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);
22 typedef enum Game_state {
24 GAME_STATE_LEVEL_PICKER,
25 GAME_STATE_LEVEL_EDITOR,
35 LevelPicker *level_picker;
36 LevelEditor *level_editor;
39 Sound_samples *sound_samples;
41 SDL_Renderer *renderer;
42 SDL_Texture *texture_cursor;
48 void game_switch_state(Game *game, Game_state state)
50 game->camera = create_camera(game->renderer, game->font);
54 Game *create_game(const char *level_folder,
55 const char *sound_sample_files[],
56 size_t sound_sample_files_count,
57 SDL_Renderer *renderer)
59 trace_assert(level_folder);
63 Game *game = PUSH_LT(lt, nth_calloc(1, sizeof(Game)), free);
71 create_sprite_font_from_file(
72 "./assets/images/charmap-oldschool.bmp",
75 if (game->font == NULL) {
79 game->level_picker = PUSH_LT(
84 destroy_level_picker);
85 if (game->level_picker == NULL) {
89 game->sound_samples = PUSH_LT(
93 sound_sample_files_count),
94 destroy_sound_samples);
95 if (game->sound_samples == NULL) {
99 game->settings = create_settings();
101 game->renderer = renderer;
102 game->texture_cursor = PUSH_LT(
104 texture_from_bmp("./assets/images/cursor.bmp", renderer),
106 if (SDL_SetTextureBlendMode(
107 game->texture_cursor,
108 SDL_ComposeCustomBlendMode(
109 SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR,
110 SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR,
111 SDL_BLENDOPERATION_ADD,
113 SDL_BLENDFACTOR_ZERO,
114 SDL_BLENDOPERATION_ADD)) < 0) {
115 log_warn("SDL error: %s\n", SDL_GetError());
120 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
125 void destroy_game(Game *game)
128 RETURN_LT0(game->lt);
131 int game_render(const Game *game)
135 switch(game->state) {
136 case GAME_STATE_LEVEL: {
137 if (level_render(game->level, &game->camera) < 0) {
142 case GAME_STATE_LEVEL_PICKER: {
143 if (level_picker_render(game->level_picker, &game->camera) < 0) {
148 case GAME_STATE_LEVEL_EDITOR: {
149 if (level_editor_render(game->level_editor, &game->camera) < 0) {
154 case GAME_STATE_SETTINGS: {
155 settings_render(&game->settings, &game->camera);
158 case GAME_STATE_QUIT: break;
161 if (game_render_cursor(game) < 0) {
168 int game_sound(Game *game)
170 switch (game->state) {
171 case GAME_STATE_LEVEL:
172 return level_sound(game->level, game->sound_samples);
173 case GAME_STATE_LEVEL_EDITOR:
174 level_editor_sound(game->level_editor, game->sound_samples);
176 case GAME_STATE_LEVEL_PICKER:
177 case GAME_STATE_SETTINGS:
178 case GAME_STATE_QUIT:
185 int game_update(Game *game, float delta_time)
188 trace_assert(delta_time > 0.0f);
190 switch (game->state) {
191 case GAME_STATE_LEVEL: {
192 if (level_update(game->level, delta_time) < 0) {
196 if (level_enter_camera_event(game->level, &game->camera) < 0) {
202 case GAME_STATE_LEVEL_PICKER: {
203 if (level_picker_update(game->level_picker, delta_time) < 0) {
207 if (level_picker_enter_camera_event(game->level_picker, &game->camera) < 0) {
211 const char *level_filename = level_picker_selected_level(game->level_picker);
213 if (level_filename != NULL) {
214 if (game->level_editor == NULL) {
215 game->level_editor = PUSH_LT(
217 create_level_editor_from_file(level_filename),
218 destroy_level_editor);
220 game->level_editor = RESET_LT(
223 create_level_editor_from_file(level_filename));
226 if (game->level_editor == NULL) {
230 if (game->level == NULL) {
231 game->level = PUSH_LT(
233 create_level_from_level_editor(
237 game->level = RESET_LT(
240 create_level_from_level_editor(
241 game->level_editor));
244 if (game->level == NULL) {
248 game_switch_state(game, GAME_STATE_LEVEL);
253 case GAME_STATE_LEVEL_EDITOR: {
254 if (level_editor_focus_camera(
256 &game->camera) < 0) {
260 level_editor_update(game->level_editor, delta_time);
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 camera_disable_debug_mode(&game->camera);
301 game_switch_state(game, GAME_STATE_LEVEL_EDITOR);
308 return level_event(game->level, event, &game->camera, game->sound_samples);
311 static int game_event_level_picker(Game *game, const SDL_Event *event)
316 switch (event->type) {
318 switch(event->key.keysym.sym) {
320 if (game->level_editor == NULL) {
321 game->level_editor = PUSH_LT(
323 create_level_editor(),
324 destroy_level_editor);
326 game->level_editor = RESET_LT(
329 create_level_editor());
332 if (game->level_editor == NULL) {
336 if (game->level == NULL) {
337 game->level = PUSH_LT(
339 create_level_from_level_editor(
343 game->level = RESET_LT(
346 create_level_from_level_editor(
347 game->level_editor));
350 if (game->level == NULL) {
354 game_switch_state(game, GAME_STATE_LEVEL);
358 game_switch_state(game, GAME_STATE_SETTINGS);
364 return level_picker_event(game->level_picker, event, &game->camera);
367 static int game_event_level_editor(Game *game, const SDL_Event *event)
372 switch (event->type) {
374 switch (event->key.keysym.sym) {
376 game->level = RESET_LT(
379 create_level_from_level_editor(
380 game->level_editor));
381 if (game->level == NULL) {
384 game_switch_state(game, GAME_STATE_LEVEL);
390 return level_editor_event(game->level_editor, event, &game->camera);
393 int game_event(Game *game, const SDL_Event *event)
398 switch (event->type) {
400 game_switch_state(game, GAME_STATE_QUIT);
404 case SDL_MOUSEMOTION: {
405 game->cursor_x = event->motion.x;
406 game->cursor_y = event->motion.y;
410 if (event->key.keysym.sym == SDLK_q && event->key.keysym.mod & KMOD_CTRL) {
411 game_switch_state(game, GAME_STATE_QUIT);
417 switch (game->state) {
418 case GAME_STATE_LEVEL:
419 return game_event_running(game, event);
421 case GAME_STATE_LEVEL_PICKER:
422 return game_event_level_picker(game, event);
424 case GAME_STATE_LEVEL_EDITOR:
425 return game_event_level_editor(game, event);
427 case GAME_STATE_SETTINGS: {
428 switch (event->type) {
430 if (event->key.keysym.sym == SDLK_ESCAPE) {
431 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
437 settings_event(&game->settings, &game->camera, event);
441 case GAME_STATE_QUIT:
449 // TODO: get rid of keyboard_state (because it's a global var and can
450 // be check anywhere anyway). And introduce *_joystick methods.
451 int game_input(Game *game,
452 const Uint8 *const keyboard_state,
453 SDL_Joystick *the_stick_of_joy)
456 trace_assert(keyboard_state);
458 switch (game->state) {
459 case GAME_STATE_SETTINGS:
460 case GAME_STATE_QUIT:
461 case GAME_STATE_LEVEL_EDITOR:
464 case GAME_STATE_LEVEL:
465 return level_input(game->level, keyboard_state, the_stick_of_joy);
467 case GAME_STATE_LEVEL_PICKER:
468 return level_picker_input(game->level_picker, keyboard_state, the_stick_of_joy);
474 int game_over_check(const Game *game)
476 return game->state == GAME_STATE_QUIT;
481 static int game_render_cursor(const Game *game)
485 SDL_Rect src = {0, 0, 32, 32};
486 SDL_Rect dest = {game->cursor_x, game->cursor_y, 32, 32};
487 if (SDL_RenderCopy(game->renderer, game->texture_cursor, &src, &dest) < 0) {