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path: root/src/sdl/main.c
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#include <stdbool.h> // bool
#include <stdlib.h> // EXIT_{FAILURE,SUCCESS}
#include <string.h> // strerror
#include <errno.h> // errno
#include <SDL.h>
#include <SDL_mixer.h>
#include "../levels/levels.h"
#include "../core/sok.h"
#include "util.h"
#include "action.h"
#include "warp-buf.h"
#include "sprites.h"
#include "draw.h"
#include "log-renderer-info.h"
#include "assets.h"
#include "solve.h"
#include "sounds.h"
#include "font.h"

#define WINDOW_TITLE "Pablotron Sokoban"
#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 600

static void
on_resize(
  draw_ctx_t * const draw_ctx
) {
  if (draw_ctx->fade_tex) {
    // free existing fade texture
    SDL_DestroyTexture(draw_ctx->fade_tex);
    draw_ctx->fade_tex = NULL;
  }

  // get window size
  int w, h;
  if (SDL_GetRendererOutputSize(draw_ctx->renderer, &w, &h)) {
    die("SDL_GetRendererOutputSize(): %s", SDL_GetError());
  }

  // create fade texture
  draw_ctx->fade_tex = SDL_CreateTexture(
    draw_ctx->renderer,
    SDL_PIXELFORMAT_RGBA32,
    SDL_TEXTUREACCESS_TARGET,
    w,
    h
  );

  // check for error
  if (!draw_ctx->fade_tex) {
    die("SDL_CreateTexture(): %s", SDL_GetError());
  }

  // set fade texture blend mode
  if (SDL_SetTextureBlendMode(draw_ctx->fade_tex, SDL_BLENDMODE_BLEND)) {
    die("SDl_SetTextureBlendMode(): %s", SDL_GetError());
  }
}

static void
draw_to_fade_tex(
  draw_ctx_t * const draw_ctx
) {
  // set render target
  if (SDL_SetRenderTarget(draw_ctx->renderer, draw_ctx->fade_tex)) {
    die("SDL_SetRenderTarget(): %s", SDL_GetError());
  }

  // draw
  draw(draw_ctx);

  // clear render target
  if (SDL_SetRenderTarget(draw_ctx->renderer, NULL)) {
    die("SDL_SetRenderTarget(): %s", SDL_GetError());
  }
}

static void
set_level(
  draw_ctx_t * const draw_ctx,
  sok_ctx_t * const ctx,
  const size_t level_num
) {
  if (level_num) {
    // draw current level to fade texture
    draw_to_fade_tex(draw_ctx);
  }

  // get level data
  draw_ctx->level = levels_get_level(level_num);

  // load level
  if (!sok_ctx_set_level(ctx, draw_ctx->level->data)) {
    die("Couldn't load level %d", (int) level_num);
  }

  if (level_num) {
    // set fade ticks
    draw_ctx->fade_ticks = SDL_GetTicks();
  }

  // log level title
  SDL_Log(
    "Loaded level \"%s: %s\" (#%d)",
    draw_ctx->level->pack,
    draw_ctx->level->name,
    (int) level_num
  );

  if (false) {
    // log dead edges (disabled)
    for (size_t i = 0; i < ctx->num_dead_edges; i++) {
      SDL_Log(
        "dead edge: [%u, %u] => [%u, %u]",
        ctx->dead_edges[i].src.x,
        ctx->dead_edges[i].src.y,
        ctx->dead_edges[i].dst.x,
        ctx->dead_edges[i].dst.y
      );
    }
  }
}

static void
log_moves(
  const sok_ctx_t * const ctx
) {
  char buf[1024] = { 0 };
  size_t ofs = 0;

  for (size_t i = 0; i < ctx->num_moves; i++) {
    if (ctx->moves[i].dir >= SOK_DIR_LAST) {
      die("invalid move: %u", ctx->moves[i].dir);
    }

    buf[ofs++] = SOK_DIR_TO_CHAR(ctx->moves[i].dir);
  }

  SDL_Log("Solution (%d moves): %s", (int) ctx->num_moves, buf);
}

static void
solve_on_done(
  const bool result,
  const sok_ctx_t * const solved_ctx,
  const size_t num_steps,
  void *user_data
) {
  if (result) {
    // copy context
    sok_ctx_t *ctx = user_data;
    *ctx = *solved_ctx;

    // log moves
    log_moves(ctx);
  }
}

static void
bump(
  draw_ctx_t * const draw_ctx,
  const Uint32 ticks
) {
  draw_ctx->bump_ticks = ticks;
}

int main(int argc, char *argv[]) {
  size_t level_num = (argc > 1) ? atoi(argv[1]) : 0,
         zoom = 0;

  // init warp buffer
  warp_buf_t warp_buf;
  warp_buf_clear(&warp_buf);

  // init sok context
  sok_ctx_t ctx;
  sok_ctx_init(&ctx, NULL);

  // init sdl
  if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
    die("SDL_Init(): %s", SDL_GetError());
  }

  // register SDL exit handler
  if (atexit(SDL_Quit)) {
    die("atexit(SDL_Init): %s", strerror(errno));
    exit(EXIT_FAILURE);
  }

  // init SDL_mixer
  if (Mix_Init(0)) {
    die("Mix_Init(): %s", Mix_GetError());
  }

  // register SDL_mixer exit handler
  if (atexit(Mix_Quit)) {
    die("atexit(Mix_Quit): %s", strerror(errno));
    exit(EXIT_FAILURE);
  }

  // open audio
  if (Mix_OpenAudio(MIX_DEFAULT_FREQUENCY, MIX_DEFAULT_FORMAT, 2, 1024)) {
    die("Mix_OpenAudio(): %s", Mix_GetError());
  }

  // init TTF
  if (TTF_Init()) {
    die("TTF_Init(): %s", TTF_GetError());
  }

  // register TTF exit handler
  if (atexit(TTF_Quit)) {
    die("atexit(TTF_Quit): %s", strerror(errno));
    exit(EXIT_FAILURE);
  }

  // load sounds
  Mix_Chunk *sounds[ASSET_SOUND_LAST];
  sounds_init(sounds);

  // create window
  SDL_Window *win = SDL_CreateWindow(
    WINDOW_TITLE,
    SDL_WINDOWPOS_UNDEFINED,
    SDL_WINDOWPOS_UNDEFINED,
    WINDOW_WIDTH,
    WINDOW_HEIGHT,
    SDL_WINDOW_RESIZABLE
  );

  // check for error
  if (!win) {
    die("SDL_CreateWindow(): %s", SDL_GetError());
  }

  // create renderer
  SDL_Renderer *renderer = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
  if (!renderer) {
    die("SDL_CreateRenderer(): %s", SDL_GetError());
  }

  log_renderer_info(renderer);

  // init draw context
  draw_ctx_t draw_ctx = {
    .state      = GAME_STATE_PLAY,
    .level_num  = &level_num,
    .ctx        = &ctx,
    .renderer   = renderer,
    .zoom       = &zoom,
    .theme      = theme_get_default(),
    .bump_ticks = SDL_GetTicks() - 5000,
    .fade_ticks = SDL_GetTicks() - 5000,
    .fade_tex   = NULL,
  };

  // force resize (init fade texture)
  on_resize(&draw_ctx);

  // set level
  set_level(&draw_ctx, &ctx, level_num);

  // init sprites, set window icon, load font
  sprites_init(renderer, draw_ctx.sprites);
  sprites_set_window_icon(win, SPRITE_HOME);
  draw_ctx.font = font_load(ASSET_ROBOTO_TTF, 16);

  // register solve event
  const Uint32 solve_event_type = SDL_RegisterEvents(1);
  if (solve_event_type == ((Uint32)-1)) {
    die("SDL_RegisterEvents(): %s", SDL_GetError());
  }

  bool is_fullscreen = false;
  bool done = false;
  while (!done) {
    const Uint32 ticks = SDL_GetTicks();
    SDL_Event ev;

    // read events
    while (SDL_PollEvent(&ev)) {
      // get action
      const action_t action = get_action(draw_ctx.state, &ev, solve_event_type);

      // handle action
      switch (action.type) {
      case ACTION_NONE:
        // do nothing
        break;
      case ACTION_QUIT:
        done = true;
        break;
      case ACTION_MOVE:
        if (sok_ctx_move(&ctx, (sok_dir_t) action.data)) {
          // move success
          const bool is_done = sok_ctx_is_done(&ctx);
          sound_play(sounds, is_done ? SOUND_LEVEL_DONE : SOUND_MOVE);
        } else {
          // move failed
          sound_play(sounds, SOUND_MOVE_FAILED);
          bump(&draw_ctx, ticks);
          warn("move %s failed", SOK_DIR_TO_STR((sok_dir_t) action.data));
        }

        break;
      case ACTION_UNDO:
        if (sok_ctx_undo(&ctx)) {
          // undo success
          sound_play(sounds, SOUND_UNDO);
        } else {
          // undo failed
          sound_play(sounds, SOUND_UNDO_FAILED);
          bump(&draw_ctx, ticks);
          warn("undo failed");
        }

        break;
      case ACTION_NEXT:
        if (sok_ctx_is_done(&ctx)) {
          // play sound
          sound_play(sounds, SOUND_LEVEL_NEXT);

          // advance level
          level_num++;

          // set level
          set_level(&draw_ctx, &ctx, level_num);
        } else {
          // next failed
          sound_play(sounds, SOUND_LEVEL_NEXT_FAILED);
          bump(&draw_ctx, ticks);
          warn("cannot advance to next level");
        }

        break;
      case ACTION_RESET:
        // play sound
        sound_play(sounds, SOUND_LEVEL_RESET);

        // reset level
        if (!sok_ctx_set_level(&ctx, draw_ctx.level->data)) {
          die("Couldn't load level %d", (int) level_num);
        }

        break;
      case ACTION_WARP:
        if (warp_buf_get(&warp_buf, &level_num)) {
          // play sound
          sound_play(sounds, SOUND_LEVEL_WARP);

          // load level
          set_level(&draw_ctx, &ctx, level_num);

          // clear warp buf
          warp_buf_clear(&warp_buf);
        }

        break;
      case ACTION_WARP_BUF_PUSH:
        warp_buf_push_num(&warp_buf, action.data);

        break;
      case ACTION_WARP_BUF_POP:
        warp_buf_pop_num(&warp_buf);

        break;
      case ACTION_SOLVE:
        // play sound
        sound_play(sounds, SOUND_SOLVE_START);

        // queue solve
        draw_ctx.state = GAME_STATE_SOLVE;
        draw_ctx.solve_num_steps = 0;
        draw_ctx.solve = solve(&ctx, solve_event_type);

        break;
      case ACTION_ZOOM_IN:
        if (zoom < 30) {
          zoom++;
        }

        break;
      case ACTION_ZOOM_OUT:
        if (zoom > 0) {
          zoom--;
        }

        break;
      case ACTION_FULLSCREEN:
        if (SDL_SetWindowFullscreen(win, is_fullscreen ? 0 : SDL_WINDOW_FULLSCREEN_DESKTOP)) {
          die("SDL_SetWindowFullscreen(): %s", SDL_GetError());
        }

        // toggle flag
        is_fullscreen = !is_fullscreen;

        // handle resize
        on_resize(&draw_ctx);

        break;
      case ACTION_RESIZE:
        // handle resize
        on_resize(&draw_ctx);

        break;
      case ACTION_SOLVE_CANCEL:
        // play sound
        sound_play(sounds, SOUND_SOLVE_CANCEL);

        // cancel solve
        SDL_Log("solve cancelled by user");
        draw_ctx.state = GAME_STATE_PLAY;
        solve_cancel(draw_ctx.solve);

        break;
      case ACTION_SOLVE_EVENT_STEP:
        draw_ctx.solve_num_steps = action.data;

        break;
      case ACTION_SOLVE_EVENT_DONE:
        // play sound
        sound_play(sounds, SOUND_SOLVE_DONE);

        // handle solve done
        SDL_Log("solve done");
        draw_ctx.state = GAME_STATE_PLAY;
        solve_fini(draw_ctx.solve, solve_on_done, &ctx);
        draw_ctx.solve = NULL;

        break;
      case ACTION_SOLVE_EVENT_FAIL:
        // play sound
        sound_play(sounds, SOUND_SOLVE_FAILED);

        // handle solve fail
        SDL_Log("solve fail");
        draw_ctx.state = GAME_STATE_PLAY;
        solve_fini(draw_ctx.solve, NULL, NULL);
        draw_ctx.solve = NULL;

        break;
      default:
        // ignore
        break;
      }
    }

    // draw
    draw(&draw_ctx);
  }

  // fini renderer, window
  SDL_DestroyRenderer(renderer);
  SDL_DestroyWindow(win);

  // return success
  return EXIT_SUCCESS;
}