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 "ui/cursor.h"
15 #include "system/str.h"
16 #include "sdl/texture.h"
17 #include "game/level/level_editor/background_layer.h"
18 #include "game/level/level_editor.h"
19 #include "game/settings.h"
20 #include "game/credits.h"
28 LevelPicker level_picker;
29 LevelEditor *level_editor;
33 Sound_samples *sound_samples;
35 SDL_Renderer *renderer;
41 void game_switch_state(Game *game, Game_state state)
43 if (state == GAME_STATE_LEVEL_PICKER) {
44 level_picker_clean_selection(&game->level_picker);
46 game->camera = create_camera(game->renderer, game->font);
50 Game *create_game(const char *level_folder,
51 const char *sound_sample_files[],
52 size_t sound_sample_files_count,
53 SDL_Renderer *renderer)
55 trace_assert(level_folder);
59 Game *game = PUSH_LT(lt, nth_calloc(1, sizeof(Game)), free);
65 game->font.texture = load_bmp_font_texture(
67 "./assets/images/charmap-oldschool.bmp");
69 level_picker_populate(&game->level_picker, level_folder);
71 game->credits = PUSH_LT(
75 if (game->credits == NULL) {
79 game->sound_samples = PUSH_LT(
83 sound_sample_files_count),
84 destroy_sound_samples);
85 if (game->sound_samples == NULL) {
89 game->settings = create_settings();
91 game->renderer = renderer;
93 for (Cursor_Style style = 0; style < CURSOR_STYLE_N; ++style) {
94 game->cursor.texs[style] = PUSH_LT(
96 texture_from_bmp(cursor_style_tex_files[style], renderer),
98 if (SDL_SetTextureBlendMode(
99 game->cursor.texs[style],
100 SDL_ComposeCustomBlendMode(
101 SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR,
102 SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR,
103 SDL_BLENDOPERATION_ADD,
105 SDL_BLENDFACTOR_ZERO,
106 SDL_BLENDOPERATION_ADD)) < 0) {
107 log_warn("SDL error: %s\n", SDL_GetError());
112 game->console = PUSH_LT(
114 create_console(game),
116 if (game->console == NULL) {
119 game->console_enabled = 0;
121 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
126 void destroy_game(Game *game)
129 destroy_level_picker(game->level_picker);
130 RETURN_LT0(game->lt);
133 int game_render(const Game *game)
137 switch(game->state) {
138 case GAME_STATE_LEVEL: {
139 if (level_render(game->level, &game->camera) < 0) {
144 case GAME_STATE_LEVEL_PICKER: {
145 if (level_picker_render(&game->level_picker, &game->camera) < 0) {
150 case GAME_STATE_LEVEL_EDITOR: {
151 if (level_editor_render(game->level_editor, &game->camera) < 0) {
156 case GAME_STATE_CREDITS: {
157 if (credits_render(game->credits, &game->camera) < 0) {
162 case GAME_STATE_SETTINGS: {
163 settings_render(&game->settings, &game->camera);
166 case GAME_STATE_QUIT: break;
169 if (game->console_enabled) {
170 if (console_render(game->console, &game->camera) < 0) {
175 if (cursor_render(&game->cursor, game->renderer) < 0) {
182 int game_sound(Game *game)
184 switch (game->state) {
185 case GAME_STATE_LEVEL:
186 return level_sound(game->level, game->sound_samples);
187 case GAME_STATE_LEVEL_EDITOR:
188 level_editor_sound(game->level_editor, game->sound_samples);
190 case GAME_STATE_LEVEL_PICKER:
191 case GAME_STATE_CREDITS:
192 case GAME_STATE_SETTINGS:
193 case GAME_STATE_QUIT:
200 int game_update(Game *game, float delta_time)
203 trace_assert(delta_time > 0.0f);
205 // TODO(#1218): effective scale recalculation should be probably done only when the size of the window is changed
207 SDL_RenderGetViewport(game->camera.renderer, &view_port);
208 game->camera.effective_scale = effective_scale(&view_port);
210 if (game->console_enabled) {
211 if (console_update(game->console, delta_time) < 0) {
216 switch (game->state) {
217 case GAME_STATE_LEVEL: {
218 if (level_update(game->level, delta_time) < 0) {
222 if (level_enter_camera_event(game->level, &game->camera) < 0) {
228 case GAME_STATE_LEVEL_PICKER: {
229 if (level_picker_update(&game->level_picker, &game->camera, delta_time) < 0) {
233 if (level_picker_enter_camera_event(&game->level_picker, &game->camera) < 0) {
237 const char *level_filename = level_picker_selected_level(&game->level_picker);
239 if (level_filename != NULL) {
240 if (game_load_level(game, level_filename) < 0) {
246 case GAME_STATE_LEVEL_EDITOR: {
247 if (level_editor_focus_camera(
249 &game->camera) < 0) {
253 level_editor_update(game->level_editor, delta_time);
256 case GAME_STATE_CREDITS: {
257 if (credits_update(game->credits, &game->camera, delta_time) < 0) {
262 case GAME_STATE_SETTINGS: {
263 settings_update(&game->settings, &game->camera, delta_time);
264 sound_samples_update_volume(
266 game->settings.volume_slider.value);
269 case GAME_STATE_QUIT:
276 static int game_event_running(Game *game, const SDL_Event *event)
281 if (!SDL_IsTextInputActive()) {
282 switch (event->type) {
284 switch (event->key.keysym.sym) {
286 game->level = RESET_LT(
289 create_level_from_level_editor(
290 game->level_editor));
291 if (game->level == NULL) {
292 game_switch_state(game, GAME_STATE_QUIT);
296 level_disable_pause_mode(
299 game->sound_samples);
300 camera_disable_debug_mode(&game->camera);
304 game_switch_state(game, GAME_STATE_LEVEL_EDITOR);
311 return level_event(game->level, event, &game->camera, game->sound_samples);
314 static int game_event_level_picker(Game *game, const SDL_Event *event)
319 switch (event->type) {
321 switch(event->key.keysym.sym) {
323 if (game->level_editor == NULL) {
324 game->level_editor = PUSH_LT(
326 create_level_editor(&game->cursor),
327 destroy_level_editor);
329 game->level_editor = RESET_LT(
332 create_level_editor(&game->cursor));
335 if (game->level_editor == NULL) {
339 if (game->level == NULL) {
340 game->level = PUSH_LT(
342 create_level_from_level_editor(
346 game->level = RESET_LT(
349 create_level_from_level_editor(
350 game->level_editor));
353 if (game->level == NULL) {
357 game_switch_state(game, GAME_STATE_LEVEL);
361 game_switch_state(game, GAME_STATE_CREDITS);
365 game_switch_state(game, GAME_STATE_SETTINGS);
371 return level_picker_event(&game->level_picker, event);
374 static int game_event_level_editor(Game *game, const SDL_Event *event)
379 switch (event->type) {
381 switch (event->key.keysym.sym) {
383 game->level = RESET_LT(
386 create_level_from_level_editor(
387 game->level_editor));
388 if (game->level == NULL) {
391 game_switch_state(game, GAME_STATE_LEVEL);
397 return level_editor_event(game->level_editor, event, &game->camera);
400 int game_event(Game *game, const SDL_Event *event)
405 // Global event handling
406 switch (event->type) {
408 game_switch_state(game, GAME_STATE_QUIT);
413 if (event->key.keysym.sym == SDLK_q && event->key.keysym.mod & KMOD_CTRL) {
414 game_switch_state(game, GAME_STATE_QUIT);
420 // Console event handling
421 if (game->console_enabled) {
422 switch (event->type) {
424 switch (event->key.keysym.sym) {
427 game->console_enabled = 0;
435 return console_handle_event(game->console, event);
437 switch (event->type) {
439 switch (event->key.keysym.sym) {
442 if (event->key.keysym.mod == KMOD_NONE || event->key.keysym.mod == KMOD_NUM) {
443 SDL_StartTextInput();
444 game->console_enabled = 1;
445 console_slide_down(game->console);
453 // State event handling
454 switch (game->state) {
455 case GAME_STATE_LEVEL:
456 return game_event_running(game, event);
458 case GAME_STATE_LEVEL_PICKER:
459 return game_event_level_picker(game, event);
461 case GAME_STATE_LEVEL_EDITOR:
462 return game_event_level_editor(game, event);
464 case GAME_STATE_CREDITS: {
465 switch (event->type) {
467 if (event->key.keysym.sym == SDLK_ESCAPE) {
468 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
477 case GAME_STATE_SETTINGS: {
478 switch (event->type) {
480 if (event->key.keysym.sym == SDLK_ESCAPE) {
481 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
487 settings_event(&game->settings, &game->camera, event);
491 case GAME_STATE_QUIT:
498 // TODO(#1145): get rid of keyboard_state and introduce *_joystick methods
500 // keyboard_state is a global var and can be check anywhere anyway
501 int game_input(Game *game,
502 const Uint8 *const keyboard_state,
503 SDL_Joystick *the_stick_of_joy)
506 trace_assert(keyboard_state);
508 if (game->console_enabled) {
512 switch (game->state) {
513 case GAME_STATE_SETTINGS:
514 case GAME_STATE_CREDITS:
515 case GAME_STATE_QUIT:
516 case GAME_STATE_LEVEL_EDITOR:
519 case GAME_STATE_LEVEL:
520 return level_input(game->level, keyboard_state, the_stick_of_joy);
522 case GAME_STATE_LEVEL_PICKER:
523 return level_picker_input(&game->level_picker, keyboard_state, the_stick_of_joy);
529 int game_over_check(const Game *game)
531 return game->state == GAME_STATE_QUIT;
534 int game_load_level(Game *game, const char *level_filename)
537 trace_assert(level_filename);
539 if (game->level_editor == NULL) {
540 game->level_editor = PUSH_LT(
542 create_level_editor_from_file(level_filename, &game->cursor),
543 destroy_level_editor);
545 game->level_editor = RESET_LT(
548 create_level_editor_from_file(level_filename, &game->cursor));
551 if (game->level_editor == NULL) {
555 if (game->level == NULL) {
556 game->level = PUSH_LT(
558 create_level_from_level_editor(
562 game->level = RESET_LT(
565 create_level_from_level_editor(
566 game->level_editor));
569 if (game->level == NULL) {
573 game_switch_state(game, GAME_STATE_LEVEL);