2 #include "system/stacktrace.h"
6 #include "game/level.h"
7 #include "game/sound_samples.h"
8 #include "game/level_picker.h"
9 #include "system/log.h"
10 #include "system/lt.h"
11 #include "system/nth_alloc.h"
12 #include "ui/console.h"
13 #include "ui/edit_field.h"
14 #include "system/str.h"
15 #include "sdl/texture.h"
16 #include "game/level/level_editor/background_layer.h"
17 #include "game/level/level_editor.h"
18 #include "game/settings.h"
20 static int game_render_cursor(const Game *game);
22 typedef enum Game_state {
24 GAME_STATE_LEVEL_PICKER,
25 GAME_STATE_LEVEL_EDITOR,
35 LevelPicker *level_picker;
36 LevelEditor *level_editor;
39 Sound_samples *sound_samples;
41 SDL_Renderer *renderer;
42 SDL_Texture *texture_cursor;
50 void game_switch_state(Game *game, Game_state state)
52 game->camera = create_camera(game->renderer, game->font);
56 Game *create_game(const char *level_folder,
57 const char *sound_sample_files[],
58 size_t sound_sample_files_count,
59 SDL_Renderer *renderer)
61 trace_assert(level_folder);
65 Game *game = PUSH_LT(lt, nth_calloc(1, sizeof(Game)), free);
73 create_sprite_font_from_file(
74 "./assets/images/charmap-oldschool.bmp",
77 if (game->font == NULL) {
81 game->level_picker = PUSH_LT(
86 destroy_level_picker);
87 if (game->level_picker == NULL) {
91 game->sound_samples = PUSH_LT(
95 sound_sample_files_count),
96 destroy_sound_samples);
97 if (game->sound_samples == NULL) {
101 game->settings = create_settings();
103 game->renderer = renderer;
104 game->texture_cursor = PUSH_LT(
106 texture_from_bmp("./assets/images/cursor.bmp", renderer),
108 if (SDL_SetTextureBlendMode(
109 game->texture_cursor,
110 SDL_ComposeCustomBlendMode(
111 SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR,
112 SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR,
113 SDL_BLENDOPERATION_ADD,
115 SDL_BLENDFACTOR_ZERO,
116 SDL_BLENDOPERATION_ADD)) < 0) {
117 log_warn("SDL error: %s\n", SDL_GetError());
120 game->console = PUSH_LT(
122 create_console(game),
124 if (game->console == NULL) {
127 game->console_enabled = 0;
132 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
137 void destroy_game(Game *game)
140 RETURN_LT0(game->lt);
143 int game_render(const Game *game)
147 switch(game->state) {
148 case GAME_STATE_LEVEL: {
149 if (level_render(game->level, &game->camera) < 0) {
154 case GAME_STATE_LEVEL_PICKER: {
155 if (level_picker_render(game->level_picker, &game->camera) < 0) {
160 case GAME_STATE_LEVEL_EDITOR: {
161 if (level_editor_render(game->level_editor, &game->camera) < 0) {
166 case GAME_STATE_SETTINGS: {
167 settings_render(&game->settings, &game->camera);
170 case GAME_STATE_QUIT: break;
173 if (game->console_enabled) {
174 if (console_render(game->console, &game->camera) < 0) {
179 if (game_render_cursor(game) < 0) {
186 int game_sound(Game *game)
188 switch (game->state) {
189 case GAME_STATE_LEVEL:
190 return level_sound(game->level, game->sound_samples);
191 case GAME_STATE_LEVEL_EDITOR:
192 level_editor_sound(game->level_editor, game->sound_samples);
194 case GAME_STATE_LEVEL_PICKER:
195 case GAME_STATE_SETTINGS:
196 case GAME_STATE_QUIT:
203 int game_update(Game *game, float delta_time)
206 trace_assert(delta_time > 0.0f);
208 if (game->console_enabled) {
209 if (console_update(game->console, delta_time) < 0) {
214 switch (game->state) {
215 case GAME_STATE_LEVEL: {
216 if (level_update(game->level, delta_time) < 0) {
220 if (level_enter_camera_event(game->level, &game->camera) < 0) {
226 case GAME_STATE_LEVEL_PICKER: {
227 if (level_picker_update(game->level_picker, delta_time) < 0) {
231 if (level_picker_enter_camera_event(game->level_picker, &game->camera) < 0) {
235 const char *level_filename = level_picker_selected_level(game->level_picker);
237 if (level_filename != NULL) {
238 if (game_load_level(game, level_filename) < 0) {
244 case GAME_STATE_LEVEL_EDITOR: {
245 if (level_editor_focus_camera(
247 &game->camera) < 0) {
251 level_editor_update(game->level_editor, delta_time);
254 case GAME_STATE_SETTINGS: {
255 settings_update(&game->settings, &game->camera, delta_time);
256 sound_samples_update_volume(
258 game->settings.volume_slider.value);
261 case GAME_STATE_QUIT:
268 static int game_event_running(Game *game, const SDL_Event *event)
273 if (!SDL_IsTextInputActive()) {
274 switch (event->type) {
276 switch (event->key.keysym.sym) {
278 game->level = RESET_LT(
281 create_level_from_level_editor(
282 game->level_editor));
283 if (game->level == NULL) {
284 game_switch_state(game, GAME_STATE_QUIT);
288 camera_disable_debug_mode(&game->camera);
292 game_switch_state(game, GAME_STATE_LEVEL_EDITOR);
299 return level_event(game->level, event, &game->camera, game->sound_samples);
302 static int game_event_level_picker(Game *game, const SDL_Event *event)
307 switch (event->type) {
309 switch(event->key.keysym.sym) {
311 if (game->level_editor == NULL) {
312 game->level_editor = PUSH_LT(
314 create_level_editor(),
315 destroy_level_editor);
317 game->level_editor = RESET_LT(
320 create_level_editor());
323 if (game->level_editor == NULL) {
327 if (game->level == NULL) {
328 game->level = PUSH_LT(
330 create_level_from_level_editor(
334 game->level = RESET_LT(
337 create_level_from_level_editor(
338 game->level_editor));
341 if (game->level == NULL) {
345 game_switch_state(game, GAME_STATE_LEVEL);
349 game_switch_state(game, GAME_STATE_SETTINGS);
355 return level_picker_event(game->level_picker, event, &game->camera);
358 static int game_event_level_editor(Game *game, const SDL_Event *event)
363 switch (event->type) {
365 switch (event->key.keysym.sym) {
367 game->level = RESET_LT(
370 create_level_from_level_editor(
371 game->level_editor));
372 if (game->level == NULL) {
375 game_switch_state(game, GAME_STATE_LEVEL);
381 return level_editor_event(game->level_editor, event, &game->camera);
384 int game_event(Game *game, const SDL_Event *event)
389 // Global event handling
390 switch (event->type) {
392 game_switch_state(game, GAME_STATE_QUIT);
396 case SDL_MOUSEMOTION: {
397 game->cursor_x = event->motion.x;
398 game->cursor_y = event->motion.y;
402 if (event->key.keysym.sym == SDLK_q && event->key.keysym.mod & KMOD_CTRL) {
403 game_switch_state(game, GAME_STATE_QUIT);
409 // Console event handling
410 if (game->console_enabled) {
411 switch (event->type) {
413 switch (event->key.keysym.sym) {
416 game->console_enabled = 0;
424 return console_handle_event(game->console, event);
426 switch (event->type) {
428 switch (event->key.keysym.sym) {
431 SDL_StartTextInput();
432 game->console_enabled = 1;
433 console_slide_down(game->console);
440 // State event handling
441 switch (game->state) {
442 case GAME_STATE_LEVEL:
443 return game_event_running(game, event);
445 case GAME_STATE_LEVEL_PICKER:
446 return game_event_level_picker(game, event);
448 case GAME_STATE_LEVEL_EDITOR:
449 return game_event_level_editor(game, event);
451 case GAME_STATE_SETTINGS: {
452 switch (event->type) {
454 if (event->key.keysym.sym == SDLK_ESCAPE) {
455 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
461 settings_event(&game->settings, &game->camera, event);
465 case GAME_STATE_QUIT:
473 // TODO: get rid of keyboard_state (because it's a global var and can
474 // be check anywhere anyway). And introduce *_joystick methods.
475 int game_input(Game *game,
476 const Uint8 *const keyboard_state,
477 SDL_Joystick *the_stick_of_joy)
480 trace_assert(keyboard_state);
482 if (game->console_enabled) {
486 switch (game->state) {
487 case GAME_STATE_SETTINGS:
488 case GAME_STATE_QUIT:
489 case GAME_STATE_LEVEL_EDITOR:
492 case GAME_STATE_LEVEL:
493 return level_input(game->level, keyboard_state, the_stick_of_joy);
495 case GAME_STATE_LEVEL_PICKER:
496 return level_picker_input(game->level_picker, keyboard_state, the_stick_of_joy);
502 int game_over_check(const Game *game)
504 return game->state == GAME_STATE_QUIT;
509 static int game_render_cursor(const Game *game)
513 SDL_Rect src = {0, 0, 32, 32};
514 SDL_Rect dest = {game->cursor_x, game->cursor_y, 32, 32};
515 if (SDL_RenderCopy(game->renderer, game->texture_cursor, &src, &dest) < 0) {
522 int game_load_level(Game *game, const char *level_filename)
525 trace_assert(level_filename);
527 if (game->level_editor == NULL) {
528 game->level_editor = PUSH_LT(
530 create_level_editor_from_file(level_filename),
531 destroy_level_editor);
533 game->level_editor = RESET_LT(
536 create_level_editor_from_file(level_filename));
539 if (game->level_editor == NULL) {
543 if (game->level == NULL) {
544 game->level = PUSH_LT(
546 create_level_from_level_editor(
550 game->level = RESET_LT(
553 create_level_from_level_editor(
554 game->level_editor));
557 if (game->level == NULL) {
561 game_switch_state(game, GAME_STATE_LEVEL);