#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;
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;
}
}
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);
}
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());
}
}
void destroy_game(Game *game)
{
trace_assert(game);
+ destroy_level_picker(game->level_picker);
RETURN_LT0(game->lt);
}
} 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;
}
} 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;
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;
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;
} 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) {
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(
return -1;
}
+ level_disable_pause_mode(
+ game->level,
+ &game->camera,
+ game->sound_samples);
camera_disable_debug_mode(&game->camera);
} break;
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;
} 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)
} 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;
}
switch (event->key.keysym.sym) {
case SDLK_BACKQUOTE:
case SDLK_c: {
- SDL_StartTextInput();
- game->console_enabled = 1;
- console_slide_down(game->console);
+ if (event->key.keysym.mod == KMOD_NONE || event->key.keysym.mod == KMOD_NUM) {
+ SDL_StartTextInput();
+ game->console_enabled = 1;
+ console_slide_down(game->console);
+ }
} break;
}
} break;
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: {
return -1;
}
-
-// TODO: get rid of keyboard_state (because it's a global var and can
-// be check anywhere anyway). And introduce *_joystick methods.
+// TODO(#1145): get rid of keyboard_state and introduce *_joystick methods
+//
+// 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)
switch (game->state) {
case GAME_STATE_SETTINGS:
+ case GAME_STATE_CREDITS:
case GAME_STATE_QUIT:
case GAME_STATE_LEVEL_EDITOR:
return 0;
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;