]> git.lizzy.rs Git - nothing.git/blobdiff - src/game.c
Merge pull request #1009 from The-Renaissance/master
[nothing.git] / src / game.c
index 81adf948ff8f34b9f3bc48bef6457a6514292571..6f989a1057109e8b4d96a0af5a7470ce2484d9ce 100644 (file)
@@ -1,4 +1,4 @@
-#include <SDL2/SDL.h>
+#include <SDL.h>
 #include "system/stacktrace.h"
 #include <stdio.h>
 
@@ -15,6 +15,7 @@
 #include "ebisp/builtins.h"
 #include "broadcast.h"
 #include "sdl/texture.h"
+#include "game/level/level_editor.h"
 
 static int game_render_cursor(const Game *game);
 
@@ -23,6 +24,7 @@ typedef enum Game_state {
     GAME_STATE_PAUSE,
     GAME_STATE_CONSOLE,
     GAME_STATE_LEVEL_PICKER,
+    GAME_STATE_LEVEL_EDITOR,
     GAME_STATE_QUIT
 } Game_state;
 
@@ -33,6 +35,7 @@ typedef struct Game {
     Broadcast *broadcast;
     Sprite_font *font;
     LevelPicker *level_picker;
+    LevelEditor *level_editor;
     Level *level;
     Sound_samples *sound_samples;
     Camera *camera;
@@ -88,8 +91,6 @@ Game *create_game(const char *level_folder,
         RETURN_LT(lt, NULL);
     }
 
-    game->level = NULL;
-
     game->sound_samples = PUSH_LT(
         lt,
         create_sound_samples(
@@ -154,10 +155,6 @@ int game_render(const Game *game)
         if (level_render(game->level, game->camera) < 0) {
             return -1;
         }
-
-        if (level_edit_mode(game->level) && game_render_cursor(game) < 0) {
-            return -1;
-        }
     } break;
 
     case GAME_STATE_CONSOLE: {
@@ -180,6 +177,16 @@ int game_render(const Game *game)
         }
     } break;
 
+    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;
+
     case GAME_STATE_QUIT: break;
     }
 
@@ -194,6 +201,7 @@ int game_sound(Game *game)
     case GAME_STATE_CONSOLE:
         return level_sound(game->level, game->sound_samples);
     case GAME_STATE_LEVEL_PICKER:
+    case GAME_STATE_LEVEL_EDITOR:
     case GAME_STATE_QUIT:
         return 0;
     }
@@ -241,19 +249,39 @@ int game_update(Game *game, float delta_time)
             return -1;
         }
 
-        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));
+            }
+
+            if (game->level_editor == NULL) {
+                return -1;
+            }
 
-        if (level_folder != NULL) {
             if (game->level == NULL) {
                 game->level = PUSH_LT(
                     game->lt,
-                    create_level_from_file(level_folder, game->broadcast),
+                    create_level_from_level_editor(
+                        game->level_editor,
+                        game->broadcast),
                     destroy_level);
             } else {
                 game->level = RESET_LT(
                     game->lt,
                     game->level,
-                    create_level_from_file(level_folder, game->broadcast));
+                    create_level_from_level_editor(
+                        game->level_editor,
+                        game->broadcast));
             }
 
             if (game->level == NULL) {
@@ -265,6 +293,16 @@ int game_update(Game *game, float delta_time)
 
     } 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;
@@ -280,10 +318,6 @@ static int game_event_pause(Game *game, const SDL_Event *event)
     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:
@@ -299,7 +333,7 @@ static int game_event_pause(Game *game, const SDL_Event *event)
         break;
     }
 
-    return level_event(game->level, event, game->camera);
+    return level_event(game->level, event);
 }
 
 static int game_event_running(Game *game, const SDL_Event *event)
@@ -308,24 +342,34 @@ static int game_event_running(Game *game, const SDL_Event *event)
     trace_assert(event);
 
     switch (event->type) {
-    case SDL_QUIT:
-        game->state = GAME_STATE_QUIT;
-        break;
-
-    case SDL_KEYDOWN:
+    case SDL_KEYDOWN: {
         switch (event->key.keysym.sym) {
         case SDLK_r: {
-            const char *level_filename = level_picker_selected_level(game->level_picker);
+            const char *level_filename = game->level_editor->file_name;
+
+            if (!level_filename) {
+                log_warn("Could not reload the level. There is no associated file.\n");
+                return 0;
+            }
 
             log_info("Reloading the level from '%s'...\n", level_filename);
 
+            game->level_editor = RESET_LT(
+                game->lt,
+                game->level_editor,
+                create_level_editor_from_file(level_filename));
+            if (game->level_editor == NULL) {
+                log_fail("Could not reload level %s\n", level_filename);
+                game->state = GAME_STATE_QUIT;
+                return -1;
+            }
+
             game->level = RESET_LT(
                 game->lt,
                 game->level,
-                create_level_from_file(
-                    level_filename,
+                create_level_from_level_editor(
+                    game->level_editor,
                     game->broadcast));
-
             if (game->level == NULL) {
                 log_fail("Could not reload level %s\n", level_filename);
                 game->state = GAME_STATE_QUIT;
@@ -335,44 +379,41 @@ static int game_event_running(Game *game, const SDL_Event *event)
             camera_disable_debug_mode(game->camera);
         } break;
 
-        case SDLK_p:
+        case SDLK_p: {
             game->state = GAME_STATE_PAUSE;
             camera_toggle_blackwhite_mode(game->camera);
             sound_samples_toggle_pause(game->sound_samples);
-            break;
+        } break;
 
-        case SDLK_l:
+        case SDLK_l: {
             camera_toggle_debug_mode(game->camera);
             level_toggle_debug_mode(game->level);
-            break;
+        } break;
+
+        case SDLK_TAB: {
+            game->state = GAME_STATE_LEVEL_EDITOR;
+        } break;
         }
-        break;
-    case SDL_KEYUP:
+    } break;
+
+    case SDL_KEYUP: {
         switch (event->key.keysym.sym) {
         case SDLK_BACKQUOTE:
-        case SDLK_c:
+        case SDLK_c: {
             SDL_StartTextInput();
             game->state = GAME_STATE_CONSOLE;
             console_slide_down(game->console);
-            break;
+        } break;
         }
-        break;
-    case SDL_MOUSEMOTION:
-        game->cursor_x = event->motion.x;
-        game->cursor_y = event->motion.y;
-        break;
+    } break;
     }
 
-    return level_event(game->level, event, game->camera);
+    return level_event(game->level, event);
 }
 
 static int game_event_console(Game *game, const SDL_Event *event)
 {
     switch (event->type) {
-    case SDL_QUIT:
-        game->state = GAME_STATE_QUIT;
-        return 0;
-
     case SDL_KEYDOWN:
         switch (event->key.keysym.sym) {
         case SDLK_ESCAPE:
@@ -395,19 +436,79 @@ static int game_event_level_picker(Game *game, const SDL_Event *event)
     trace_assert(event);
 
     switch (event->type) {
-    case SDL_QUIT:
-        game->state = GAME_STATE_QUIT;
-        return 0;
+    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());
+            }
 
-    case SDL_MOUSEMOTION:
-        game->cursor_x = event->motion.x;
-        game->cursor_y = event->motion.y;
-        break;
+            if (game->level_editor == NULL) {
+                return -1;
+            }
 
-    default: {}
+            if (game->level == NULL) {
+                game->level = PUSH_LT(
+                    game->lt,
+                    create_level_from_level_editor(
+                        game->level_editor,
+                        game->broadcast),
+                    destroy_level);
+            } else {
+                game->level = RESET_LT(
+                    game->lt,
+                    game->level,
+                    create_level_from_level_editor(
+                        game->level_editor,
+                        game->broadcast));
+            }
+
+            if (game->level == NULL) {
+                return -1;
+            }
+
+            game->state = GAME_STATE_RUNNING;
+        } break;
+        }
+    } break;
+    }
+
+    return level_picker_event(game->level_picker, event, game->camera);
+}
+
+static int game_event_level_editor(Game *game, const SDL_Event *event)
+{
+    trace_assert(game);
+    trace_assert(event);
+
+    switch (event->type) {
+    case SDL_KEYDOWN: {
+        switch (event->key.keysym.sym) {
+        case SDLK_TAB: {
+            game->level = RESET_LT(
+                game->lt,
+                game->level,
+                create_level_from_level_editor(
+                    game->level_editor,
+                    game->broadcast));
+            if (game->level == NULL) {
+                return -1;
+            }
+            game->state = GAME_STATE_RUNNING;
+        } break;
+        }
+    } break;
     }
 
-    return level_picker_event(game->level_picker, event);
+    return level_editor_event(game->level_editor, event, game->camera);
 }
 
 int game_event(Game *game, const SDL_Event *event)
@@ -415,6 +516,18 @@ 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;
+        return 0;
+    } break;
+
+    case SDL_MOUSEMOTION: {
+        game->cursor_x = event->motion.x;
+        game->cursor_y = event->motion.y;
+    } break;
+    }
+
     switch (game->state) {
     case GAME_STATE_RUNNING:
         return game_event_running(game, event);
@@ -428,10 +541,14 @@ int game_event(Game *game, const SDL_Event *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;
 }
 
 
@@ -446,6 +563,7 @@ int game_input(Game *game,
     case GAME_STATE_QUIT:
     case GAME_STATE_PAUSE:
     case GAME_STATE_CONSOLE:
+    case GAME_STATE_LEVEL_EDITOR:
         return 0;
 
     case GAME_STATE_RUNNING: