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 game->cursor.style = CURSOR_STYLE_POINTER;
44 if (state == GAME_STATE_LEVEL_PICKER) {
45 level_picker_clean_selection(&game->level_picker);
47 game->camera = create_camera(game->renderer, game->font);
51 Game *create_game(const char *level_folder,
52 const char *sound_sample_files[],
53 size_t sound_sample_files_count,
54 SDL_Renderer *renderer)
56 trace_assert(level_folder);
60 Game *game = PUSH_LT(lt, nth_calloc(1, sizeof(Game)), free);
66 game->font.texture = load_bmp_font_texture(
68 "./assets/images/charmap-oldschool.bmp");
70 game->tmpmem.capacity = TMPMEM_CAPACITY;
71 game->tmpmem.buffer = malloc(TMPMEM_CAPACITY);
72 trace_assert(game->tmpmem.buffer);
74 level_picker_populate(&game->level_picker, level_folder);
76 game->credits = PUSH_LT(
80 if (game->credits == NULL) {
84 game->sound_samples = PUSH_LT(
88 sound_sample_files_count),
89 destroy_sound_samples);
90 if (game->sound_samples == NULL) {
94 game->settings = create_settings();
96 game->renderer = renderer;
98 for (Cursor_Style style = 0; style < CURSOR_STYLE_N; ++style) {
99 game->cursor.texs[style] = PUSH_LT(
101 texture_from_bmp(cursor_style_tex_files[style], renderer),
103 if (SDL_SetTextureBlendMode(
104 game->cursor.texs[style],
105 SDL_ComposeCustomBlendMode(
106 SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR,
107 SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR,
108 SDL_BLENDOPERATION_ADD,
110 SDL_BLENDFACTOR_ZERO,
111 SDL_BLENDOPERATION_ADD)) < 0) {
112 log_warn("SDL error while setting blending mode for `%s': %s\n",
113 cursor_style_tex_files[style],
118 create_level_editor(&game->level_editor, &game->cursor);
120 game->console = PUSH_LT(
122 create_console(game),
124 if (game->console == NULL) {
127 game->console_enabled = 0;
129 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
134 void destroy_game(Game *game)
137 destroy_level_picker(game->level_picker);
138 free(game->tmpmem.buffer);
139 RETURN_LT0(game->lt);
142 int game_render(const Game *game)
146 switch(game->state) {
147 case GAME_STATE_LEVEL: {
148 if (level_render(game->level, &game->camera) < 0) {
153 case GAME_STATE_LEVEL_PICKER: {
154 if (level_picker_render(&game->level_picker, &game->camera) < 0) {
159 case GAME_STATE_LEVEL_EDITOR: {
160 if (level_editor_render(&game->level_editor, &game->camera) < 0) {
165 case GAME_STATE_CREDITS: {
166 if (credits_render(game->credits, &game->camera) < 0) {
171 case GAME_STATE_SETTINGS: {
172 settings_render(&game->settings, &game->camera);
175 case GAME_STATE_QUIT: break;
178 if (game->console_enabled) {
179 if (console_render(game->console, &game->camera) < 0) {
184 if (cursor_render(&game->cursor, game->renderer) < 0) {
191 int game_sound(Game *game)
193 switch (game->state) {
194 case GAME_STATE_LEVEL:
195 return level_sound(game->level, game->sound_samples);
196 case GAME_STATE_LEVEL_EDITOR:
197 level_editor_sound(&game->level_editor, game->sound_samples);
199 case GAME_STATE_LEVEL_PICKER:
200 case GAME_STATE_CREDITS:
201 case GAME_STATE_SETTINGS:
202 case GAME_STATE_QUIT:
209 int game_update(Game *game, float delta_time)
212 trace_assert(delta_time > 0.0f);
214 // TODO(#1218): effective scale recalculation should be probably done only when the size of the window is changed
216 SDL_RenderGetViewport(game->camera.renderer, &view_port);
217 game->camera.effective_scale = effective_scale(&view_port);
219 if (game->console_enabled) {
220 if (console_update(game->console, delta_time) < 0) {
225 switch (game->state) {
226 case GAME_STATE_LEVEL: {
227 if (level_update(game->level, delta_time) < 0) {
231 if (level_enter_camera_event(game->level, &game->camera) < 0) {
237 case GAME_STATE_LEVEL_PICKER: {
238 if (level_picker_update(&game->level_picker, &game->camera, delta_time) < 0) {
242 if (level_picker_enter_camera_event(&game->level_picker, &game->camera) < 0) {
246 const char *level_filename = level_picker_selected_level(&game->level_picker);
248 if (level_filename != NULL) {
249 if (game_load_level(game, level_filename) < 0) {
255 case GAME_STATE_LEVEL_EDITOR: {
256 if (level_editor_focus_camera(
258 &game->camera) < 0) {
262 level_editor_update(&game->level_editor, delta_time);
265 case GAME_STATE_CREDITS: {
266 if (credits_update(game->credits, &game->camera, delta_time) < 0) {
271 case GAME_STATE_SETTINGS: {
272 settings_update(&game->settings, &game->camera, delta_time);
273 sound_samples_update_volume(
275 game->settings.volume_slider.value);
278 case GAME_STATE_QUIT:
285 static int game_event_running(Game *game, const SDL_Event *event)
290 if (!SDL_IsTextInputActive()) {
291 switch (event->type) {
293 switch (event->key.keysym.sym) {
295 game->level = RESET_LT(
298 create_level_from_level_editor(
299 &game->level_editor));
300 if (game->level == NULL) {
301 game_switch_state(game, GAME_STATE_QUIT);
305 level_disable_pause_mode(
308 game->sound_samples);
309 camera_disable_debug_mode(&game->camera);
313 game_switch_state(game, GAME_STATE_LEVEL_EDITOR);
320 return level_event(game->level, event, &game->camera, game->sound_samples);
323 static int game_event_level_picker(Game *game, const SDL_Event *event)
328 switch (event->type) {
330 switch(event->key.keysym.sym) {
332 level_editor_clean(&game->level_editor);
334 if (game->level == NULL) {
335 game->level = PUSH_LT(
337 create_level_from_level_editor(
338 &game->level_editor),
341 game->level = RESET_LT(
344 create_level_from_level_editor(
345 &game->level_editor));
348 if (game->level == NULL) {
352 game_switch_state(game, GAME_STATE_LEVEL);
356 game_switch_state(game, GAME_STATE_CREDITS);
360 game_switch_state(game, GAME_STATE_SETTINGS);
366 return level_picker_event(&game->level_picker, event);
369 static int game_event_level_editor(Game *game, const SDL_Event *event)
374 switch (event->type) {
376 switch (event->key.keysym.sym) {
378 game->level = RESET_LT(
381 create_level_from_level_editor(
382 &game->level_editor));
383 if (game->level == NULL) {
386 game_switch_state(game, GAME_STATE_LEVEL);
392 return level_editor_event(&game->level_editor, event, &game->camera);
395 int game_event(Game *game, const SDL_Event *event)
400 // Global event handling
401 switch (event->type) {
403 game_switch_state(game, GAME_STATE_QUIT);
408 if ((event->key.keysym.sym == SDLK_q && event->key.keysym.mod & KMOD_CTRL) ||
409 (event->key.keysym.sym == SDLK_F4 && event->key.keysym.mod & KMOD_ALT)) {
410 game_switch_state(game, GAME_STATE_QUIT);
416 // Console event handling
417 if (game->console_enabled) {
418 switch (event->type) {
420 switch (event->key.keysym.sym) {
423 game->console_enabled = 0;
431 return console_handle_event(game->console, event);
433 switch (event->type) {
435 switch (event->key.keysym.sym) {
438 if (event->key.keysym.mod == KMOD_NONE || event->key.keysym.mod == KMOD_NUM) {
439 SDL_StartTextInput();
440 game->console_enabled = 1;
441 console_slide_down(game->console);
449 // State event handling
450 switch (game->state) {
451 case GAME_STATE_LEVEL:
452 return game_event_running(game, event);
454 case GAME_STATE_LEVEL_PICKER:
455 return game_event_level_picker(game, event);
457 case GAME_STATE_LEVEL_EDITOR:
458 return game_event_level_editor(game, event);
460 case GAME_STATE_CREDITS: {
461 switch (event->type) {
463 if (event->key.keysym.sym == SDLK_ESCAPE) {
464 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
473 case GAME_STATE_SETTINGS: {
474 switch (event->type) {
476 if (event->key.keysym.sym == SDLK_ESCAPE) {
477 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
483 settings_event(&game->settings, &game->camera, event);
487 case GAME_STATE_QUIT:
494 // TODO(#1145): get rid of keyboard_state and introduce *_joystick methods
496 // keyboard_state is a global var and can be check anywhere anyway
497 int game_input(Game *game,
498 const Uint8 *const keyboard_state,
499 SDL_Joystick *the_stick_of_joy)
502 trace_assert(keyboard_state);
504 if (game->console_enabled) {
508 switch (game->state) {
509 case GAME_STATE_SETTINGS:
510 case GAME_STATE_CREDITS:
511 case GAME_STATE_QUIT:
512 case GAME_STATE_LEVEL_EDITOR:
515 case GAME_STATE_LEVEL:
516 return level_input(game->level, keyboard_state, the_stick_of_joy);
518 case GAME_STATE_LEVEL_PICKER:
519 return level_picker_input(&game->level_picker, keyboard_state, the_stick_of_joy);
525 int game_over_check(const Game *game)
527 return game->state == GAME_STATE_QUIT;
530 int game_load_level(Game *game, const char *level_filename)
533 trace_assert(level_filename);
535 memory_clean(&game->tmpmem);
536 level_editor_load_from_file(&game->level_editor, &game->tmpmem, level_filename);
538 if (game->level == NULL) {
539 game->level = PUSH_LT(
541 create_level_from_level_editor(
542 &game->level_editor),
545 game->level = RESET_LT(
548 create_level_from_level_editor(
549 &game->level_editor));
552 if (game->level == NULL) {
556 game_switch_state(game, GAME_STATE_LEVEL);