#include #include #include #include #include #include #include "cudoku.h" #include "ui.h" #include "audio.h" #define DEBUG 1 const char *font_path = "assets/fonts/Rubik/Rubik-VariableFont_wght.ttf"; const char *title = "Cudoku"; 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 ( xev.xkey.state & ControlMask && xev.xkey.state & Mod1Mask && XLookupKeysym(&xev.xkey, 0) == XK_w) { #if DEBUG printf("DEBUG: Ctrl + Shift + W pressed. Winning game\n"); 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(); #endif } 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) { if (!toggle_help(game)) { timer_stop(&game->help_timer); } } } int main(int argc, char *argv[]) { bool use_texture = false; 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; } } } } Color clear_color = {0.0f, 0.0f, 0.0f, 1.f}; Size window_size = {900, 900}; int res = init_zephr(font_path, title, window_size, &clear_color); if (res != 0) { printf("[ERROR]: could not initialize zephr\n"); return 1; } make_window_non_resizable(); srand(time(NULL)); Cudoku game = {0}; game.should_draw_help = true; generate_random_board(&game); Shader grid_shader; if (use_texture) grid_shader = create_shader("shaders/board_v.vert", "shaders/board_f.frag"); /* 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); float delta_t, last_t = 0.0; timer_start(&game.help_timer, 5.0f); timer_start(&game.timer, 0.0f); while (!zephr_should_quit()) { float now = get_time(); delta_t = now - last_t; last_t = now; if (!use_texture) { draw_board(&game, window_size); } draw_timer(&game.timer); if (timer_ended(&game.help_timer)) { timer_stop(&game.help_timer); game.should_draw_help = false; } if (game.should_draw_help) { draw_help(&game.help_timer); } if (game.has_won) { draw_win(&game); } zephr_batch_text_draw(); zephr_swap_buffers(); } /* while (!quit) { */ /* /1* while (XPending(display)) { *1/ */ /* /1* XEvent xev; *1/ */ /* /1* XNextEvent(display, &xev); *1/ */ /* /1* if (xev.type == ConfigureNotify) { *1/ */ /* /1* XConfigureEvent xce = xev.xconfigure; *1/ */ /* /1* if (xce.width != width || xce.height != height) { *1/ */ /* /1* width = xce.width; *1/ */ /* /1* height = xce.height; *1/ */ /* /1* resize_x11_window(display, window); *1/ */ /* /1* set_scale_factor(xce.width, xce.height, &x_scale, &y_scale); *1/ */ /* /1* } *1/ */ /* /1* } else if (xev.type == KeyPress) { *1/ */ /* /1* if (XLookupKeysym(&xev.xkey, 0) == XK_Escape || *1/ */ /* /1* (XLookupKeysym(&xev.xkey, 0) == XK_q && xev.xkey.state & ControlMask)) { *1/ */ /* /1* quit = true; *1/ */ /* /1* break; *1/ */ /* /1* } else { *1/ */ /* /1* handle_keypress(xev, &game); *1/ */ /* /1* } *1/ */ /* /1* } else if (xev.type == ButtonPress) { *1/ */ /* /1* if (xev.xbutton.button == Button1) { *1/ */ /* /1* int x = xev.xbutton.x; *1/ */ /* /1* int y = xev.xbutton.y; *1/ */ /* /1* do_selection(&game, x, y, width, height, x_scale, y_scale); *1/ */ /* /1* } *1/ */ /* /1* } *1/ */ /* /1* } *1/ */ /* /1* if (use_texture) *1/ */ /* /1* draw_bg_grid_texture(grid_shader, board_vao, grid_texture, (float *)transform); *1/ */ /* if (game.should_draw_selection) */ /* draw_selection_box( */ /* selection_shader, */ /* selection_vao, */ /* selection_vbo, */ /* game.selection.x, */ /* game.selection.y, */ /* (float *)transform, */ /* selection_color); */ /* /1* draw_numbers(font_shader, font_vao, font_vbo, (float *)transform, game.board); *1/ */ /* /1* if (game.should_highlight_mistakes) { *1/ */ /* /1* highlight_mistakes(selection_shader, selection_vao, selection_vbo, (float *)transform, &game); *1/ */ /* /1* char* text = "Mistake highlighter is ON"; *1/ */ /* /1* float text_scale = 0.2; *1/ */ /* /1* Size text_size = calculate_text_size(text, text_scale); *1/ */ /* /1* Vec2 text_pos = { 0.0f, text_size.height - 10.f }; *1/ */ /* /1* Color text_color = { 200.0f, 50.0f, 50.0f, 1.0f }; *1/ */ /* /1* draw_text_at(font_shader, text, text_pos, text_scale, font_vao, font_vbo, (float *)projection.m, &text_color); *1/ */ /* /1* } *1/ */ /* /1* glXSwapBuffers(display, window); *1/ */ /* } */ deinit_zephr(); return 0; }