X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fgame.c;h=989319f84fd1faf0fe5a3ce0a0225b1b0d675596;hb=85503090d94c1725a8cd27468ac1c901a3e045c8;hp=6920a6147f70af6238000824c0c435126a86a3ae;hpb=5053d9cf38a85904734dbb6e085337f46bf26b17;p=nothing.git diff --git a/src/game.c b/src/game.c index 6920a614..989319f8 100644 --- a/src/game.c +++ b/src/game.c @@ -11,39 +11,39 @@ #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; } @@ -63,23 +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); + + 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); } @@ -93,24 +91,40 @@ 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 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("./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); @@ -120,6 +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); } @@ -132,36 +148,43 @@ 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) { + 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; } @@ -170,11 +193,12 @@ int game_sound(Game *game) switch (game->state) { case GAME_STATE_LEVEL: return level_sound(game->level, game->sound_samples); - case GAME_STATE_LEVEL_PICKER: - return 0; 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; } @@ -187,6 +211,17 @@ 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; + } + } + switch (game->state) { case GAME_STATE_LEVEL: { if (level_update(game->level, delta_time) < 0) { @@ -200,66 +235,44 @@ 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->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: @@ -283,12 +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; @@ -312,34 +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) { @@ -348,11 +351,19 @@ 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) @@ -368,7 +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; } @@ -378,7 +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); + return level_editor_event(&game->level_editor, event, &game->camera); } int game_event(Game *game, const SDL_Event *event) @@ -386,25 +397,56 @@ 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); @@ -415,6 +457,33 @@ 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: { + 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; } @@ -422,7 +491,9 @@ int game_event(Game *game, const SDL_Event *event) 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) @@ -430,7 +501,13 @@ 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; @@ -439,7 +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; @@ -450,17 +527,33 @@ 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); + + 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; }