]> git.lizzy.rs Git - nothing.git/blobdiff - src/game.c
(#1193) Use 'menu' console command instead of 'Esc' key
[nothing.git] / src / game.c
index 2c8c2345170b170835bf05b4bf23dc0b7e3f1202..9c45c05d5c4d28cbd18da051b3d9cacfa5645445 100644 (file)
 #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"
 #include "game/settings.h"
+#include "game/credits.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_SETTINGS,
-    GAME_STATE_QUIT
-} Game_state;
 
 typedef struct Game {
     Lt *lt;
@@ -34,17 +27,17 @@ typedef struct Game {
     Sprite_font *font;
     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->camera = create_camera(game->renderer, game->font);
@@ -86,6 +79,14 @@ Game *create_game(const char *level_folder,
         RETURN_LT(lt, NULL);
     }
 
+    game->credits = PUSH_LT(
+        lt,
+        create_credits(),
+        destroy_credits);
+    if (game->credits == NULL) {
+        RETURN_LT(lt, NULL);
+    }
+
     game->sound_samples = PUSH_LT(
         lt,
         create_sound_samples(
@@ -96,24 +97,37 @@ Game *create_game(const char *level_folder,
         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: %s\n", SDL_GetError());
+        }
+    }
+
+
+    game->console = PUSH_LT(
         lt,
-        texture_from_bmp("./assets/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);
 
@@ -135,29 +149,22 @@ int game_render(const Game *game)
         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) {
-            return -1;
-        }
     } break;
 
     case GAME_STATE_LEVEL_EDITOR: {
         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;
@@ -169,6 +176,16 @@ int game_render(const Game *game)
     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;
 }
 
@@ -181,6 +198,7 @@ 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;
@@ -194,6 +212,12 @@ int game_update(Game *game, float delta_time)
     trace_assert(game);
     trace_assert(delta_time > 0.0f);
 
+    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) {
@@ -218,45 +242,10 @@ int game_update(Game *game, float delta_time)
         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: {
@@ -269,8 +258,17 @@ 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, delta_time);
+        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:
@@ -300,6 +298,10 @@ static int game_event_running(Game *game, const SDL_Event *event)
                     return -1;
                 }
 
+                level_disable_pause_mode(
+                    game->level,
+                    &game->camera,
+                    game->sound_samples);
                 camera_disable_debug_mode(&game->camera);
             } break;
 
@@ -326,13 +328,13 @@ static int game_event_level_picker(Game *game, const SDL_Event *event)
             if (game->level_editor == NULL) {
                 game->level_editor = PUSH_LT(
                     game->lt,
-                    create_level_editor(),
+                    create_level_editor(&game->cursor),
                     destroy_level_editor);
             } else {
                 game->level_editor = RESET_LT(
                     game->lt,
                     game->level_editor,
-                    create_level_editor());
+                    create_level_editor(&game->cursor));
             }
 
             if (game->level_editor == NULL) {
@@ -359,11 +361,19 @@ 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;
         }
     } 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)
@@ -397,17 +407,13 @@ 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) {
             game_switch_state(game, GAME_STATE_QUIT);
@@ -416,6 +422,40 @@ int game_event(Game *game, const SDL_Event *event)
     } 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 == 0) {
+                    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);
@@ -426,8 +466,31 @@ 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: {
-        settings_event(&game->settings, event);
+        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:
@@ -437,9 +500,9 @@ 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)
@@ -447,8 +510,13 @@ int game_input(Game *game,
     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;
@@ -468,17 +536,46 @@ int game_over_check(const Game *game)
     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);
+
+    if (game->level_editor == NULL) {
+        game->level_editor = PUSH_LT(
+            game->lt,
+            create_level_editor_from_file(level_filename, &game->cursor),
+            destroy_level_editor);
+    } else {
+        game->level_editor = RESET_LT(
+            game->lt,
+            game->level_editor,
+            create_level_editor_from_file(level_filename, &game->cursor));
+    }
 
-    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_editor == NULL) {
         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;
+    }
+
+    game_switch_state(game, GAME_STATE_LEVEL);
+
     return 0;
 }