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);
23 CURSOR_STYLE_POINTER = 0,
24 CURSOR_STYLE_RESIZE_VERT,
25 CURSOR_STYLE_RESIZE_HORIS,
26 CURSOR_STYLE_RESIZE_DIAG1,
27 CURSOR_STYLE_RESIZE_DIAG2,
32 const char *cursor_style_tex_files[CURSOR_STYLE_N] = {
33 "./assets/images/cursor.bmp",
34 "./assets/images/cursor-resize-vert.bmp",
35 "./assets/images/cursor-resize-horis.bmp",
36 "./assets/images/cursor-resize-diag1.bmp",
37 "./assets/images/cursor-resize-diag2.bmp"
40 typedef enum Game_state {
42 GAME_STATE_LEVEL_PICKER,
43 GAME_STATE_LEVEL_EDITOR,
53 LevelPicker *level_picker;
54 LevelEditor *level_editor;
57 Sound_samples *sound_samples;
59 SDL_Renderer *renderer;
60 SDL_Texture *cursor_texs[CURSOR_STYLE_N];
61 Cursor_Style cursor_style;
69 void game_switch_state(Game *game, Game_state state)
71 game->camera = create_camera(game->renderer, game->font);
75 Game *create_game(const char *level_folder,
76 const char *sound_sample_files[],
77 size_t sound_sample_files_count,
78 SDL_Renderer *renderer)
80 trace_assert(level_folder);
84 Game *game = PUSH_LT(lt, nth_calloc(1, sizeof(Game)), free);
92 create_sprite_font_from_file(
93 "./assets/images/charmap-oldschool.bmp",
96 if (game->font == NULL) {
100 game->level_picker = PUSH_LT(
105 destroy_level_picker);
106 if (game->level_picker == NULL) {
110 game->sound_samples = PUSH_LT(
112 create_sound_samples(
114 sound_sample_files_count),
115 destroy_sound_samples);
116 if (game->sound_samples == NULL) {
120 game->settings = create_settings();
122 game->renderer = renderer;
124 for (Cursor_Style style = 0; style < CURSOR_STYLE_N; ++style) {
125 game->cursor_texs[style] = PUSH_LT(
127 texture_from_bmp(cursor_style_tex_files[style], renderer),
129 if (SDL_SetTextureBlendMode(
130 game->cursor_texs[style],
131 SDL_ComposeCustomBlendMode(
132 SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR,
133 SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR,
134 SDL_BLENDOPERATION_ADD,
136 SDL_BLENDFACTOR_ZERO,
137 SDL_BLENDOPERATION_ADD)) < 0) {
138 log_warn("SDL error: %s\n", SDL_GetError());
143 game->console = PUSH_LT(
145 create_console(game),
147 if (game->console == NULL) {
150 game->console_enabled = 0;
155 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
160 void destroy_game(Game *game)
163 RETURN_LT0(game->lt);
166 int game_render(const Game *game)
170 switch(game->state) {
171 case GAME_STATE_LEVEL: {
172 if (level_render(game->level, &game->camera) < 0) {
177 case GAME_STATE_LEVEL_PICKER: {
178 if (level_picker_render(game->level_picker, &game->camera) < 0) {
183 case GAME_STATE_LEVEL_EDITOR: {
184 if (level_editor_render(game->level_editor, &game->camera) < 0) {
189 case GAME_STATE_SETTINGS: {
190 settings_render(&game->settings, &game->camera);
193 case GAME_STATE_QUIT: break;
196 if (game->console_enabled) {
197 if (console_render(game->console, &game->camera) < 0) {
202 if (game_render_cursor(game) < 0) {
209 int game_sound(Game *game)
211 switch (game->state) {
212 case GAME_STATE_LEVEL:
213 return level_sound(game->level, game->sound_samples);
214 case GAME_STATE_LEVEL_EDITOR:
215 level_editor_sound(game->level_editor, game->sound_samples);
217 case GAME_STATE_LEVEL_PICKER:
218 case GAME_STATE_SETTINGS:
219 case GAME_STATE_QUIT:
226 int game_update(Game *game, float delta_time)
229 trace_assert(delta_time > 0.0f);
231 if (game->console_enabled) {
232 if (console_update(game->console, delta_time) < 0) {
237 switch (game->state) {
238 case GAME_STATE_LEVEL: {
239 if (level_update(game->level, delta_time) < 0) {
243 if (level_enter_camera_event(game->level, &game->camera) < 0) {
249 case GAME_STATE_LEVEL_PICKER: {
250 if (level_picker_update(game->level_picker, delta_time) < 0) {
254 if (level_picker_enter_camera_event(game->level_picker, &game->camera) < 0) {
258 const char *level_filename = level_picker_selected_level(game->level_picker);
260 if (level_filename != NULL) {
261 if (game_load_level(game, level_filename) < 0) {
267 case GAME_STATE_LEVEL_EDITOR: {
268 if (level_editor_focus_camera(
270 &game->camera) < 0) {
274 level_editor_update(game->level_editor, delta_time);
277 case GAME_STATE_SETTINGS: {
278 settings_update(&game->settings, &game->camera, delta_time);
279 sound_samples_update_volume(
281 game->settings.volume_slider.value);
284 case GAME_STATE_QUIT:
291 static int game_event_running(Game *game, const SDL_Event *event)
296 if (!SDL_IsTextInputActive()) {
297 switch (event->type) {
299 switch (event->key.keysym.sym) {
301 game->level = RESET_LT(
304 create_level_from_level_editor(
305 game->level_editor));
306 if (game->level == NULL) {
307 game_switch_state(game, GAME_STATE_QUIT);
311 camera_disable_debug_mode(&game->camera);
315 game_switch_state(game, GAME_STATE_LEVEL_EDITOR);
322 return level_event(game->level, event, &game->camera, game->sound_samples);
325 static int game_event_level_picker(Game *game, const SDL_Event *event)
330 switch (event->type) {
332 switch(event->key.keysym.sym) {
334 if (game->level_editor == NULL) {
335 game->level_editor = PUSH_LT(
337 create_level_editor(),
338 destroy_level_editor);
340 game->level_editor = RESET_LT(
343 create_level_editor());
346 if (game->level_editor == NULL) {
350 if (game->level == NULL) {
351 game->level = PUSH_LT(
353 create_level_from_level_editor(
357 game->level = RESET_LT(
360 create_level_from_level_editor(
361 game->level_editor));
364 if (game->level == NULL) {
368 game_switch_state(game, GAME_STATE_LEVEL);
372 game_switch_state(game, GAME_STATE_SETTINGS);
378 return level_picker_event(game->level_picker, event, &game->camera);
381 static int game_event_level_editor(Game *game, const SDL_Event *event)
386 switch (event->type) {
388 switch (event->key.keysym.sym) {
390 game->level = RESET_LT(
393 create_level_from_level_editor(
394 game->level_editor));
395 if (game->level == NULL) {
398 game_switch_state(game, GAME_STATE_LEVEL);
404 return level_editor_event(game->level_editor, event, &game->camera);
407 int game_event(Game *game, const SDL_Event *event)
412 // Global event handling
413 switch (event->type) {
415 game_switch_state(game, GAME_STATE_QUIT);
419 case SDL_MOUSEMOTION: {
420 game->cursor_x = event->motion.x;
421 game->cursor_y = event->motion.y;
425 if (event->key.keysym.sym == SDLK_q && event->key.keysym.mod & KMOD_CTRL) {
426 game_switch_state(game, GAME_STATE_QUIT);
432 // Console event handling
433 if (game->console_enabled) {
434 switch (event->type) {
436 switch (event->key.keysym.sym) {
439 game->console_enabled = 0;
447 return console_handle_event(game->console, event);
449 switch (event->type) {
451 switch (event->key.keysym.sym) {
454 SDL_StartTextInput();
455 game->console_enabled = 1;
456 console_slide_down(game->console);
463 // State event handling
464 switch (game->state) {
465 case GAME_STATE_LEVEL:
466 return game_event_running(game, event);
468 case GAME_STATE_LEVEL_PICKER:
469 return game_event_level_picker(game, event);
471 case GAME_STATE_LEVEL_EDITOR:
472 return game_event_level_editor(game, event);
474 case GAME_STATE_SETTINGS: {
475 switch (event->type) {
477 if (event->key.keysym.sym == SDLK_ESCAPE) {
478 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
484 settings_event(&game->settings, &game->camera, event);
488 case GAME_STATE_QUIT:
496 // TODO: get rid of keyboard_state (because it's a global var and can
497 // be check anywhere anyway). And introduce *_joystick methods.
498 int game_input(Game *game,
499 const Uint8 *const keyboard_state,
500 SDL_Joystick *the_stick_of_joy)
503 trace_assert(keyboard_state);
505 if (game->console_enabled) {
509 switch (game->state) {
510 case GAME_STATE_SETTINGS:
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;
532 static int game_render_cursor(const Game *game)
536 SDL_Rect src = {0, 0, 32, 32};
537 SDL_Rect dest = {game->cursor_x, game->cursor_y, 32, 32};
540 game->cursor_texs[game->cursor_style],
548 int game_load_level(Game *game, const char *level_filename)
551 trace_assert(level_filename);
553 if (game->level_editor == NULL) {
554 game->level_editor = PUSH_LT(
556 create_level_editor_from_file(level_filename),
557 destroy_level_editor);
559 game->level_editor = RESET_LT(
562 create_level_editor_from_file(level_filename));
565 if (game->level_editor == NULL) {
569 if (game->level == NULL) {
570 game->level = PUSH_LT(
572 create_level_from_level_editor(
576 game->level = RESET_LT(
579 create_level_from_level_editor(
580 game->level_editor));
583 if (game->level == NULL) {
587 game_switch_state(game, GAME_STATE_LEVEL);