#include #include #include #include #include "3rdparty/stb/stb_image.h" #include "x11.h" #include "cudoku.h" // TODO: everything from scratch // X11 for windowing and input // OpenGL for graphics // OpenAL for audio ?? (copilot suggested this. I do want to do some audio desu) // Simply port the js algo for sudoku generation // Maybe after the game works fine we can use some winapi to add windows support 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"); } Display *display; Window window; int main(int argc, char *argv[]) { bool use_texture = false; if (argc > 1) { char *flag = argv[1]; if (strcmp(flag, "--use-texture") == 0) { use_texture = true; } if (strcmp(flag, "-h") == 0 || strcmp(flag, "--help") == 0) { usage(); return 0; } } int res = init_x11(&display, &window); if (res < 0) return 1; // 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; Shader grid_shader; if (!use_texture) grid_shader = create_shader("shaders/board_v.glsl", "shaders/grid_f.glsl"); else grid_shader = create_shader("shaders/board_v.glsl", "shaders/board_f.glsl"); int vao = prepare_bg(use_texture); 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) { quit = true; break; } } } glClearColor(0.0, 0.0, 0.0, 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}, }; if (!use_texture) draw_bg_grid_shader(grid_shader, vao, (float *)transform, width < height ? width : height); else draw_bg_grid_texture(grid_shader, vao, (float *)transform); glXSwapBuffers(display, window); } close_x11(&display, &window); return 0; }