#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; // 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; } } } } Color clear_color = {0.2f, 0.15f, 0.5f, 1.f}; int res = init_zephr(font_path, title, (Size){800, 600}, &clear_color); if (res != 0) { printf("[ERROR]: could not initialize zephr\n"); return 1; } srand(time(NULL)); Cudoku game = {0}; game.should_draw_help = true; generate_random_board(&game); 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(); 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; Size window_size = zephr_get_window_size(); /* int width = 15.f; */ /* int height = 35.f; */ /* int padding = 10.f; */ float ratio_w = (float)window_size.width / 1920.f; float ratio_h = (float)window_size.height / 1080.f; int width = window_size.height; int height = window_size.width; if (window_size.height > window_size.width) { width = window_size.width; height = window_size.width; } else { width = window_size.height; height = window_size.height; } draw_win(); /* draw_quad( */ /* (Vec2){0.0, 0.0}, */ /* (Size){width, height}, */ /* &(Color){240.f, 235.f, 227.f, 255.f}, */ /* ALIGN_CENTER); */ /* UIConstraints constraints = {0}; */ /* set_x_constraint(&constraints, 0.0, UI_CONSTRAINT_FIXED); */ /* set_y_constraint(&constraints, 0.0, UI_CONSTRAINT_FIXED); */ /* set_width_constraint(&constraints, 50, UI_CONSTRAINT_FIXED); */ /* set_height_constraint(&constraints, 50, UI_CONSTRAINT_FIXED); */ /* draw_quad( */ /* constraints, */ /* &(Color){240.f, 235.f, 227.f, 255.f}, */ /* ALIGN_TOP_LEFT */ /* ); */ /* Size size = calculate_text_size("Bruh", 1.0f); */ /* float x = clampf(500.0f * timer_elapsed(&my_time), 0.0, window_size.width - size.width); */ /* draw_text("Bruh", 1.0f, (Vec2){0.0, size.height}, &(Color){255.f, 0.f, 0.f, 255.f}); */ 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/ */ /* float transform[4][4] = { */ /* {x_scale, 0, 0, 0}, */ /* {0, y_scale, 0, 0}, */ /* {0, 0, 1, 0}, */ /* {0, 0, 0, 1}, */ /* }; */ /* /1* Matrix4x4 projection = orthographic_projection_2d(0.0f, width, 0.0f, height); *1/ */ /* /1* if (!use_texture) *1/ */ /* /1* draw_bg_grid_shader(grid_shader, board_vao, (float *)transform, width < height ? width : height); *1/ */ /* /1* else *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* draw_timer(font_shader, font_vao, font_vbo, (float *)projection.m, &game.timer, width); *1/ */ /* if (timer_ended(&game.help_timer)) { */ /* timer_stop(&game.help_timer); */ /* game.should_draw_help = false; */ /* } */ /* /1* if (game.should_draw_help) *1/ */ /* /1* draw_help_overlay(selection_shader, font_shader, selection_vao, selection_vbo, font_vao, font_vbo, &projection, height, &game.help_timer); *1/ */ /* /1* if (game.has_won) { *1/ */ /* /1* draw_win_overlay(win_shader, font_shader, win_vao, font_vao, font_vbo, (float *)transform, &game); *1/ */ /* /1* } *1/ */ /* /1* glXSwapBuffers(display, window); *1/ */ /* } */ deinit_zephr(); return 0; }