]> git.lizzy.rs Git - nothing.git/blobdiff - src/game.c
Remove Lt from LevelEditor
[nothing.git] / src / game.c
index d10eec5afc807b2e8864bb8a9f438025323c0154..989319f84fd1faf0fe5a3ce0a0225b1b0d675596 100644 (file)
 #include "game/level/level_editor/background_layer.h"
 #include "game/level/level_editor.h"
 #include "game/settings.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;
+#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;
@@ -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 +63,21 @@ 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->tmpmem.capacity = TMPMEM_CAPACITY;
+    game->tmpmem.buffer = malloc(TMPMEM_CAPACITY);
+    trace_assert(game->tmpmem.buffer);
 
-    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);
     }
 
@@ -113,10 +109,13 @@ 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());
         }
     }
 
+    create_level_editor(&game->level_editor, &game->cursor);
 
     game->console = PUSH_LT(
         lt,
@@ -135,6 +134,8 @@ Game *create_game(const char *level_folder,
 void destroy_game(Game *game)
 {
     trace_assert(game);
+    destroy_level_picker(game->level_picker);
+    free(game->tmpmem.buffer);
     RETURN_LT0(game->lt);
 }
 
@@ -150,13 +151,19 @@ 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;
 
     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;
+
+    case GAME_STATE_CREDITS: {
+        if (credits_render(game->credits, &game->camera) < 0) {
             return -1;
         }
     } break;
@@ -187,9 +194,10 @@ int game_sound(Game *game)
     case GAME_STATE_LEVEL:
         return level_sound(game->level, game->sound_samples);
     case GAME_STATE_LEVEL_EDITOR:
-        level_editor_sound(game->level_editor, game->sound_samples);
+        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 +211,11 @@ 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 +235,15 @@ 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) {
@@ -241,12 +254,18 @@ int game_update(Game *game, float delta_time)
 
     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: {
@@ -277,12 +296,16 @@ static int game_event_running(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) {
                     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;
 
@@ -306,34 +329,20 @@ static int game_event_level_picker(Game *game, const SDL_Event *event)
     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) {
@@ -343,6 +352,10 @@ 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;
@@ -350,7 +363,7 @@ 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)
@@ -366,7 +379,7 @@ 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;
             }
@@ -376,7 +389,7 @@ static int game_event_level_editor(Game *game, const SDL_Event *event)
     } break;
     }
 
-    return level_editor_event(game->level_editor, event, &game->camera, game);
+    return level_editor_event(&game->level_editor, event, &game->camera);
 }
 
 int game_event(Game *game, const SDL_Event *event)
@@ -392,7 +405,8 @@ 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;
         }
@@ -421,9 +435,11 @@ int game_event(Game *game, const SDL_Event *event)
             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;
@@ -441,6 +457,19 @@ 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: {
@@ -462,9 +491,9 @@ int game_event(Game *game, const SDL_Event *event)
     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)
@@ -478,6 +507,7 @@ 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;
@@ -486,7 +516,7 @@ 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;
@@ -502,34 +532,21 @@ int game_load_level(Game *game, const char *level_filename)
     trace_assert(game);
     trace_assert(level_filename);
 
-    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;
-    }
+    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),
+                &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) {