#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"
-
-static int game_render_cursor(const Game *game);
-
-typedef enum {
- CURSOR_STYLE_POINTER = 0,
- CURSOR_STYLE_RESIZE_VERT,
- CURSOR_STYLE_RESIZE_HORIS,
- CURSOR_STYLE_RESIZE_DIAG1,
- CURSOR_STYLE_RESIZE_DIAG2,
-
- CURSOR_STYLE_N
-} Cursor_Style;
-
-const char *cursor_style_tex_files[CURSOR_STYLE_N] = {
- "./assets/images/cursor.bmp",
- "./assets/images/cursor-resize-vert.bmp",
- "./assets/images/cursor-resize-horis.bmp",
- "./assets/images/cursor-resize-diag1.bmp",
- "./assets/images/cursor-resize-diag2.bmp"
-};
+#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;
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 *cursor_texs[CURSOR_STYLE_N];
- Cursor_Style cursor_style;
Console *console;
+ Cursor cursor;
int console_enabled;
- int cursor_x;
- int cursor_y;
} Game;
static
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(
game->renderer = renderer;
for (Cursor_Style style = 0; style < CURSOR_STYLE_N; ++style) {
- game->cursor_texs[style] = PUSH_LT(
+ 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],
+ game->cursor.texs[style],
SDL_ComposeCustomBlendMode(
SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR,
SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR,
}
game->console_enabled = 0;
- game->cursor_x = 0;
- game->cursor_y = 0;
-
game_switch_state(game, GAME_STATE_LEVEL_PICKER);
return 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;
}
}
- if (game_render_cursor(game) < 0) {
+ if (cursor_render(&game->cursor, game->renderer) < 0) {
return -1;
}
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: 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;
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;
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) {
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)
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);
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 == 0) {
+ 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 game->state == GAME_STATE_QUIT;
}
-// Private Functions
-
-static int game_render_cursor(const Game *game)
-{
- trace_assert(game);
-
- SDL_Rect src = {0, 0, 32, 32};
- SDL_Rect dest = {game->cursor_x, game->cursor_y, 32, 32};
- if (SDL_RenderCopy(
- game->renderer,
- game->cursor_texs[game->cursor_style],
- &src, &dest) < 0) {
- return -1;
- }
-
- return 0;
-}
-
int game_load_level(Game *game, const char *level_filename)
{
trace_assert(game);
if (game->level_editor == NULL) {
game->level_editor = PUSH_LT(
game->lt,
- create_level_editor_from_file(level_filename),
+ 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));
+ create_level_editor_from_file(level_filename, &game->cursor));
}
if (game->level_editor == NULL) {