#include "system/nth_alloc.h"
#include "ui/console.h"
#include "ui/edit_field.h"
+#include "ui/cursor.h"
#include "system/str.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_LEVEL = 0,
- GAME_STATE_LEVEL_PICKER,
- GAME_STATE_LEVEL_EDITOR,
- GAME_STATE_QUIT
-} Game_state;
+#include "game/settings.h"
+#include "game/credits.h"
typedef struct Game {
Lt *lt;
Game_state state;
- Sprite_font *font;
- LevelPicker *level_picker;
- LevelEditor *level_editor;
+ Sprite_font font;
+ Memory tmpmem;
+ LevelPicker level_picker;
+ LevelEditor level_editor;
+ Credits *credits;
Level *level;
+ Settings settings;
Sound_samples *sound_samples;
Camera camera;
SDL_Renderer *renderer;
- SDL_Texture *texture_cursor;
- int cursor_x;
- int cursor_y;
+ Console *console;
+ Cursor cursor;
+ 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(
- "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->tmpmem.capacity = TMPMEM_CAPACITY;
+ game->tmpmem.buffer = malloc(TMPMEM_CAPACITY);
+ trace_assert(game->tmpmem.buffer);
+
+ level_picker_populate(&game->level_picker, level_folder);
- game->level_picker = PUSH_LT(
+ 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);
}
RETURN_LT(lt, NULL);
}
+ game->settings = create_settings();
+
game->renderer = renderer;
- game->texture_cursor = PUSH_LT(
+
+ for (Cursor_Style style = 0; style < CURSOR_STYLE_N; ++style) {
+ game->cursor.texs[style] = PUSH_LT(
+ lt,
+ texture_from_bmp(cursor_style_tex_files[style], renderer),
+ SDL_DestroyTexture);
+ if (SDL_SetTextureBlendMode(
+ game->cursor.texs[style],
+ 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 while setting blending mode for `%s': %s\n",
+ cursor_style_tex_files[style],
+ SDL_GetError());
+ }
+ }
+
+ create_level_editor(&game->level_editor, &game->cursor);
+
+ game->console = PUSH_LT(
lt,
- 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());
+ create_console(game),
+ destroy_console);
+ if (game->console == NULL) {
+ RETURN_LT(lt, NULL);
}
- game->cursor_x = 0;
- game->cursor_y = 0;
+ game->console_enabled = 0;
game_switch_state(game, GAME_STATE_LEVEL_PICKER);
void destroy_game(Game *game)
{
trace_assert(game);
+ destroy_level_picker(game->level_picker);
+ free(game->tmpmem.buffer);
RETURN_LT0(game->lt);
}
if (level_render(game->level, &game->camera) < 0) {
return -1;
}
-
- if (game_render_cursor(game) < 0) {
- return -1;
- }
-
} break;
case GAME_STATE_LEVEL_PICKER: {
- if (level_picker_render(game->level_picker, &game->camera) < 0) {
- return -1;
- }
-
- if (game_render_cursor(game) < 0) {
+ if (level_picker_render(&game->level_picker, &game->camera) < 0) {
return -1;
}
} break;
case GAME_STATE_LEVEL_EDITOR: {
- if (level_editor_render(game->level_editor, &game->camera) < 0) {
+ if (level_editor_render(&game->level_editor, &game->camera) < 0) {
return -1;
}
+ } break;
- if (game_render_cursor(game) < 0) {
+ 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;
+
case GAME_STATE_QUIT: break;
}
+ if (game->console_enabled) {
+ if (console_render(game->console, &game->camera) < 0) {
+ return -1;
+ }
+ }
+
+ if (cursor_render(&game->cursor, game->renderer) < 0) {
+ return -1;
+ }
+
return 0;
}
switch (game->state) {
case GAME_STATE_LEVEL:
return level_sound(game->level, game->sound_samples);
- case GAME_STATE_LEVEL_PICKER:
case GAME_STATE_LEVEL_EDITOR:
+ 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;
+ }
+ }
+
switch (game->state) {
case GAME_STATE_LEVEL: {
if (level_update(game->level, delta_time) < 0) {
} 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->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) {
+ if (game_load_level(game, level_filename) < 0) {
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 (game->level == NULL) {
- return -1;
- }
-
- //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->level_editor,
&game->camera) < 0) {
return -1;
}
- level_editor_update(game->level_editor, 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(
+ game->sound_samples,
+ game->settings.volume_slider.value);
} break;
case GAME_STATE_QUIT:
game->lt,
game->level,
create_level_from_level_editor(
- game->level_editor));
+ &game->level_editor));
if (game->level == NULL) {
game_switch_state(game, GAME_STATE_QUIT);
return -1;
}
+ level_disable_pause_mode(
+ game->level,
+ &game->camera,
+ game->sound_samples);
camera_disable_debug_mode(&game->camera);
} break;
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_editor == NULL) {
- return -1;
- }
+ level_editor_clean(&game->level_editor);
if (game->level == NULL) {
game->level = PUSH_LT(
game->lt,
create_level_from_level_editor(
- game->level_editor),
+ &game->level_editor),
destroy_level);
} else {
game->level = RESET_LT(
game->lt,
game->level,
create_level_from_level_editor(
- game->level_editor));
+ &game->level_editor));
}
if (game->level == NULL) {
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)
game->lt,
game->level,
create_level_from_level_editor(
- game->level_editor));
+ &game->level_editor));
if (game->level == NULL) {
return -1;
}
} break;
}
- return level_editor_event(game->level_editor, event, &game->camera);
+ return level_editor_event(&game->level_editor, event, &game->camera);
}
int game_event(Game *game, const SDL_Event *event)
trace_assert(game);
trace_assert(event);
+ // Global event handling
switch (event->type) {
case SDL_QUIT: {
game_switch_state(game, GAME_STATE_QUIT);
return 0;
} break;
- case SDL_MOUSEMOTION: {
- game->cursor_x = event->motion.x;
- game->cursor_y = event->motion.y;
- } 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;
}
} break;
}
+ // Console event handling
+ if (game->console_enabled) {
+ switch (event->type) {
+ case SDL_KEYDOWN:
+ switch (event->key.keysym.sym) {
+ case SDLK_ESCAPE:
+ SDL_StopTextInput();
+ game->console_enabled = 0;
+ return 0;
+ default: {}
+ }
+
+ default: {}
+ }
+
+ return console_handle_event(game->console, event);
+ } else {
+ switch (event->type) {
+ case SDL_KEYUP: {
+ switch (event->key.keysym.sym) {
+ case SDLK_BACKQUOTE:
+ case SDLK_c: {
+ 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;
+ }
+ }
+
+ // State event handling
switch (game->state) {
case GAME_STATE_LEVEL:
return game_event_running(game, 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: {
+ if (event->key.keysym.sym == SDLK_ESCAPE) {
+ game_switch_state(game, GAME_STATE_LEVEL_PICKER);
+ return 0;
+ }
+ } break;
+ }
+
+ settings_event(&game->settings, &game->camera, event);
+ return 0;
+ } break;
+
case GAME_STATE_QUIT:
return 0;
}
return -1;
}
-
+// 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)
trace_assert(game);
trace_assert(keyboard_state);
+ if (game->console_enabled) {
+ return 0;
+ }
+
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;
return game->state == GAME_STATE_QUIT;
}
-// Private Functions
-
-static int game_render_cursor(const Game *game)
+int game_load_level(Game *game, const char *level_filename)
{
trace_assert(game);
+ trace_assert(level_filename);
+
+ memory_clean(&game->tmpmem);
+ level_editor_load_from_file(&game->level_editor, &game->tmpmem, level_filename);
+
+ 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));
+ }
- 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) {
+ if (game->level == NULL) {
return -1;
}
+ game_switch_state(game, GAME_STATE_LEVEL);
+
return 0;
}