#include #include #include #include #include #include #include "3rdparty/stb/stb_image.h" #include "cudoku.h" #include "shader.h" #include "audio.h" #include "ui.h" #define HELP_TEXT_SIZE 13 static const float quad_vertices[] = { // positions // texture coords -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, // top left 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, // top right -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, // bottom left 1.0f, -1.0f, 0.0f, 1.0f, 0.0f // bottom right }; static const int quad_indices[] = { 0, 1, 2, 1, 2, 3 }; static const Color mistake_color = {1.f, 0.f, 0.f, 0.5f}; static const wide_str *win_text = U"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", "Ctrl+Q/Esc - Quit" }; void draw_win() { Size window = zephr_get_window_size(); Color bg_color = {233.f, 84.f, 32.f, 200.f}; Color text_color = {237.f, 225.f, 215.f, 255.f}; UIConstraints constraints = {0}; /* set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED); */ /* set_y_constraint(&constraints, 0, UI_CONSTRAINT_FIXED); */ /* set_width_constraint(&constraints, window.width, UI_CONSTRAINT_FIXED); */ /* set_height_constraint(&constraints, window.height, UI_CONSTRAINT_FIXED); */ Alignment align = ALIGN_CENTER; int font_size = 72.0f; /* Sizef text_size = calculate_text_size(win_text, font_size); */ set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED); set_y_constraint(&constraints, 0, UI_CONSTRAINT_FIXED); /* set_width_constraint(&constraints, text_size.width, UI_CONSTRAINT_FIXED); */ /* set_height_constraint(&constraints, text_size.height, UI_CONSTRAINT_FIXED); */ /* set_rotation_constraint(&constraints, 0); */ /* UIConstraints circle_const; */ /* set_x_constraint(&circle_const, 50, UI_CONSTRAINT_FIXED); */ /* set_y_constraint(&circle_const, 0, UI_CONSTRAINT_FIXED); */ /* set_width_constraint(&circle_const, 70, UI_CONSTRAINT_FIXED); */ /* set_height_constraint(&circle_const, 90, UI_CONSTRAINT_FIXED); */ /* draw_circle(circle_const, NULL, ALIGN_LEFT_CENTER); */ /* draw_quad(constraints, &bg_color, 0.0, align); */ /* set_x_constraint(&constraints, -50, UI_CONSTRAINT_FIXED); */ /* draw_quad(constraints, &bg_color, 25.0, ALIGN_TOP_RIGHT); */ /* set_x_constraint(&constraints, 0, UI_CONSTRAINT_FIXED); */ /* draw_quad(constraints, &bg_color, 0.5, ALIGN_BOTTOM_RIGHT); */ /* draw_quad(constraints, &bg_color, 0.0, align); */ /* draw_triangle(constraints, &bg_color, ALIGN_CENTER); */ set_width_constraint(&constraints, 1, UI_CONSTRAINT_FIXED); set_height_constraint(&constraints, 1, UI_CONSTRAINT_FIXED); draw_text(win_text, font_size, constraints, &text_color, align); } void set_scale_factor(int width, int height, float *x, float *y) { if (width > height) { float ratio = (float)height / (float)width; *x = ratio; *y = 1.f; } else { float ratio = (float)width / (float)height; *x = 1.f; *y = ratio; } } unsigned int prepare_bg(bool use_texture, unsigned int *texture) { unsigned int vbo, vao, ebo; glGenVertexArrays(1, &vao); glGenBuffers(1, &vbo); glGenBuffers(1, &ebo); glBindVertexArray(vao); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quad_indices), quad_indices, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0); if (use_texture) { int tex_width = 0, tex_height = 0; unsigned char *tex_data = NULL; glGenTextures(1, &(*texture)); glBindTexture(GL_TEXTURE_2D, *texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); tex_data = stbi_load("assets/sudoku-grid.png", &tex_width, &tex_height, NULL, 0); if (tex_data) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex_width, tex_height, 0, GL_RGB, GL_UNSIGNED_BYTE, tex_data); glGenerateMipmap(GL_TEXTURE_2D); stbi_image_free(tex_data); } else { printf("[ERROR] could not load texture image\n"); } glEnableVertexAttribArray(1); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(3 * sizeof(float))); } glBindVertexArray(0); return vao; } void draw_bg_grid_shader(Shader shader, unsigned int vao, float* transform, float resolution) { use_shader(shader); set_mat4f(shader, "transform", transform); set_float(shader, "resolution", resolution); glBindVertexArray(vao); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glBindVertexArray(0); } void draw_bg_grid_texture(Shader shader, unsigned int vao, unsigned int texture, float* transform) { use_shader(shader); set_mat4f(shader, "transform", transform); glBindVertexArray(vao); glBindTexture(GL_TEXTURE_2D, texture); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glBindVertexArray(0); } void draw_numbers(Shader shader, unsigned int vao, unsigned int vbo, float *transform, Cell board[9][9]) { for (int i = 0; i < 9; i++) { for (int j = 0; j < 9; j++) { if (board[i][j].value != 0) { /* draw_number(shader, board[i][j], i, j, 5.0f, vao, vbo, transform); */ } } } glBindVertexArray(0); } unsigned int prepare_win_overlay() { unsigned int vbo, vao, ebo; glGenVertexArrays(1, &vao); glGenBuffers(1, &vbo); glGenBuffers(1, &ebo); glBindVertexArray(vao); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quad_indices), quad_indices, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0); glBindVertexArray(0); return vao; } void draw_win_overlay(Shader win_shader, Shader font_shader, unsigned int vao, unsigned int font_vao, unsigned int font_vbo, float *transform, Cudoku *game) { use_shader(win_shader); set_mat4f(win_shader, "transform", transform); set_vec4f(win_shader, "aColor", 0.0, 0.0, 0.0, 0.8); glBindVertexArray(vao); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glBindVertexArray(0); char time_text[64]; float time_elapsed = game->win_time - game->timer.time; snprintf(time_text, 64, "Solved in: %02dm%02ds", (int)time_elapsed / 60, (int)time_elapsed % 60); /* Size win_text_size = calculate_text_size(win_text, 1.0f); */ /* Size time_text_size = calculate_text_size(time_text, 1.0f); */ /* draw_text_center(font_shader, win_text, win_text_size, 1.5f, font_vao, font_vbo, transform, 0.0, 75.0); */ /* draw_text_center(font_shader, time_text, time_text_size, 0.8f, font_vao, font_vbo, transform, 0.0, -75.0); */ } /* void draw_pause_overlay(Cudoku *game) { */ /* timer_pause(&game->timer); */ /* // */ /* // this is my basic idea of drawing ui elements */ /* // */ /* // examples of drawing shapes */ /* draw_quad(beginning_x, beginning_y, win_width, win_height); */ /* draw_circle(); */ /* draw_triangle(); */ /* // example of drawing text */ /* draw_text_at(pause_text, font_scale, posx, posy, color); */ /* // TODO: rotations, translation, scaling */ /* // TODO: buttons and other elements */ /* } */ void prepare_selection_box(unsigned int *vao, unsigned int *vbo) { glGenVertexArrays(1, &(*vao)); glGenBuffers(1, &(*vbo)); glBindVertexArray(*vao); glBindBuffer(GL_ARRAY_BUFFER, *vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6*2, NULL, GL_DYNAMIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), 0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); } void draw_selection_box(Shader shader, unsigned int vao, unsigned int vbo, int x, int y, float *transform, Color color) { use_shader(shader); set_mat4f(shader, "transform", transform); set_vec4f(shader, "aColor", color.r, color.g, color.b, color.a); glBindVertexArray(vao); float vert = 0.11f; // get size of a single cell in opengl coords (-1, 1) float single_cell = (1.f/9.f) * 2; // we minus 4 since we start at column and row 4 (0-indexed) float offset_x = single_cell * (y - 4); float offset_y = single_cell * (x - 4); float vertices[6][2] = { // top left tri { -vert + offset_x, -vert - offset_y }, { -vert + offset_x, vert - offset_y }, { vert + offset_x, vert - offset_y }, // bottom right tri { -vert + offset_x, -vert - offset_y }, { vert + offset_x, vert - offset_y }, { vert + offset_x, -vert - offset_y } }; glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices); glBindBuffer(GL_ARRAY_BUFFER, 0); glDrawArrays(GL_TRIANGLES, 0, 6); glBindVertexArray(0); } void highlight_mistakes(Shader shader, unsigned int vao, unsigned vbo, float *transform, Cudoku *game) { for (int i = 0; i < 9; i++) { for (int 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) { if (game->has_won) return; float board_x_start = (width / 2.f) - ((width * x_scale) / 2); float board_y_start = (height / 2.f) - ((height * y_scale) / 2); float cell_width = (width * x_scale) / 9.f; float cell_height = (height * y_scale) / 9.f; int cell_x = floor((x - board_x_start) / cell_width); int cell_y = floor((y - board_y_start) / cell_height); if (cell_x < 0 || cell_x > 8 || cell_y < 0 || cell_y > 8) { game->should_draw_selection = false; return; } game->should_draw_selection = true; game->selection.x = cell_y; 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; timer_reset(&game->timer); } bool check_win(Cudoku *game) { for (int i = 0; i < 9; i++) { for (int j = 0; j < 9; j++) { if (game->board[i][j].is_locked) continue; if (game->board[i][j].value != game->solution[i][j]) return false; } } game->has_won = true; game->should_draw_selection = false; game->should_highlight_mistakes = false; game->should_draw_help = false; game->win_time = get_time(); timer_stop(&game->timer); audio_play_win(); return true; } void set_selected_number(Cudoku *game, int number) { if (game->should_draw_selection && !game->has_won && !game->board[game->selection.x][game->selection.y].is_locked) { if (number != 0) audio_play_scribble(); game->board[game->selection.x][game->selection.y].value = number; check_win(game); } } void move_selection(Cudoku *game, int x, int y) { if (game->should_draw_selection && !game->has_won) { game->selection.x += y; game->selection.y += x; if (game->selection.x < 0) { game->selection.x = 0; } else if (game->selection.x > 8) { game->selection.x = 8; } if (game->selection.y < 0) { game->selection.y = 0; } else if (game->selection.y > 8) { game->selection.y = 8; } } } void toggle_selection(Cudoku *game) { if (!game->has_won) game->should_draw_selection = !game->should_draw_selection; } void remove_arr_element(int *arr, int index, int size) { for (int i = index; i < size - 1; i++) { arr[i] = arr[i + 1]; } } void get_candidates(Cell board[9][9], int row, int col, int candidates[], int *size) { // use this as a set to check if a number is already in the row, col, or box // 0 is no clash, 1 is clash int clashingDigits[9] = {0}; // check row for (int i = 0; i < 9; i++) { if (board[row][i].value != 0) { clashingDigits[board[row][i].value - 1] = 1; } } // check col for (int i = 0; i < 9; i++) { if (board[i][col].value != 0) { clashingDigits[board[i][col].value - 1] = 1; } } // check box int box_row = floor(row / 3.f) * 3; int box_col = floor(col / 3.f) * 3; for (int i = box_row; i < box_row + 3; i++) { for (int j = box_col; j < box_col + 3; j++) { if (board[i][j].value != 0) { clashingDigits[board[i][j].value - 1] = 1; } } } for (int i = 0; i < 9; i++) { if (clashingDigits[i] != 1) { candidates[(*size)++] = i + 1; } } } bool backtracker(Cudoku *game, int start_row, int start_col) { // if we went thru all the cols but not all the rows if (start_col >= 9 && start_row < 9 - 1) { start_row++; start_col = 0; } // if we went thru the entire board if (start_row >= 8 && start_col >= 9) { return true; } // if we're at diagonal box 1, 5 or 9, skip it if (start_row < 3) { if (start_col < 3) { start_col = 3; } } else if (start_row < 6) { if (start_col == (floor(start_row / 3.f) * 3)) { start_col += 3; } } else { if (start_col == 6) { start_row++; start_col = 0; if (start_row >= 9) { return true; } } } int num_candidates = 0; int candidates[9] = {0}; get_candidates(game->board, start_row, start_col, candidates, &num_candidates); // try every candidate until we find one that uniquely solves the board. while (num_candidates) { uint rand_idx = rand() % num_candidates; uint candidate = candidates[rand_idx]; remove_arr_element(candidates, rand_idx, num_candidates); num_candidates--; game->board[start_row][start_col].value = candidate; game->board[start_row][start_col].is_locked = true; if (backtracker(game, start_row, start_col + 1)) { return true; } game->board[start_row][start_col].value = 0; game->board[start_row][start_col].is_locked = false; } // if no candidates, we backtrack and try something else. return false; } bool solver(int *solutions, Vec2 empty_cells[81], int empty_cells_size, Cell board[9][9]) { if (empty_cells_size) { (*solutions)++; if (*solutions > 1) { return false; } return true; } int rand_idx = rand() % empty_cells_size; Vec2 rand_empty_cell = empty_cells[rand_idx]; int candidates_size = 0; int candidates[9]; get_candidates(board, rand_empty_cell.x, rand_empty_cell.y, candidates, &candidates_size); while (candidates_size) { rand_idx = rand() % candidates_size; int candidate = candidates[rand_idx]; remove_arr_element(candidates, rand_idx, candidates_size--); Cell cell = { .is_locked = true, .value = candidate }; board[rand_empty_cell.x][rand_empty_cell.y] = cell; if (solver(solutions, empty_cells, empty_cells_size, board)) { return true; } // reset the cell cell.value = 0; cell.is_locked = false; board[rand_empty_cell.x][rand_empty_cell.y] = cell; } empty_cells_size++; empty_cells[empty_cells_size] = rand_empty_cell; return false; } void remove_numbers(Cudoku *game) { int solutions = 0; int removed_cells_size = 0; Vec2 removed_cells[81]; int filled_cells_size = 81; int filled_cells[81]; for (int i = 0; i < filled_cells_size; i++) { filled_cells[i] = i; } while (filled_cells_size) { solutions = 0; int rand_idx = rand() % filled_cells_size; int cell = filled_cells[rand_idx]; remove_arr_element(filled_cells, rand_idx, filled_cells_size--); int removed_row = floor(cell / 9.f); int removed_col = cell % 9; Cell removed_cell = game->board[removed_row][removed_col]; Cell empty = {0}; game->board[removed_row][removed_col] = empty; Vec2 removed_cell_coords = {.x = removed_row, .y = removed_col}; removed_cells[removed_cells_size] = removed_cell_coords; removed_cells_size++; int candidates_size = 0; int candidates[9]; get_candidates(game->board, removed_row, removed_col, candidates, &candidates_size); Vec2 removed_cells_cpy[81]; Cell board_cpy[9][9]; while (candidates_size) { candidates_size--; memcpy(removed_cells_cpy, removed_cells, sizeof(Cell) * removed_cells_size); memcpy(board_cpy, game->board, sizeof(Cell) * 81); solver(&solutions, removed_cells_cpy, removed_cells_size, board_cpy); if (solutions > 1) { game->board[removed_row][removed_col] = removed_cell; removed_cells_size--; break; } } } } void generate_random_board(Cudoku *game) { reset_state(game); int size = 9; // fill diagonal boxes 1, 5, 9 int digits[] = {1, 2, 3, 4, 5, 6, 7, 8, 9}; for (int row = 0; row < 9; row++) { if (row % 3 == 0) { for (int l = 0; l < 9; l++) { digits[l] = l + 1; } size = 9; } const int k = floor(row / 3.f) * 3; for (int j = k; j < k + 3; j++) { int rand_idx = rand() % size; int num = digits[rand_idx]; remove_arr_element(digits, rand_idx, size--); game->board[row][j].value = num; game->board[row][j].is_locked = true; } } // fill the rest of the boxes backtracker(game, 0, 3); // copy the board to the solution for (int i = 0; i < 9; i++) { for (int j = 0; j < 9; j++) { game->solution[i][j] = game->board[i][j].value; } } remove_numbers(game); } void reset_board(Cudoku *game) { if (game->has_won) return; 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; } } } timer_reset(&game->timer); } bool toggle_help(Cudoku *game) { if (!game->has_won) { game->should_draw_help = !game->should_draw_help; return game->should_draw_help; } return false; } 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, Timer *timer) { int total_help_texts_height = 20; int const text_padding = 10; float const text_scale = 0.3f; int overlay_height = 0; int overlay_width = 0; for (int i = 0; i < HELP_TEXT_SIZE; i++) { /* Size text_size = calculate_text_size(help_texts[i], text_scale); */ /* overlay_height += text_size.height + text_padding; */ /* overlay_width = max(overlay_width, text_size.width + text_padding * 2); */ } Size size = {.width = overlay_width, .height = overlay_height + text_padding * 2}; 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], text_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, text_scale, font_vao, font_vbo, (float *)projection->m, NULL); */ } if (timer->is_running) { char closing_in_text[128]; /* snprintf(closing_in_text, sizeof(closing_in_text), "Hiding in %ds", (int)timer_remaining(timer) + 1); */ /* Size closing_in_text_size = calculate_text_size(closing_in_text, text_scale / 2.0); */ /* Vec2 closing_in_text_pos = { */ /* .x = overlay_width - closing_in_text_size.width, */ /* .y = window_height - closing_in_text_size.height - text_padding, */ /* }; */ /* Color closing_in_text_color = { */ /* .r = 255.0f, */ /* .g = 150.0f, */ /* .b = 0.0f, */ /* .a = 1.0f, */ /* }; */ /* draw_text_at(font_shader, closing_in_text, closing_in_text_pos, text_scale / 2.0, font_vao, font_vbo, (float *)projection->m, &closing_in_text_color); */ } } void draw_timer(Shader shader, unsigned int vao, unsigned int vbo, float *projection, Timer *timer, int win_width) { if (!timer->is_running) return; char timer_text[64]; float elapsed = timer_elapsed(timer); int minutes = elapsed / 60; int seconds = (int)elapsed % 60; /* snprintf(timer_text, sizeof(timer_text), "Time: %02d:%02d", minutes, seconds); */ /* float text_scale = 0.35f; */ /* Size text_size = calculate_text_size(timer_text, text_scale); */ /* Vec2 text_pos = { */ /* .x = win_width - text_size.width - 10, */ /* .y = 10, */ /* }; */ /* Color text_color = { */ /* .r = 66.0f, */ /* .g = 92.0f, */ /* .b = 124.0f, */ /* .a = 1.0f, */ /* }; */ /* draw_text_at(shader, timer_text, text_pos, text_scale, vao, vbo, projection, &text_color); */ }