINT_FIXED);
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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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add_text_instance(&batch, help_texts[i], help_font_size, constraints, &text_color, ALIGN_TOP_LEFT);
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total_help_texts_height += text_size.height + text_padding;
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}
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if (timer->state == TIMER_RUNNING) {
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char closing_in_text[128];
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snprintf(closing_in_text, sizeof(closing_in_text), "Hiding in %ds", (int)timer_remaining(timer) + 1);
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Sizef closing_in_text_size = calculate_text_size(closing_in_text, closing_in_font_size);
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set_x_constraint(&constraints, overlay_width - closing_in_text_size.width - text_padding, UI_CONSTRAINT_FIXED);
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set_y_constraint(&constraints, text_padding, UI_CONSTRAINT_FIXED);
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add_text_instance(&batch, closing_in_text, closing_in_font_size, constraints, &closing_in_text_color, ALIGN_TOP_LEFT);
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}
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draw_text_batch(&batch);
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}
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void draw_timer(Timer *timer) {
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if (timer->state == TIMER_STOPPED) return;
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const int font_size = 32;
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const Color text_color = {
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.r = 66.0f,
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.g = 92.0f,
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.b = 124.0f,
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.a = 255.0f,
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};
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const Color bg_color = {
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.r = 0.0f,
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.g = 0.0f,
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.b = 0.0f,
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.a = 25.0f,
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};
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const Alignment alignment = ALIGN_BOTTOM_RIGHT;
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char timer_text[64];
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double elapsed = timer_elapsed(timer);
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if (timer->state == TIMER_PAUSED) {
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// if the timer is paused, we want to show the time at which it was paused
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elapsed = timer->elapsed;
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}
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int minutes = (int)elapsed / 60;
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int seconds = (int)elapsed % 60;
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snprintf(timer_text, sizeof(timer_text), "Time: %02d:%02d", minutes, seconds);
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Sizef text_size = calculate_text_size(timer_text, font_size);
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UIConstraints constraints = {0};
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set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
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set_y_constraint(&constraints, 0, UI_CONSTRAINT_FIXED);
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set_width_constraint(&constraints, text_size.width + 4, UI_CONSTRAINT_FIXED);
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set_height_constraint(&constraints, text_size.height + 4, UI_CONSTRAINT_FIXED);
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draw_quad(constraints, &bg_color, 0.0, alignment);
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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(timer_text, font_size, constraints, &text_color, alignment);
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}
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