]> git.lizzy.rs Git - nothing.git/blobdiff - src/game.c
Try to recalculate effective scale only when it's needed
[nothing.git] / src / game.c
index 522cb71a20e735cfbc56ed8090229c51d859cf7c..d120cff3f2e209b8af80af857bc927d48d595993 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_CREDITS,
     GAME_STATE_SETTINGS,
     GAME_STATE_QUIT
 } Game_state;
@@ -33,6 +35,7 @@ typedef struct Game {
     Sprite_font *font;
     LevelPicker *level_picker;
     LevelEditor *level_editor;
+    Credits *credits;
     Level *level;
     Settings settings;
     Sound_samples *sound_samples;
@@ -85,6 +88,14 @@ 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(
@@ -161,6 +172,12 @@ 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 +207,7 @@ 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 +221,11 @@ int game_update(Game *game, float delta_time)
     trace_assert(game);
     trace_assert(delta_time > 0.0f);
 
+    // TODO: 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;
@@ -249,6 +272,12 @@ 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 +376,10 @@ 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 +387,7 @@ 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)
@@ -447,6 +480,19 @@ 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 +516,7 @@ 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 +530,7 @@ 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;