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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_image.h>
#include "../text/levels.h"
#include "../libsok/sok.h"
#include "action.h"

#define warn(...) do { \
  SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, __VA_ARGS__); \
} while (0)

#define die(...) do { \
  SDL_LogCritical(SDL_LOG_CATEGORY_APPLICATION, __VA_ARGS__); \
  exit(EXIT_FAILURE); \
} while (0)

static void
solve_on_error(
  const char * const err
) {
  die("Error solving level: %s", err);
}

static void
draw_moves(
  const sok_ctx_t * const ctx,
  const size_t skip_moves
) {
  printf("Solution (%zu moves): ", ctx->num_moves - skip_moves);
  for (size_t i = skip_moves; i < ctx->num_moves; i++) {
    if (ctx->moves[i].dir >= SOK_DIR_LAST) {
      die("invalid move: %u", ctx->moves[i].dir);
    }

    fputs(SOK_DIR_TO_STR(ctx->moves[i].dir), stdout);
  }
  printf("\n");
}

static const SDL_Color
RED = { .r = 0x00, .g = 0xFF, .b = 0x00, .a = 0xFF },
BLACK = { .r = 0x00, .g = 0x00, .b = 0x00, .a = 0xFF };

static SDL_Color
get_bg(
  const sok_ctx_t * const ctx
) {
  return (sok_ctx_is_done(ctx)) ? RED : BLACK;
}

bool draw_on_wall(
  const sok_ctx_t * const ctx,
  const sok_pos_t pos,
  void * const data
) {
  SDL_Renderer *renderer = data;
  SDL_Rect rect = { 32 * pos.x, 32 * pos.y, 32, 32 };

  SDL_SetRenderDrawColor(renderer, 0x66, 0x66, 0x66, 0xFF);

  if (SDL_RenderFillRect(renderer, &rect)) {
    die("SDL_RenderFillRect(): %s", SDL_GetError());
  }

  return true;
}

bool draw_on_goal(
  const sok_ctx_t * const ctx,
  const sok_pos_t pos,
  const bool has_player,
  const bool has_box,
  void * const data
) {
  SDL_Renderer *renderer = data;
  SDL_Rect rect = { 32 * pos.x, 32 * pos.y, 32, 32 };

  SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);

  if (SDL_RenderFillRect(renderer, &rect)) {
    die("SDL_RenderFillRect(): %s", SDL_GetError());
  }

  return true;
}

bool draw_on_home(
  const sok_ctx_t * const ctx,
  const sok_pos_t pos,
  const bool has_goal,
  void * const data
) {
  SDL_Renderer *renderer = data;
  SDL_Rect rect = { 32 * pos.x, 32 * pos.y, 32, 32 };

  SDL_SetRenderDrawColor(renderer, 0xFF, has_goal ? 0xFF : 0x00, 0x00, 0xFF);

  if (SDL_RenderFillRect(renderer, &rect)) {
    die("SDL_RenderFillRect(): %s", SDL_GetError());
  }

  return true;
}

bool draw_on_box(
  const sok_ctx_t * const ctx,
  const sok_pos_t pos,
  const bool has_goal,
  void * const data
) {
  SDL_Renderer *renderer = data;
  SDL_Rect rect = { 32 * pos.x, 32 * pos.y, 32, 32 };

  SDL_SetRenderDrawColor(renderer, 0x00, has_goal ? 0xFF : 0x00, 0xFF, 0xFF);

  if (SDL_RenderFillRect(renderer, &rect)) {
    die("SDL_RenderFillRect(): %s", SDL_GetError());
  }

  return true;
}

static sok_ctx_walk_cbs_t
DRAW_CBS = {
  .on_wall = draw_on_wall,
  .on_goal = draw_on_goal,
  .on_home = draw_on_home,
  .on_box = draw_on_box,
};
/* 
 * typedef struct {
 *   sok_ctx_walk_pos_cb_t on_size,
 *                         on_wall;
 *   sok_ctx_walk_tile_cb_t on_home,
 *                          on_box;
 *   sok_ctx_walk_goal_cb_t on_goal;
 *   sok_ctx_walk_move_cb_t on_move;
 * } sok_ctx_walk_cbs_t;
 * 
 * _Bool sok_ctx_walk(
 *   const sok_ctx_t * const,
 *   const sok_ctx_walk_cbs_t * const,
 *   void * const
 * );
 */ 

static void
draw(
  SDL_Renderer * const renderer,
  const sok_ctx_t * const ctx,
  const size_t level_num,
  const level_t * const level
) {
  // clear
  const SDL_Color c = get_bg(ctx);
  SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, c.a);
  SDL_RenderClear(renderer);

  sok_ctx_walk(ctx, &DRAW_CBS, renderer);

  // flip
  SDL_RenderPresent(renderer);
}

int main(int argc, char *argv[]) {
  size_t warp_buf = 0;
  size_t level_num = (argc > 1) ? atoi(argv[1]) : 0;
  const level_t *level = levels_get_level(level_num);

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

  if (!sok_ctx_set_level(&ctx, level->data)) {
    die("Couldn't load level %zu", level_num);
  }

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

  if (atexit(SDL_Quit)) {
    die("atexit(): %s", strerror(errno));
    exit(EXIT_FAILURE);
  }

  // create window and renderer
  SDL_Window *win;
  SDL_Renderer *renderer;
  if (SDL_CreateWindowAndRenderer(800, 600, SDL_WINDOW_RESIZABLE, &win, &renderer)) {
    die("SDL_CreateWindowAndRenderer(): %s", SDL_GetError());
  }

  bool done = false;
  SDL_Event ev;
  while (!done) {
    while (SDL_PollEvent(&ev)) {
      switch (ev.type) {
      case SDL_QUIT:
        done = true;
        break;
      case SDL_KEYUP:
        {
          const action_t action = get_action(ev.key.keysym.sym);

          switch (action.type) {
          case ACTION_QUIT:
            done = true;
            break;
          case ACTION_MOVE:
            if (!sok_ctx_move(&ctx, (sok_dir_t) action.data)) {
              warn("move %s failed", SOK_DIR_TO_STR((sok_dir_t) action.data));
            }

            break;
          case ACTION_UNDO:
            if (!sok_ctx_undo(&ctx)) {
              warn("undo failed");
            }

            break;
          case ACTION_NEXT:
            if (sok_ctx_is_done(&ctx)) {
              // advance level
              level_num++;
              level = levels_get_level(level_num);

              // load next level
              if (!sok_ctx_set_level(&ctx, level->data)) {
                die("Couldn't load level %zu", level_num);
              }
            } else {
              warn("cannot advance to next level");
            }

            break;
          case ACTION_RESET:
            // reset level
            if (!sok_ctx_set_level(&ctx, level->data)) {
              die("Couldn't load level %zu", level_num);
            }

            break;
          case ACTION_WARP:
            level_num = warp_buf;
            level = levels_get_level(level_num);

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

            warp_buf = 0;

            break;
          case ACTION_WARP_BUF_PUSH:
            warp_buf = 10 * warp_buf + action.data;

            break;
          case ACTION_WARP_BUF_POP:
            warp_buf /= 10;

            break;
          case ACTION_SOLVE:
            {
              // get current number of moves
              const size_t old_num_moves = ctx.num_moves;

              if (sok_solve(&ctx, solve_on_error)) {
                // found solution, print it
                draw_moves(&ctx, old_num_moves);
              } else {
                warn("Couldn't solve level");
              }
            }
          default:
            // ignore
            break;
          }
        }

        break;
      default:
        // ignore
        break;
      }
    }

    draw(renderer, &ctx, level_num, level);
  }

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

  // return success
  return EXIT_SUCCESS;
}