-#include <SDL2/SDL.h>
-#include <SDL2/SDL_mixer.h>
+#include <SDL.h>
#include "system/stacktrace.h"
#include <stdio.h>
#include "ui/console.h"
#include "ui/edit_field.h"
#include "system/str.h"
-#include "ebisp/builtins.h"
-#include "broadcast.h"
+#include "sdl/texture.h"
+#include "game/level/level_editor/background_layer.h"
+#include "game/level/level_editor.h"
+
+static int game_render_cursor(const Game *game);
typedef enum Game_state {
- GAME_STATE_RUNNING = 0,
- GAME_STATE_PAUSE,
- GAME_STATE_CONSOLE,
+ GAME_STATE_LEVEL = 0,
GAME_STATE_LEVEL_PICKER,
+ GAME_STATE_LEVEL_EDITOR,
GAME_STATE_QUIT
} Game_state;
Lt *lt;
Game_state state;
- Broadcast *broadcast;
Sprite_font *font;
LevelPicker *level_picker;
+ LevelEditor *level_editor;
Level *level;
- char *level_folder;
Sound_samples *sound_samples;
- Camera *camera;
- Console *console;
+ Camera camera;
SDL_Renderer *renderer;
+ SDL_Texture *texture_cursor;
+ int cursor_x;
+ int cursor_y;
} Game;
+static
+void game_switch_state(Game *game, Game_state state)
+{
+ game->camera = create_camera(game->renderer, game->font);
+ game->state = state;
+}
+
Game *create_game(const char *level_folder,
const char *sound_sample_files[],
size_t sound_sample_files_count,
{
trace_assert(level_folder);
- Lt *const lt = create_lt();
- if (lt == NULL) {
- return NULL;
- }
+ Lt *lt = create_lt();
- Game *game = PUSH_LT(lt, nth_alloc(sizeof(Game)), free);
+ Game *game = PUSH_LT(lt, nth_calloc(1, sizeof(Game)), free);
if (game == NULL) {
RETURN_LT(lt, NULL);
}
game->lt = lt;
- game->state = GAME_STATE_LEVEL_PICKER;
-
- game->broadcast = PUSH_LT(
- lt,
- create_broadcast(game),
- destroy_broadcast);
- if (game->broadcast == NULL) {
- RETURN_LT(lt, NULL);
- }
-
game->font = PUSH_LT(
lt,
create_sprite_font_from_file(
- "fonts/charmap-oldschool.bmp",
+ "images/charmap-oldschool.bmp",
renderer),
destroy_sprite_font);
if (game->font == NULL) {
RETURN_LT(lt, NULL);
}
- game->level = NULL;
-
- game->level_folder = PUSH_LT(
- lt,
- string_duplicate(level_folder, NULL),
- free);
- if (game->level_folder == NULL) {
- RETURN_LT(lt, NULL);
- }
-
game->sound_samples = PUSH_LT(
lt,
create_sound_samples(
RETURN_LT(lt, NULL);
}
- game->camera = PUSH_LT(
- lt,
- create_camera(renderer, game->font),
- destroy_camera);
- if (game->camera == NULL) {
- RETURN_LT(lt, NULL);
- }
-
- game->console = PUSH_LT(
+ game->renderer = renderer;
+ game->texture_cursor = PUSH_LT(
lt,
- create_console(game->broadcast, game->font),
- destroy_console);
- if (game->console == NULL) {
- RETURN_LT(lt, NULL);
+ texture_from_bmp("images/cursor.bmp", renderer),
+ SDL_DestroyTexture);
+ if (SDL_SetTextureBlendMode(
+ game->texture_cursor,
+ SDL_ComposeCustomBlendMode(
+ SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR,
+ SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR,
+ SDL_BLENDOPERATION_ADD,
+ SDL_BLENDFACTOR_ONE,
+ SDL_BLENDFACTOR_ZERO,
+ SDL_BLENDOPERATION_ADD)) < 0) {
+ log_warn("SDL error: %s\n", SDL_GetError());
}
+ game->cursor_x = 0;
+ game->cursor_y = 0;
- game->renderer = renderer;
+ game_switch_state(game, GAME_STATE_LEVEL_PICKER);
return game;
}
trace_assert(game);
switch(game->state) {
- case GAME_STATE_RUNNING:
- case GAME_STATE_PAUSE: {
- if (level_render(game->level, game->camera) < 0) {
+ case GAME_STATE_LEVEL: {
+ if (level_render(game->level, &game->camera) < 0) {
return -1;
}
+
+ if (game_render_cursor(game) < 0) {
+ return -1;
+ }
+
} break;
- case GAME_STATE_CONSOLE: {
- if (level_render(game->level, game->camera) < 0) {
+ case GAME_STATE_LEVEL_PICKER: {
+ if (level_picker_render(game->level_picker, &game->camera) < 0) {
return -1;
}
- if (console_render(game->console, game->renderer) < 0) {
+ if (game_render_cursor(game) < 0) {
return -1;
}
} break;
- case GAME_STATE_LEVEL_PICKER: {
- if (level_picker_render(game->level_picker, game->camera, game->renderer) < 0) {
+ case GAME_STATE_LEVEL_EDITOR: {
+ if (level_editor_render(game->level_editor, &game->camera) < 0) {
+ return -1;
+ }
+
+ if (game_render_cursor(game) < 0) {
return -1;
}
} break;
int game_sound(Game *game)
{
switch (game->state) {
- case GAME_STATE_RUNNING:
- case GAME_STATE_PAUSE:
- case GAME_STATE_CONSOLE:
+ case GAME_STATE_LEVEL:
return level_sound(game->level, game->sound_samples);
case GAME_STATE_LEVEL_PICKER:
+ case GAME_STATE_LEVEL_EDITOR:
case GAME_STATE_QUIT:
return 0;
}
trace_assert(delta_time > 0.0f);
switch (game->state) {
- case GAME_STATE_RUNNING: {
+ case GAME_STATE_LEVEL: {
if (level_update(game->level, delta_time) < 0) {
return -1;
}
- if (level_enter_camera_event(game->level, game->camera) < 0) {
+ if (level_enter_camera_event(game->level, &game->camera) < 0) {
return -1;
}
} break;
- case GAME_STATE_CONSOLE: {
- if (level_update(game->level, delta_time) < 0) {
- return -1;
- }
-
- if (level_enter_camera_event(game->level, game->camera) < 0) {
- return -1;
- }
-
- if (console_update(game->console, delta_time) < 0) {
- return -1;
- }
- } break;
-
case GAME_STATE_LEVEL_PICKER: {
if (level_picker_update(game->level_picker, delta_time) < 0) {
return -1;
}
- if (level_picker_enter_camera_event(game->level_picker, game->camera) < 0) {
+ if (level_picker_enter_camera_event(game->level_picker, &game->camera) < 0) {
return -1;
}
- // TODO(#717): There is no way to go back to LevelPicker when the level is loaded
- const char *level_folder = level_picker_selected_level(game->level_picker);
+ const char *level_filename = level_picker_selected_level(game->level_picker);
+
+ if (level_filename != NULL) {
+ if (game->level_editor == NULL) {
+ game->level_editor = PUSH_LT(
+ game->lt,
+ create_level_editor_from_file(level_filename),
+ destroy_level_editor);
+ } else {
+ game->level_editor = RESET_LT(
+ game->lt,
+ game->level_editor,
+ create_level_editor_from_file(level_filename));
+ }
- trace_assert(game->level == NULL);
+ if (game->level_editor == NULL) {
+ return -1;
+ }
+
+ if (game->level == NULL) {
+ game->level = PUSH_LT(
+ game->lt,
+ create_level_from_level_editor(
+ game->level_editor),
+ destroy_level);
+ } else {
+ game->level = RESET_LT(
+ game->lt,
+ game->level,
+ create_level_from_level_editor(
+ game->level_editor));
+ }
- if (level_folder != NULL) {
- game->level = PUSH_LT(
- game->lt,
- create_level_from_file(level_folder, game->broadcast),
- destroy_level);
if (game->level == NULL) {
return -1;
}
- game->state = GAME_STATE_RUNNING;
+ //TODO(#1071): Move level picker volume update to a more appropriate place
+ sound_samples_update_volume(game->sound_samples, level_picker_get_volume(game->level_picker));
+ game_switch_state(game, GAME_STATE_LEVEL);
+ }
+
+ } break;
+
+ case GAME_STATE_LEVEL_EDITOR: {
+ if (level_editor_focus_camera(
+ game->level_editor,
+ &game->camera) < 0) {
+ return -1;
}
+
+ level_editor_update(game->level_editor, delta_time);
} break;
- case GAME_STATE_PAUSE:
case GAME_STATE_QUIT:
break;
}
return 0;
}
-
-static int game_event_pause(Game *game, const SDL_Event *event)
+static int game_event_running(Game *game, const SDL_Event *event)
{
trace_assert(game);
trace_assert(event);
- switch (event->type) {
- case SDL_QUIT:
- game->state = GAME_STATE_QUIT;
- break;
-
- case SDL_KEYDOWN:
- switch (event->key.keysym.sym) {
- case SDLK_p:
- game->state = GAME_STATE_RUNNING;
- camera_toggle_blackwhite_mode(game->camera);
- sound_samples_toggle_pause(game->sound_samples);
- break;
- case SDLK_l:
- camera_toggle_debug_mode(game->camera);
- level_toggle_debug_mode(game->level);
- break;
+ if (!SDL_IsTextInputActive()) {
+ switch (event->type) {
+ case SDL_KEYDOWN: {
+ switch (event->key.keysym.sym) {
+ case SDLK_r: {
+ game->level = RESET_LT(
+ game->lt,
+ game->level,
+ create_level_from_level_editor(
+ game->level_editor));
+ if (game->level == NULL) {
+ game_switch_state(game, GAME_STATE_QUIT);
+ return -1;
+ }
+
+ camera_disable_debug_mode(&game->camera);
+ } break;
+
+ case SDLK_TAB: {
+ game_switch_state(game, GAME_STATE_LEVEL_EDITOR);
+ } break;
+ }
+ } break;
}
- break;
}
- return level_event(game->level, event);
+ return level_event(game->level, event, &game->camera, game->sound_samples);
}
-static int game_event_running(Game *game, const SDL_Event *event)
+static int game_event_level_picker(Game *game, const SDL_Event *event)
{
trace_assert(game);
trace_assert(event);
switch (event->type) {
- case SDL_QUIT:
- game->state = GAME_STATE_QUIT;
- break;
-
- case SDL_KEYDOWN:
- switch (event->key.keysym.sym) {
- case SDLK_r:
- log_info("Reloading the level from '%s'...\n", game->level_folder);
-
- game->level = RESET_LT(
- game->lt,
- game->level,
- create_level_from_file(
- game->level_folder, game->broadcast));
+ case SDL_KEYDOWN: {
+ switch(event->key.keysym.sym) {
+ case SDLK_n: {
+ if (game->level_editor == NULL) {
+ game->level_editor = PUSH_LT(
+ game->lt,
+ create_level_editor(),
+ destroy_level_editor);
+ } else {
+ game->level_editor = RESET_LT(
+ game->lt,
+ game->level_editor,
+ create_level_editor());
+ }
- if (game->level == NULL) {
- log_fail("Could not reload level %s\n", game->level_folder);
- game->state = GAME_STATE_QUIT;
+ if (game->level_editor == NULL) {
return -1;
}
- camera_disable_debug_mode(game->camera);
-
- break;
+ if (game->level == NULL) {
+ game->level = PUSH_LT(
+ game->lt,
+ create_level_from_level_editor(
+ game->level_editor),
+ destroy_level);
+ } else {
+ game->level = RESET_LT(
+ game->lt,
+ game->level,
+ create_level_from_level_editor(
+ game->level_editor));
+ }
- case SDLK_q:
- log_info("Reloading the level's platforms from '%s'...\n", game->level_folder);
- if (level_reload_preserve_player(game->level, game->broadcast) < 0) {
- log_fail("Could not reload level %s\n", game->level_folder);
- game->state = GAME_STATE_QUIT;
+ if (game->level == NULL) {
return -1;
}
- break;
-
- case SDLK_p:
- game->state = GAME_STATE_PAUSE;
- camera_toggle_blackwhite_mode(game->camera);
- sound_samples_toggle_pause(game->sound_samples);
- break;
-
- case SDLK_l:
- camera_toggle_debug_mode(game->camera);
- level_toggle_debug_mode(game->level);
- break;
- }
- break;
- case SDL_KEYUP:
- switch (event->key.keysym.sym) {
- case SDLK_BACKQUOTE:
- case SDLK_c:
- SDL_StartTextInput();
- game->state = GAME_STATE_CONSOLE;
- console_slide_down(game->console);
- break;
- }
- break;
+ game_switch_state(game, GAME_STATE_LEVEL);
+ } break;
+ }
+ } break;
}
- return level_event(game->level, event);
+ return level_picker_event(game->level_picker, event, &game->camera);
}
-static int game_event_console(Game *game, const SDL_Event *event)
+static int game_event_level_editor(Game *game, const SDL_Event *event)
{
- switch (event->type) {
- case SDL_QUIT:
- game->state = GAME_STATE_QUIT;
- return 0;
+ trace_assert(game);
+ trace_assert(event);
- case SDL_KEYDOWN:
+ switch (event->type) {
+ case SDL_KEYDOWN: {
switch (event->key.keysym.sym) {
- case SDLK_ESCAPE:
- SDL_StopTextInput();
- game->state = GAME_STATE_RUNNING;
- return 0;
-
- default: {}
+ case SDLK_TAB: {
+ game->level = RESET_LT(
+ game->lt,
+ game->level,
+ create_level_from_level_editor(
+ game->level_editor));
+ if (game->level == NULL) {
+ return -1;
+ }
+ game_switch_state(game, GAME_STATE_LEVEL);
+ } break;
}
-
- default: {}
+ } break;
}
- return console_handle_event(game->console, event);
+ return level_editor_event(game->level_editor, event, &game->camera);
}
-static int game_event_level_picker(Game *game, const SDL_Event *event)
+int game_event(Game *game, const SDL_Event *event)
{
trace_assert(game);
trace_assert(event);
switch (event->type) {
- case SDL_QUIT:
- game->state = GAME_STATE_QUIT;
+ case SDL_QUIT: {
+ game_switch_state(game, GAME_STATE_QUIT);
return 0;
+ } break;
- default:
- return level_picker_event(game->level_picker, event);
- }
-}
+ case SDL_MOUSEMOTION: {
+ game->cursor_x = event->motion.x;
+ game->cursor_y = event->motion.y;
+ } break;
-int game_event(Game *game, const SDL_Event *event)
-{
- trace_assert(game);
- trace_assert(event);
+ case SDL_KEYDOWN: {
+ if (event->key.keysym.sym == SDLK_q && event->key.keysym.mod & KMOD_CTRL) {
+ game_switch_state(game, GAME_STATE_QUIT);
+ return 0;
+ }
+ } break;
+ }
switch (game->state) {
- case GAME_STATE_RUNNING:
+ case GAME_STATE_LEVEL:
return game_event_running(game, event);
- case GAME_STATE_PAUSE:
- return game_event_pause(game, event);
-
- case GAME_STATE_CONSOLE:
- return game_event_console(game, event);
-
case GAME_STATE_LEVEL_PICKER:
return game_event_level_picker(game, event);
- default: {}
+ case GAME_STATE_LEVEL_EDITOR:
+ return game_event_level_editor(game, event);
+
+ case GAME_STATE_QUIT:
+ return 0;
}
- return 0;
+ return -1;
}
switch (game->state) {
case GAME_STATE_QUIT:
- case GAME_STATE_PAUSE:
- case GAME_STATE_CONSOLE:
+ case GAME_STATE_LEVEL_EDITOR:
return 0;
- case GAME_STATE_RUNNING:
+ case GAME_STATE_LEVEL:
return level_input(game->level, keyboard_state, the_stick_of_joy);
case GAME_STATE_LEVEL_PICKER:
return game->state == GAME_STATE_QUIT;
}
-struct EvalResult
-game_send(Game *game, Gc *gc, struct Scope *scope,
- struct Expr path)
+// Private Functions
+
+static int game_render_cursor(const Game *game)
{
trace_assert(game);
- trace_assert(gc);
- trace_assert(scope);
-
- const char *target = NULL;
- struct Expr rest = void_expr();
- struct EvalResult res = match_list(gc, "q*", path, &target, &rest);
- if (res.is_error) {
- return res;
- }
- if (strcmp(target, "level") == 0) {
- return level_send(game->level, gc, scope, rest);
+ SDL_Rect src = {0, 0, 32, 32};
+ SDL_Rect dest = {game->cursor_x, game->cursor_y, 32, 32};
+ if (SDL_RenderCopy(game->renderer, game->texture_cursor, &src, &dest) < 0) {
+ return -1;
}
- return unknown_target(gc, "game", target);
+ return 0;
}