#include #include #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 scale_bg_rect(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; } } Display *display; Window window; int main() { 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 board_shader = create_shader("shaders/board_v.glsl", "shaders/board_f.glsl"); Shader grid_shader = create_shader("shaders/grid_v.glsl", "shaders/grid_f.glsl"); unsigned int board_vao = prepare_bg_rect(board_shader); 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); scale_bg_rect(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); draw_bg_rect(board_shader, board_vao, x_scale, y_scale); draw_bg_lines(grid_shader, x_scale, y_scale, width < height ? width : height); glXSwapBuffers(display, window); } close_x11(&display, &window); return 0; }