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"
27 Memory level_editor_memory;
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->level_editor_memory.capacity = LEVEL_EDITOR_MEMORY_CAPACITY;
71 game->level_editor_memory.buffer = malloc(LEVEL_EDITOR_MEMORY_CAPACITY);
72 trace_assert(game->level_editor_memory.buffer);
74 level_picker_populate(&game->level_picker, level_folder);
76 game->credits = create_credits();
78 game->sound_samples = PUSH_LT(
82 sound_sample_files_count),
83 destroy_sound_samples);
84 if (game->sound_samples == NULL) {
88 game->settings = create_settings();
90 game->renderer = renderer;
92 for (Cursor_Style style = 0; style < CURSOR_STYLE_N; ++style) {
93 game->cursor.texs[style] = PUSH_LT(
95 texture_from_bmp(cursor_style_tex_files[style], renderer),
97 if (SDL_SetTextureBlendMode(
98 game->cursor.texs[style],
99 SDL_ComposeCustomBlendMode(
100 SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR,
101 SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR,
102 SDL_BLENDOPERATION_ADD,
104 SDL_BLENDFACTOR_ZERO,
105 SDL_BLENDOPERATION_ADD)) < 0) {
106 log_warn("SDL error while setting blending mode for `%s': %s\n",
107 cursor_style_tex_files[style],
112 game->level_editor = create_level_editor_from_memory(
113 &game->level_editor_memory,
116 game->console = PUSH_LT(
118 create_console(game),
120 if (game->console == NULL) {
123 game->console_enabled = 0;
125 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
130 void destroy_game(Game *game)
133 destroy_level_picker(game->level_picker);
134 free(game->level_editor_memory.buffer);
135 RETURN_LT0(game->lt);
138 int game_render(const Game *game)
142 switch(game->state) {
143 case GAME_STATE_LEVEL: {
144 if (level_render(game->level, &game->camera) < 0) {
149 case GAME_STATE_LEVEL_PICKER: {
150 if (level_picker_render(&game->level_picker, &game->camera) < 0) {
155 case GAME_STATE_LEVEL_EDITOR: {
156 if (level_editor_render(game->level_editor, &game->camera) < 0) {
161 case GAME_STATE_CREDITS: {
162 if (credits_render(&game->credits, &game->camera) < 0) {
167 case GAME_STATE_SETTINGS: {
168 settings_render(&game->settings, &game->camera);
171 case GAME_STATE_QUIT: break;
174 if (game->console_enabled) {
175 if (console_render(game->console, &game->camera) < 0) {
180 if (cursor_render(&game->cursor, game->renderer) < 0) {
187 int game_sound(Game *game)
189 switch (game->state) {
190 case GAME_STATE_LEVEL:
191 return level_sound(game->level, game->sound_samples);
192 case GAME_STATE_LEVEL_EDITOR:
193 level_editor_sound(game->level_editor, game->sound_samples);
195 case GAME_STATE_LEVEL_PICKER:
196 case GAME_STATE_CREDITS:
197 case GAME_STATE_SETTINGS:
198 case GAME_STATE_QUIT:
205 int game_update(Game *game, float delta_time)
208 trace_assert(delta_time > 0.0f);
210 // TODO(#1218): effective scale recalculation should be probably done only when the size of the window is changed
212 SDL_RenderGetViewport(game->camera.renderer, &view_port);
213 game->camera.effective_scale = effective_scale(&view_port);
215 if (game->console_enabled) {
216 if (console_update(game->console, delta_time) < 0) {
221 switch (game->state) {
222 case GAME_STATE_LEVEL: {
223 if (level_update(game->level, delta_time) < 0) {
227 if (level_enter_camera_event(game->level, &game->camera) < 0) {
233 case GAME_STATE_LEVEL_PICKER: {
234 if (level_picker_update(&game->level_picker, &game->camera, delta_time) < 0) {
238 if (level_picker_enter_camera_event(&game->level_picker, &game->camera) < 0) {
242 const char *level_filename = level_picker_selected_level(&game->level_picker);
244 if (level_filename != NULL) {
245 if (game_load_level(game, level_filename) < 0) {
251 case GAME_STATE_LEVEL_EDITOR: {
252 if (level_editor_focus_camera(
254 &game->camera) < 0) {
258 level_editor_update(game->level_editor, delta_time);
261 case GAME_STATE_CREDITS: {
262 if (credits_update(&game->credits, &game->camera, delta_time) < 0) {
267 case GAME_STATE_SETTINGS: {
268 settings_update(&game->settings, &game->camera, delta_time);
269 sound_samples_update_volume(
271 game->settings.volume_slider.value);
274 case GAME_STATE_QUIT:
281 static int game_event_running(Game *game, const SDL_Event *event)
286 if (!SDL_IsTextInputActive()) {
287 switch (event->type) {
289 switch (event->key.keysym.sym) {
291 game->level = RESET_LT(
294 create_level_from_level_editor(
295 game->level_editor));
296 if (game->level == NULL) {
297 game_switch_state(game, GAME_STATE_QUIT);
301 level_disable_pause_mode(
304 game->sound_samples);
305 camera_disable_debug_mode(&game->camera);
309 game_switch_state(game, GAME_STATE_LEVEL_EDITOR);
316 return level_event(game->level, event, &game->camera, game->sound_samples);
319 static int game_event_level_picker(Game *game, const SDL_Event *event)
324 switch (event->type) {
326 switch(event->key.keysym.sym) {
328 memory_clean(&game->level_editor_memory);
329 game->level_editor = create_level_editor_from_memory(
330 &game->level_editor_memory,
333 if (game->level == NULL) {
334 game->level = PUSH_LT(
336 create_level_from_level_editor(
340 game->level = RESET_LT(
343 create_level_from_level_editor(
344 game->level_editor));
347 if (game->level == NULL) {
351 game_switch_state(game, GAME_STATE_LEVEL);
355 game_switch_state(game, GAME_STATE_CREDITS);
359 game_switch_state(game, GAME_STATE_SETTINGS);
365 return level_picker_event(&game->level_picker, event);
368 static int game_event_level_editor(Game *game, const SDL_Event *event)
373 switch (event->type) {
375 switch (event->key.keysym.sym) {
377 game->level = RESET_LT(
380 create_level_from_level_editor(
381 game->level_editor));
382 if (game->level == NULL) {
385 game_switch_state(game, GAME_STATE_LEVEL);
391 return level_editor_event(game->level_editor, event, &game->camera, &game->level_editor_memory);
394 int game_event(Game *game, const SDL_Event *event)
399 // Global event handling
400 switch (event->type) {
402 game_switch_state(game, GAME_STATE_QUIT);
407 if ((event->key.keysym.sym == SDLK_q && event->key.keysym.mod & KMOD_CTRL) ||
408 (event->key.keysym.sym == SDLK_F4 && event->key.keysym.mod & KMOD_ALT)) {
409 game_switch_state(game, GAME_STATE_QUIT);
415 // Console event handling
416 if (game->console_enabled) {
417 switch (event->type) {
419 switch (event->key.keysym.sym) {
422 game->console_enabled = 0;
430 return console_handle_event(game->console, event);
432 switch (event->type) {
434 switch (event->key.keysym.sym) {
437 if (event->key.keysym.mod == KMOD_NONE || event->key.keysym.mod == KMOD_NUM) {
438 SDL_StartTextInput();
439 game->console_enabled = 1;
440 console_slide_down(game->console);
448 // State event handling
449 switch (game->state) {
450 case GAME_STATE_LEVEL:
451 return game_event_running(game, event);
453 case GAME_STATE_LEVEL_PICKER:
454 return game_event_level_picker(game, event);
456 case GAME_STATE_LEVEL_EDITOR:
457 return game_event_level_editor(game, event);
459 case GAME_STATE_CREDITS: {
460 switch (event->type) {
462 if (event->key.keysym.sym == SDLK_ESCAPE) {
463 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
472 case GAME_STATE_SETTINGS: {
473 switch (event->type) {
475 if (event->key.keysym.sym == SDLK_ESCAPE) {
476 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
482 settings_event(&game->settings, &game->camera, event);
486 case GAME_STATE_QUIT:
493 // TODO(#1145): get rid of keyboard_state and introduce *_joystick methods
495 // keyboard_state is a global var and can be check anywhere anyway
496 int game_input(Game *game,
497 const Uint8 *const keyboard_state,
498 SDL_Joystick *the_stick_of_joy)
501 trace_assert(keyboard_state);
503 if (game->console_enabled) {
507 switch (game->state) {
508 case GAME_STATE_SETTINGS:
509 case GAME_STATE_CREDITS:
510 case GAME_STATE_QUIT:
511 case GAME_STATE_LEVEL_EDITOR:
514 case GAME_STATE_LEVEL:
515 return level_input(game->level, keyboard_state, the_stick_of_joy);
517 case GAME_STATE_LEVEL_PICKER:
518 return level_picker_input(&game->level_picker, keyboard_state, the_stick_of_joy);
524 int game_over_check(const Game *game)
526 return game->state == GAME_STATE_QUIT;
529 int game_load_level(Game *game, const char *level_filename)
532 trace_assert(level_filename);
534 memory_clean(&game->level_editor_memory);
536 create_level_editor_from_file_with_memory(
537 &game->level_editor_memory,
541 if (!game->level_editor) {
542 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
546 if (game->level == NULL) {
547 game->level = PUSH_LT(
549 create_level_from_level_editor(
553 game->level = RESET_LT(
556 create_level_from_level_editor(
557 game->level_editor));
560 if (game->level == NULL) {
564 game_switch_state(game, GAME_STATE_LEVEL);