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 level_picker_populate(&game->level_picker, level_folder);
72 game->credits = PUSH_LT(
76 if (game->credits == NULL) {
80 game->sound_samples = PUSH_LT(
84 sound_sample_files_count),
85 destroy_sound_samples);
86 if (game->sound_samples == NULL) {
90 game->settings = create_settings();
92 game->renderer = renderer;
94 for (Cursor_Style style = 0; style < CURSOR_STYLE_N; ++style) {
95 game->cursor.texs[style] = PUSH_LT(
97 texture_from_bmp(cursor_style_tex_files[style], renderer),
99 if (SDL_SetTextureBlendMode(
100 game->cursor.texs[style],
101 SDL_ComposeCustomBlendMode(
102 SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR,
103 SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR,
104 SDL_BLENDOPERATION_ADD,
106 SDL_BLENDFACTOR_ZERO,
107 SDL_BLENDOPERATION_ADD)) < 0) {
108 log_warn("SDL error: %s\n", SDL_GetError());
113 game->console = PUSH_LT(
115 create_console(game),
117 if (game->console == NULL) {
120 game->console_enabled = 0;
122 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
127 void destroy_game(Game *game)
130 destroy_level_picker(game->level_picker);
131 RETURN_LT0(game->lt);
134 int game_render(const Game *game)
138 switch(game->state) {
139 case GAME_STATE_LEVEL: {
140 if (level_render(game->level, &game->camera) < 0) {
145 case GAME_STATE_LEVEL_PICKER: {
146 if (level_picker_render(&game->level_picker, &game->camera) < 0) {
151 case GAME_STATE_LEVEL_EDITOR: {
152 if (level_editor_render(game->level_editor, &game->camera) < 0) {
157 case GAME_STATE_CREDITS: {
158 if (credits_render(game->credits, &game->camera) < 0) {
163 case GAME_STATE_SETTINGS: {
164 settings_render(&game->settings, &game->camera);
167 case GAME_STATE_QUIT: break;
170 if (game->console_enabled) {
171 if (console_render(game->console, &game->camera) < 0) {
176 if (cursor_render(&game->cursor, game->renderer) < 0) {
183 int game_sound(Game *game)
185 switch (game->state) {
186 case GAME_STATE_LEVEL:
187 return level_sound(game->level, game->sound_samples);
188 case GAME_STATE_LEVEL_EDITOR:
189 level_editor_sound(game->level_editor, game->sound_samples);
191 case GAME_STATE_LEVEL_PICKER:
192 case GAME_STATE_CREDITS:
193 case GAME_STATE_SETTINGS:
194 case GAME_STATE_QUIT:
201 int game_update(Game *game, float delta_time)
204 trace_assert(delta_time > 0.0f);
206 // TODO(#1218): effective scale recalculation should be probably done only when the size of the window is changed
208 SDL_RenderGetViewport(game->camera.renderer, &view_port);
209 game->camera.effective_scale = effective_scale(&view_port);
211 if (game->console_enabled) {
212 if (console_update(game->console, delta_time) < 0) {
217 switch (game->state) {
218 case GAME_STATE_LEVEL: {
219 if (level_update(game->level, delta_time) < 0) {
223 if (level_enter_camera_event(game->level, &game->camera) < 0) {
229 case GAME_STATE_LEVEL_PICKER: {
230 if (level_picker_update(&game->level_picker, &game->camera, delta_time) < 0) {
234 if (level_picker_enter_camera_event(&game->level_picker, &game->camera) < 0) {
238 const char *level_filename = level_picker_selected_level(&game->level_picker);
240 if (level_filename != NULL) {
241 if (game_load_level(game, level_filename) < 0) {
247 case GAME_STATE_LEVEL_EDITOR: {
248 if (level_editor_focus_camera(
250 &game->camera) < 0) {
254 level_editor_update(game->level_editor, delta_time);
257 case GAME_STATE_CREDITS: {
258 if (credits_update(game->credits, &game->camera, delta_time) < 0) {
263 case GAME_STATE_SETTINGS: {
264 settings_update(&game->settings, &game->camera, delta_time);
265 sound_samples_update_volume(
267 game->settings.volume_slider.value);
270 case GAME_STATE_QUIT:
277 static int game_event_running(Game *game, const SDL_Event *event)
282 if (!SDL_IsTextInputActive()) {
283 switch (event->type) {
285 switch (event->key.keysym.sym) {
287 game->level = RESET_LT(
290 create_level_from_level_editor(
291 game->level_editor));
292 if (game->level == NULL) {
293 game_switch_state(game, GAME_STATE_QUIT);
297 level_disable_pause_mode(
300 game->sound_samples);
301 camera_disable_debug_mode(&game->camera);
305 game_switch_state(game, GAME_STATE_LEVEL_EDITOR);
312 return level_event(game->level, event, &game->camera, game->sound_samples);
315 static int game_event_level_picker(Game *game, const SDL_Event *event)
320 switch (event->type) {
322 switch(event->key.keysym.sym) {
324 if (game->level_editor == NULL) {
325 game->level_editor = PUSH_LT(
327 create_level_editor(&game->cursor),
328 destroy_level_editor);
330 game->level_editor = RESET_LT(
333 create_level_editor(&game->cursor));
336 if (game->level_editor == NULL) {
340 if (game->level == NULL) {
341 game->level = PUSH_LT(
343 create_level_from_level_editor(
347 game->level = RESET_LT(
350 create_level_from_level_editor(
351 game->level_editor));
354 if (game->level == NULL) {
358 game_switch_state(game, GAME_STATE_LEVEL);
362 game_switch_state(game, GAME_STATE_CREDITS);
366 game_switch_state(game, GAME_STATE_SETTINGS);
372 return level_picker_event(&game->level_picker, event);
375 static int game_event_level_editor(Game *game, const SDL_Event *event)
380 switch (event->type) {
382 switch (event->key.keysym.sym) {
384 game->level = RESET_LT(
387 create_level_from_level_editor(
388 game->level_editor));
389 if (game->level == NULL) {
392 game_switch_state(game, GAME_STATE_LEVEL);
398 return level_editor_event(game->level_editor, event, &game->camera);
401 int game_event(Game *game, const SDL_Event *event)
406 // Global event handling
407 switch (event->type) {
409 game_switch_state(game, GAME_STATE_QUIT);
414 if (event->key.keysym.sym == SDLK_q && event->key.keysym.mod & KMOD_CTRL) {
415 game_switch_state(game, GAME_STATE_QUIT);
421 // Console event handling
422 if (game->console_enabled) {
423 switch (event->type) {
425 switch (event->key.keysym.sym) {
428 game->console_enabled = 0;
436 return console_handle_event(game->console, event);
438 switch (event->type) {
440 switch (event->key.keysym.sym) {
443 if (event->key.keysym.mod == KMOD_NONE || event->key.keysym.mod == KMOD_NUM) {
444 SDL_StartTextInput();
445 game->console_enabled = 1;
446 console_slide_down(game->console);
454 // State event handling
455 switch (game->state) {
456 case GAME_STATE_LEVEL:
457 return game_event_running(game, event);
459 case GAME_STATE_LEVEL_PICKER:
460 return game_event_level_picker(game, event);
462 case GAME_STATE_LEVEL_EDITOR:
463 return game_event_level_editor(game, event);
465 case GAME_STATE_CREDITS: {
466 switch (event->type) {
468 if (event->key.keysym.sym == SDLK_ESCAPE) {
469 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
478 case GAME_STATE_SETTINGS: {
479 switch (event->type) {
481 if (event->key.keysym.sym == SDLK_ESCAPE) {
482 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
488 settings_event(&game->settings, &game->camera, event);
492 case GAME_STATE_QUIT:
499 // TODO(#1145): get rid of keyboard_state and introduce *_joystick methods
501 // keyboard_state is a global var and can be check anywhere anyway
502 int game_input(Game *game,
503 const Uint8 *const keyboard_state,
504 SDL_Joystick *the_stick_of_joy)
507 trace_assert(keyboard_state);
509 if (game->console_enabled) {
513 switch (game->state) {
514 case GAME_STATE_SETTINGS:
515 case GAME_STATE_CREDITS:
516 case GAME_STATE_QUIT:
517 case GAME_STATE_LEVEL_EDITOR:
520 case GAME_STATE_LEVEL:
521 return level_input(game->level, keyboard_state, the_stick_of_joy);
523 case GAME_STATE_LEVEL_PICKER:
524 return level_picker_input(&game->level_picker, keyboard_state, the_stick_of_joy);
530 int game_over_check(const Game *game)
532 return game->state == GAME_STATE_QUIT;
535 int game_load_level(Game *game, const char *level_filename)
538 trace_assert(level_filename);
540 if (game->level_editor == NULL) {
541 game->level_editor = PUSH_LT(
543 create_level_editor_from_file(level_filename, &game->cursor),
544 destroy_level_editor);
546 game->level_editor = RESET_LT(
549 create_level_editor_from_file(level_filename, &game->cursor));
552 if (game->level_editor == NULL) {
556 if (game->level == NULL) {
557 game->level = PUSH_LT(
559 create_level_from_level_editor(
563 game->level = RESET_LT(
566 create_level_from_level_editor(
567 game->level_editor));
570 if (game->level == NULL) {
574 game_switch_state(game, GAME_STATE_LEVEL);