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"
19 static int game_render_cursor(const Game *game);
21 typedef enum Game_state {
23 GAME_STATE_LEVEL_PICKER,
24 GAME_STATE_LEVEL_EDITOR,
33 LevelPicker *level_picker;
34 LevelEditor *level_editor;
36 Sound_samples *sound_samples;
38 SDL_Renderer *renderer;
39 SDL_Texture *texture_cursor;
45 void game_switch_state(Game *game, Game_state state)
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);
68 create_sprite_font_from_file(
69 "images/charmap-oldschool.bmp",
72 if (game->font == NULL) {
76 game->level_picker = PUSH_LT(
81 destroy_level_picker);
82 if (game->level_picker == NULL) {
86 game->sound_samples = PUSH_LT(
90 sound_sample_files_count),
91 destroy_sound_samples);
92 if (game->sound_samples == NULL) {
96 game->renderer = renderer;
97 game->texture_cursor = PUSH_LT(
99 texture_from_bmp("images/cursor.bmp", renderer),
101 if (SDL_SetTextureBlendMode(
102 game->texture_cursor,
103 SDL_ComposeCustomBlendMode(
104 SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR,
105 SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR,
106 SDL_BLENDOPERATION_ADD,
108 SDL_BLENDFACTOR_ZERO,
109 SDL_BLENDOPERATION_ADD)) < 0) {
110 log_warn("SDL error: %s\n", SDL_GetError());
115 game_switch_state(game, GAME_STATE_LEVEL_PICKER);
120 void destroy_game(Game *game)
123 RETURN_LT0(game->lt);
126 int game_render(const Game *game)
130 switch(game->state) {
131 case GAME_STATE_LEVEL: {
132 if (level_render(game->level, &game->camera) < 0) {
136 if (game_render_cursor(game) < 0) {
142 case GAME_STATE_LEVEL_PICKER: {
143 if (level_picker_render(game->level_picker, &game->camera) < 0) {
147 if (game_render_cursor(game) < 0) {
152 case GAME_STATE_LEVEL_EDITOR: {
153 if (level_editor_render(game->level_editor, &game->camera) < 0) {
157 if (game_render_cursor(game) < 0) {
162 case GAME_STATE_QUIT: break;
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_PICKER:
175 case GAME_STATE_LEVEL_EDITOR:
176 level_editor_sound(game->level_editor, game->sound_samples);
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 //TODO(#1071): Move level picker volume update to a more appropriate place
249 sound_samples_update_volume(game->sound_samples, level_picker_get_volume(game->level_picker));
250 game_switch_state(game, GAME_STATE_LEVEL);
255 case GAME_STATE_LEVEL_EDITOR: {
256 if (level_editor_focus_camera(
258 &game->camera) < 0) {
262 level_editor_update(game->level_editor, delta_time);
265 case GAME_STATE_QUIT:
272 static int game_event_running(Game *game, const SDL_Event *event)
277 if (!SDL_IsTextInputActive()) {
278 switch (event->type) {
280 switch (event->key.keysym.sym) {
282 game->level = RESET_LT(
285 create_level_from_level_editor(
286 game->level_editor));
287 if (game->level == NULL) {
288 game_switch_state(game, GAME_STATE_QUIT);
292 camera_disable_debug_mode(&game->camera);
296 game_switch_state(game, GAME_STATE_LEVEL_EDITOR);
303 return level_event(game->level, event, &game->camera, game->sound_samples);
306 static int game_event_level_picker(Game *game, const SDL_Event *event)
311 switch (event->type) {
313 switch(event->key.keysym.sym) {
315 if (game->level_editor == NULL) {
316 game->level_editor = PUSH_LT(
318 create_level_editor(),
319 destroy_level_editor);
321 game->level_editor = RESET_LT(
324 create_level_editor());
327 if (game->level_editor == NULL) {
331 if (game->level == NULL) {
332 game->level = PUSH_LT(
334 create_level_from_level_editor(
338 game->level = RESET_LT(
341 create_level_from_level_editor(
342 game->level_editor));
345 if (game->level == NULL) {
349 game_switch_state(game, GAME_STATE_LEVEL);
355 return level_picker_event(game->level_picker, event, &game->camera);
358 static int game_event_level_editor(Game *game, const SDL_Event *event)
363 switch (event->type) {
365 switch (event->key.keysym.sym) {
367 game->level = RESET_LT(
370 create_level_from_level_editor(
371 game->level_editor));
372 if (game->level == NULL) {
375 game_switch_state(game, GAME_STATE_LEVEL);
381 return level_editor_event(game->level_editor, event, &game->camera);
384 int game_event(Game *game, const SDL_Event *event)
389 switch (event->type) {
391 game_switch_state(game, GAME_STATE_QUIT);
395 case SDL_MOUSEMOTION: {
396 game->cursor_x = event->motion.x;
397 game->cursor_y = event->motion.y;
401 if (event->key.keysym.sym == SDLK_q && event->key.keysym.mod & KMOD_CTRL) {
402 game_switch_state(game, GAME_STATE_QUIT);
408 switch (game->state) {
409 case GAME_STATE_LEVEL:
410 return game_event_running(game, event);
412 case GAME_STATE_LEVEL_PICKER:
413 return game_event_level_picker(game, event);
415 case GAME_STATE_LEVEL_EDITOR:
416 return game_event_level_editor(game, event);
418 case GAME_STATE_QUIT:
426 int game_input(Game *game,
427 const Uint8 *const keyboard_state,
428 SDL_Joystick *the_stick_of_joy)
431 trace_assert(keyboard_state);
433 switch (game->state) {
434 case GAME_STATE_QUIT:
435 case GAME_STATE_LEVEL_EDITOR:
438 case GAME_STATE_LEVEL:
439 return level_input(game->level, keyboard_state, the_stick_of_joy);
441 case GAME_STATE_LEVEL_PICKER:
442 return level_picker_input(game->level_picker, keyboard_state, the_stick_of_joy);
448 int game_over_check(const Game *game)
450 return game->state == GAME_STATE_QUIT;
455 static int game_render_cursor(const Game *game)
459 SDL_Rect src = {0, 0, 32, 32};
460 SDL_Rect dest = {game->cursor_x, game->cursor_y, 32, 32};
461 if (SDL_RenderCopy(game->renderer, game->texture_cursor, &src, &dest) < 0) {