]> git.lizzy.rs Git - nothing.git/blobdiff - src/game.c
Close on Alt+F4 in case user's WM does not support it (e.g. i3)
[nothing.git] / src / game.c
index 522cb71a20e735cfbc56ed8090229c51d859cf7c..7e59f094b5dccccd2476bb10a8a54adf6f105bdb 100644 (file)
 #include "game/level/level_editor/background_layer.h"
 #include "game/level/level_editor.h"
 #include "game/settings.h"
+#include "game/credits.h"
 
-typedef enum Game_state {
-    GAME_STATE_LEVEL = 0,
-    GAME_STATE_LEVEL_PICKER,
-    GAME_STATE_LEVEL_EDITOR,
-    GAME_STATE_SETTINGS,
-    GAME_STATE_QUIT
-} Game_state;
 
 typedef struct Game {
     Lt *lt;
 
     Game_state state;
-    Sprite_font *font;
-    LevelPicker *level_picker;
+    Sprite_font font;
+    LevelPicker level_picker;
     LevelEditor *level_editor;
+    Credits *credits;
     Level *level;
     Settings settings;
     Sound_samples *sound_samples;
@@ -43,9 +38,12 @@ typedef struct Game {
     int console_enabled;
 } Game;
 
-static
 void game_switch_state(Game *game, Game_state state)
 {
+    game->cursor.style = CURSOR_STYLE_POINTER;
+    if (state == GAME_STATE_LEVEL_PICKER) {
+        level_picker_clean_selection(&game->level_picker);
+    }
     game->camera = create_camera(game->renderer, game->font);
     game->state = state;
 }
@@ -65,23 +63,17 @@ Game *create_game(const char *level_folder,
     }
     game->lt = lt;
 
-    game->font = PUSH_LT(
-        lt,
-        create_sprite_font_from_file(
-            "./assets/images/charmap-oldschool.bmp",
-            renderer),
-        destroy_sprite_font);
-    if (game->font == NULL) {
-        RETURN_LT(lt, NULL);
-    }
+    game->font.texture = load_bmp_font_texture(
+        renderer,
+        "./assets/images/charmap-oldschool.bmp");
 
-    game->level_picker = PUSH_LT(
+    level_picker_populate(&game->level_picker, level_folder);
+
+    game->credits = PUSH_LT(
         lt,
-        create_level_picker(
-            game->font,
-            level_folder),
-        destroy_level_picker);
-    if (game->level_picker == NULL) {
+        create_credits(),
+        destroy_credits);
+    if (game->credits == NULL) {
         RETURN_LT(lt, NULL);
     }
 
@@ -113,7 +105,9 @@ Game *create_game(const char *level_folder,
                     SDL_BLENDFACTOR_ONE,
                     SDL_BLENDFACTOR_ZERO,
                     SDL_BLENDOPERATION_ADD)) < 0) {
-            log_warn("SDL error: %s\n", SDL_GetError());
+            log_warn("SDL error while setting blending mode for `%s': %s\n",
+                     cursor_style_tex_files[style],
+                     SDL_GetError());
         }
     }
 
@@ -135,6 +129,7 @@ Game *create_game(const char *level_folder,
 void destroy_game(Game *game)
 {
     trace_assert(game);
+    destroy_level_picker(game->level_picker);
     RETURN_LT0(game->lt);
 }
 
@@ -150,7 +145,7 @@ int game_render(const Game *game)
     } break;
 
     case GAME_STATE_LEVEL_PICKER: {
-        if (level_picker_render(game->level_picker, &game->camera) < 0) {
+        if (level_picker_render(&game->level_picker, &game->camera) < 0) {
             return -1;
         }
     } break;
@@ -161,6 +156,12 @@ int game_render(const Game *game)
         }
     } break;
 
+    case GAME_STATE_CREDITS: {
+        if (credits_render(game->credits, &game->camera) < 0) {
+            return -1;
+        }
+    } break;
+
     case GAME_STATE_SETTINGS: {
         settings_render(&game->settings, &game->camera);
     } break;
@@ -190,6 +191,7 @@ int game_sound(Game *game)
         level_editor_sound(game->level_editor, game->sound_samples);
         return 0;
     case GAME_STATE_LEVEL_PICKER:
+    case GAME_STATE_CREDITS:
     case GAME_STATE_SETTINGS:
     case GAME_STATE_QUIT:
         return 0;
@@ -203,6 +205,11 @@ int game_update(Game *game, float delta_time)
     trace_assert(game);
     trace_assert(delta_time > 0.0f);
 
+    // TODO(#1218): effective scale recalculation should be probably done only when the size of the window is changed
+    SDL_Rect view_port;
+    SDL_RenderGetViewport(game->camera.renderer, &view_port);
+    game->camera.effective_scale = effective_scale(&view_port);
+
     if (game->console_enabled) {
         if (console_update(game->console, delta_time) < 0) {
             return -1;
@@ -222,15 +229,15 @@ int game_update(Game *game, float delta_time)
     } break;
 
     case GAME_STATE_LEVEL_PICKER: {
-        if (level_picker_update(game->level_picker, delta_time) < 0) {
+        if (level_picker_update(&game->level_picker, &game->camera, 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;
         }
 
-        const char *level_filename = level_picker_selected_level(game->level_picker);
+        const char *level_filename = level_picker_selected_level(&game->level_picker);
 
         if (level_filename != NULL) {
             if (game_load_level(game, level_filename) < 0) {
@@ -249,6 +256,12 @@ int game_update(Game *game, float delta_time)
         level_editor_update(game->level_editor, delta_time);
     } break;
 
+    case GAME_STATE_CREDITS: {
+        if (credits_update(game->credits, &game->camera, delta_time) < 0) {
+            return -1;
+        }
+    } break;
+
     case GAME_STATE_SETTINGS: {
         settings_update(&game->settings, &game->camera, delta_time);
         sound_samples_update_volume(
@@ -347,6 +360,10 @@ static int game_event_level_picker(Game *game, const SDL_Event *event)
             game_switch_state(game, GAME_STATE_LEVEL);
         } break;
 
+        case SDLK_i: {
+            game_switch_state(game, GAME_STATE_CREDITS);
+        } break;
+
         case SDLK_s: {
             game_switch_state(game, GAME_STATE_SETTINGS);
         } break;
@@ -354,7 +371,7 @@ static int game_event_level_picker(Game *game, const SDL_Event *event)
     } break;
     }
 
-    return level_picker_event(game->level_picker, event, &game->camera);
+    return level_picker_event(&game->level_picker, event);
 }
 
 static int game_event_level_editor(Game *game, const SDL_Event *event)
@@ -396,7 +413,8 @@ int game_event(Game *game, const SDL_Event *event)
     } break;
 
     case SDL_KEYDOWN: {
-        if (event->key.keysym.sym == SDLK_q && event->key.keysym.mod & KMOD_CTRL) {
+        if ((event->key.keysym.sym == SDLK_q && event->key.keysym.mod & KMOD_CTRL) ||
+            (event->key.keysym.sym == SDLK_F4 && event->key.keysym.mod & KMOD_ALT)) {
             game_switch_state(game, GAME_STATE_QUIT);
             return 0;
         }
@@ -425,7 +443,7 @@ int game_event(Game *game, const SDL_Event *event)
             switch (event->key.keysym.sym) {
             case SDLK_BACKQUOTE:
             case SDLK_c: {
-                if (event->key.keysym.mod == 0) {
+                if (event->key.keysym.mod == KMOD_NONE || event->key.keysym.mod == KMOD_NUM) {
                     SDL_StartTextInput();
                     game->console_enabled = 1;
                     console_slide_down(game->console);
@@ -447,6 +465,19 @@ int game_event(Game *game, const SDL_Event *event)
     case GAME_STATE_LEVEL_EDITOR:
         return game_event_level_editor(game, event);
 
+    case GAME_STATE_CREDITS: {
+        switch (event->type) {
+        case SDL_KEYDOWN: {
+            if (event->key.keysym.sym == SDLK_ESCAPE) {
+                game_switch_state(game, GAME_STATE_LEVEL_PICKER);
+                return 0;
+            }
+        } break;
+        }
+
+        return 0;
+    } break;
+
     case GAME_STATE_SETTINGS: {
         switch (event->type) {
         case SDL_KEYDOWN: {
@@ -470,7 +501,7 @@ int game_event(Game *game, const SDL_Event *event)
 
 // TODO(#1145): get rid of keyboard_state and introduce *_joystick methods
 //
-// keyboard_state is a global var and can be check anywhere anyway 
+// keyboard_state is a global var and can be check anywhere anyway
 int game_input(Game *game,
                const Uint8 *const keyboard_state,
                SDL_Joystick *the_stick_of_joy)
@@ -484,6 +515,7 @@ int game_input(Game *game,
 
     switch (game->state) {
     case GAME_STATE_SETTINGS:
+    case GAME_STATE_CREDITS:
     case GAME_STATE_QUIT:
     case GAME_STATE_LEVEL_EDITOR:
         return 0;
@@ -492,7 +524,7 @@ int game_input(Game *game,
         return level_input(game->level, keyboard_state, the_stick_of_joy);
 
     case GAME_STATE_LEVEL_PICKER:
-        return level_picker_input(game->level_picker, keyboard_state, the_stick_of_joy);
+        return level_picker_input(&game->level_picker, keyboard_state, the_stick_of_joy);
     }
 
     return 0;