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 = 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 create_level_editor(&game->level_editor, &game->cursor);
114 game->console = PUSH_LT(
116 create_console(game),
118 if (game->console == NULL) {
121 game->console_enabled = 0;
123 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
128 void destroy_game(Game *game)
131 destroy_level_picker(game->level_picker);
132 free(game->tmpmem.buffer);
133 RETURN_LT0(game->lt);
136 int game_render(const Game *game)
140 switch(game->state) {
141 case GAME_STATE_LEVEL: {
142 if (level_render(game->level, &game->camera) < 0) {
147 case GAME_STATE_LEVEL_PICKER: {
148 if (level_picker_render(&game->level_picker, &game->camera) < 0) {
153 case GAME_STATE_LEVEL_EDITOR: {
154 if (level_editor_render(&game->level_editor, &game->camera) < 0) {
159 case GAME_STATE_CREDITS: {
160 if (credits_render(&game->credits, &game->camera) < 0) {
165 case GAME_STATE_SETTINGS: {
166 settings_render(&game->settings, &game->camera);
169 case GAME_STATE_QUIT: break;
172 if (game->console_enabled) {
173 if (console_render(game->console, &game->camera) < 0) {
178 if (cursor_render(&game->cursor, game->renderer) < 0) {
185 int game_sound(Game *game)
187 switch (game->state) {
188 case GAME_STATE_LEVEL:
189 return level_sound(game->level, game->sound_samples);
190 case GAME_STATE_LEVEL_EDITOR:
191 level_editor_sound(&game->level_editor, game->sound_samples);
193 case GAME_STATE_LEVEL_PICKER:
194 case GAME_STATE_CREDITS:
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 // TODO(#1218): effective scale recalculation should be probably done only when the size of the window is changed
210 SDL_RenderGetViewport(game->camera.renderer, &view_port);
211 game->camera.effective_scale = effective_scale(&view_port);
213 if (game->console_enabled) {
214 if (console_update(game->console, delta_time) < 0) {
219 switch (game->state) {
220 case GAME_STATE_LEVEL: {
221 if (level_update(game->level, delta_time) < 0) {
225 if (level_enter_camera_event(game->level, &game->camera) < 0) {
231 case GAME_STATE_LEVEL_PICKER: {
232 if (level_picker_update(&game->level_picker, &game->camera, delta_time) < 0) {
236 if (level_picker_enter_camera_event(&game->level_picker, &game->camera) < 0) {
240 const char *level_filename = level_picker_selected_level(&game->level_picker);
242 if (level_filename != NULL) {
243 if (game_load_level(game, level_filename) < 0) {
249 case GAME_STATE_LEVEL_EDITOR: {
250 if (level_editor_focus_camera(
252 &game->camera) < 0) {
256 level_editor_update(&game->level_editor, delta_time);
259 case GAME_STATE_CREDITS: {
260 if (credits_update(&game->credits, &game->camera, delta_time) < 0) {
265 case GAME_STATE_SETTINGS: {
266 settings_update(&game->settings, &game->camera, delta_time);
267 sound_samples_update_volume(
269 game->settings.volume_slider.value);
272 case GAME_STATE_QUIT:
279 static int game_event_running(Game *game, const SDL_Event *event)
284 if (!SDL_IsTextInputActive()) {
285 switch (event->type) {
287 switch (event->key.keysym.sym) {
289 game->level = RESET_LT(
292 create_level_from_level_editor(
293 &game->level_editor));
294 if (game->level == NULL) {
295 game_switch_state(game, GAME_STATE_QUIT);
299 level_disable_pause_mode(
302 game->sound_samples);
303 camera_disable_debug_mode(&game->camera);
307 game_switch_state(game, GAME_STATE_LEVEL_EDITOR);
314 return level_event(game->level, event, &game->camera, game->sound_samples);
317 static int game_event_level_picker(Game *game, const SDL_Event *event)
322 switch (event->type) {
324 switch(event->key.keysym.sym) {
326 level_editor_clean(&game->level_editor);
328 if (game->level == NULL) {
329 game->level = PUSH_LT(
331 create_level_from_level_editor(
332 &game->level_editor),
335 game->level = RESET_LT(
338 create_level_from_level_editor(
339 &game->level_editor));
342 if (game->level == NULL) {
346 game_switch_state(game, GAME_STATE_LEVEL);
350 game_switch_state(game, GAME_STATE_CREDITS);
354 game_switch_state(game, GAME_STATE_SETTINGS);
360 return level_picker_event(&game->level_picker, event);
363 static int game_event_level_editor(Game *game, const SDL_Event *event)
368 switch (event->type) {
370 switch (event->key.keysym.sym) {
372 game->level = RESET_LT(
375 create_level_from_level_editor(
376 &game->level_editor));
377 if (game->level == NULL) {
380 game_switch_state(game, GAME_STATE_LEVEL);
386 return level_editor_event(&game->level_editor, event, &game->camera);
389 int game_event(Game *game, const SDL_Event *event)
394 // Global event handling
395 switch (event->type) {
397 game_switch_state(game, GAME_STATE_QUIT);
402 if ((event->key.keysym.sym == SDLK_q && event->key.keysym.mod & KMOD_CTRL) ||
403 (event->key.keysym.sym == SDLK_F4 && event->key.keysym.mod & KMOD_ALT)) {
404 game_switch_state(game, GAME_STATE_QUIT);
410 // Console event handling
411 if (game->console_enabled) {
412 switch (event->type) {
414 switch (event->key.keysym.sym) {
417 game->console_enabled = 0;
425 return console_handle_event(game->console, event);
427 switch (event->type) {
429 switch (event->key.keysym.sym) {
432 if (event->key.keysym.mod == KMOD_NONE || event->key.keysym.mod == KMOD_NUM) {
433 SDL_StartTextInput();
434 game->console_enabled = 1;
435 console_slide_down(game->console);
443 // State event handling
444 switch (game->state) {
445 case GAME_STATE_LEVEL:
446 return game_event_running(game, event);
448 case GAME_STATE_LEVEL_PICKER:
449 return game_event_level_picker(game, event);
451 case GAME_STATE_LEVEL_EDITOR:
452 return game_event_level_editor(game, event);
454 case GAME_STATE_CREDITS: {
455 switch (event->type) {
457 if (event->key.keysym.sym == SDLK_ESCAPE) {
458 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
467 case GAME_STATE_SETTINGS: {
468 switch (event->type) {
470 if (event->key.keysym.sym == SDLK_ESCAPE) {
471 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
477 settings_event(&game->settings, &game->camera, event);
481 case GAME_STATE_QUIT:
488 // TODO(#1145): get rid of keyboard_state and introduce *_joystick methods
490 // keyboard_state is a global var and can be check anywhere anyway
491 int game_input(Game *game,
492 const Uint8 *const keyboard_state,
493 SDL_Joystick *the_stick_of_joy)
496 trace_assert(keyboard_state);
498 if (game->console_enabled) {
502 switch (game->state) {
503 case GAME_STATE_SETTINGS:
504 case GAME_STATE_CREDITS:
505 case GAME_STATE_QUIT:
506 case GAME_STATE_LEVEL_EDITOR:
509 case GAME_STATE_LEVEL:
510 return level_input(game->level, keyboard_state, the_stick_of_joy);
512 case GAME_STATE_LEVEL_PICKER:
513 return level_picker_input(&game->level_picker, keyboard_state, the_stick_of_joy);
519 int game_over_check(const Game *game)
521 return game->state == GAME_STATE_QUIT;
524 int game_load_level(Game *game, const char *level_filename)
527 trace_assert(level_filename);
529 memory_clean(&game->tmpmem);
530 level_editor_load_from_file(&game->level_editor, &game->tmpmem, level_filename);
532 if (game->level == NULL) {
533 game->level = PUSH_LT(
535 create_level_from_level_editor(
536 &game->level_editor),
539 game->level = RESET_LT(
542 create_level_from_level_editor(
543 &game->level_editor));
546 if (game->level == NULL) {
550 game_switch_state(game, GAME_STATE_LEVEL);