Files
cudoku/main.c
T

105 lines
2.6 KiB
C

#include <stdbool.h>
#include <stdio.h>
#include <string.h>
#include <glad/glx.h>
#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;
}