#include #include #include #include #include #include "3rdparty/stb/stb_image.h" #include "x11.h" #include "cudoku.h" #include "font.h" #include "helper.h" Display *display; Window window; void usage() { printf("Usage: cudoku [OPTION]\n\n"); printf(" %-20s%-20s", "-h, --help", "prints this help message\n"); printf(" %-20s%-20s", "--use-texture", "use a texture instead of generating the grid using shaders\n"); printf(" %-20s%-20s", "-f, --font FONT", "use a custom font file to render text\n"); } void handle_keypress(XEvent xev, Cudoku *game) { if (XLookupKeysym(&xev.xkey, 0) == XK_r) { reset_board(game); } else if (XLookupKeysym(&xev.xkey, 0) >= XK_0 && XLookupKeysym(&xev.xkey, 0) <= XK_9) { set_selected_number(game, XLookupKeysym(&xev.xkey, 0) - XK_0); } else if (XLookupKeysym(&xev.xkey, 0) == XK_BackSpace || XLookupKeysym(&xev.xkey, 0) == XK_Delete) { set_selected_number(game, 0); } else if ( XLookupKeysym(&xev.xkey, 0) == XK_Left || XLookupKeysym(&xev.xkey, 0) == XK_a || XLookupKeysym(&xev.xkey, 0) == XK_h) { move_selection(game, -1, 0); } else if ( XLookupKeysym(&xev.xkey, 0) == XK_Right || XLookupKeysym(&xev.xkey, 0) == XK_d || XLookupKeysym(&xev.xkey, 0) == XK_l) { move_selection(game, 1, 0); } else if ( XLookupKeysym(&xev.xkey, 0) == XK_Up || XLookupKeysym(&xev.xkey, 0) == XK_w || XLookupKeysym(&xev.xkey, 0) == XK_k) { move_selection(game, 0, -1); } else if ( XLookupKeysym(&xev.xkey, 0) == XK_Down || XLookupKeysym(&xev.xkey, 0) == XK_s || XLookupKeysym(&xev.xkey, 0) == XK_j) { move_selection(game, 0, 1); } else if ( XLookupKeysym(&xev.xkey, 0) == XK_Return || XLookupKeysym(&xev.xkey, 0) == XK_space) { toggle_selection(game); } else if (XLookupKeysym(&xev.xkey, 0) == XK_n) { generate_random_board(game); } else if (XLookupKeysym(&xev.xkey, 0) == XK_F11) { toggle_fullscreen(display, window); } else if (XLookupKeysym(&xev.xkey, 0) == XK_c) { toggle_check(game); /* } else if (XLookupKeysym(&xev.xkey, 0) == XK_m) { */ /* toggle_mute(&game); */ } else if (XLookupKeysym(&xev.xkey, 0) == XK_F1) { toggle_help(game); } } int main(int argc, char *argv[]) { const char *font_path = "assets/fonts/Rubik/Rubik-VariableFont_wght.ttf"; /* const char *font_path = "assets/fonts/Roboto/Roboto-Bold.ttf"; */ bool use_texture = false; // 900 is the initial width and height int width = 900, height = 900; // scale factors for the entire board to nicely fit as a square inside // the window float x_scale = 1.f, y_scale = 1.f; if (argc > 1) { char *flag = argv[1]; if (strcmp(flag, "-h") == 0 || strcmp(flag, "--help") == 0) { usage(); return 0; } for (int i = 1; i < argc; i++) { char *flag = argv[i]; if (strcmp(flag, "-f") == 0 || strcmp(flag, "--font") == 0) { if (i + 1 < argc) { font_path = argv[i + 1]; i++; } else { printf("[ERROR]: used font flag with no provided font, defaulting to Rubik\n"); } } else if (strcmp(flag, "--use-texture") == 0) { FILE *fp = fopen("assets/sudoku-grid.png", "r"); if (fp == NULL) { printf("[ERROR]: could not open board texture, falling back to shader grid\n"); } else { fclose(fp); use_texture = true; } } } } int res = init_x11(&display, &window); if (res < 0) return 1; res = init_fonts(font_path); if (res == -1) { printf("[ERROR]: could not initialize freetype library\n"); return 1; } else if (res == -2) { printf("[ERROR]: could not load font file: \"%s\"\n", font_path); return 1; } srand(time(NULL)); Cudoku game = {0}; game.should_draw_help = true; generate_random_board(&game); for (int i = 0; i < 9; i++) { for (int j = 0; j < 9; j++) { if (game.board[i][j].value) { printf("%d | ", game.board[i][j].value); } else { printf(" | "); } } printf("\n"); } printf("\n"); unsigned int font_vao, font_vbo; prepare_font(&font_vao, &font_vbo); Shader font_shader = create_shader("shaders/font_v.vert", "shaders/font_f.frag"); Shader grid_shader; unsigned int grid_texture; if (!use_texture) grid_shader = create_shader("shaders/board_v.vert", "shaders/grid_f.frag"); else grid_shader = create_shader("shaders/board_v.vert", "shaders/board_f.frag"); int board_vao = prepare_bg(use_texture, &grid_texture); Shader selection_shader = create_shader("shaders/board_v.vert", "shaders/quad.frag"); unsigned int selection_vao, selection_vbo; Color selection_color = {0.4f, 0.4f, 1.0f, 0.5f}; prepare_selection_box(&selection_vao, &selection_vbo); Shader win_shader = create_shader("shaders/board_v.vert", "shaders/quad.frag"); unsigned int win_vao = prepare_win_overlay(); bool quit = false; while (!quit) { while (XPending(display)) { XEvent xev; XNextEvent(display, &xev); if (xev.type == ConfigureNotify) { XConfigureEvent xce = xev.xconfigure; if (xce.width != width || xce.height != height) { width = xce.width; height = xce.height; resize_x11_window(display, window); set_scale_factor(xce.width, xce.height, &x_scale, &y_scale); } } else if (xev.type == KeyPress) { if (XLookupKeysym(&xev.xkey, 0) == XK_Escape || (XLookupKeysym(&xev.xkey, 0) == XK_q && xev.xkey.state & ControlMask)) { 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); } } } glClearColor(0.2, 0.2, 0.2, 1.0); glClear(GL_COLOR_BUFFER_BIT); float transform[4][4] = { {x_scale, 0, 0, 0}, {0, y_scale, 0, 0}, {0, 0, 1, 0}, {0, 0, 0, 1}, }; Matrix4x4 projection = orthographicProjection2D(0.0f, width, 0.0f, height); if (!use_texture) draw_bg_grid_shader(grid_shader, board_vao, (float *)transform, width < height ? width : height); else draw_bg_grid_texture(grid_shader, board_vao, grid_texture, (float *)transform); if (game.should_draw_selection) draw_selection_box( selection_shader, selection_vao, selection_vbo, game.selection.x, game.selection.y, (float *)transform, selection_color); 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.should_draw_help) draw_help_overlay(selection_shader, font_shader, selection_vao, selection_vbo, font_vao, font_vbo, projection, height); if (game.has_won) { draw_win_overlay(win_shader, font_shader, win_vao, font_vao, font_vbo, (float *)transform); } glXSwapBuffers(display, window); } close_x11(&display, &window); return 0; }