aboutsummaryrefslogtreecommitdiff
path: root/src/sdl/main.c
blob: 123b1d7b8dc3d81bb187926d4da24c588ba55e65 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
#include <stdbool.h> // bool
#include <stdlib.h> // EXIT_{FAILURE,SUCCESS}
#include <string.h> // strerror
#include <errno.h> // errno
#include <SDL.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"

#define WINDOW_TITLE "Pablotron Sokoban"

static TTF_Font *
load_font(
  const asset_id_t id
) {
  // get asset
  const asset_t * const asset = asset_get(id);
  if (!asset) {
    die("asset_get()");
  }

  // create io
  SDL_RWops *rw = SDL_RWFromConstMem(asset->buf, asset->len);
  if (!rw) {
    die("SDL_RWFromConstMem(): %s", SDL_GetError());
  }

  // load font
  TTF_Font *font = TTF_OpenFontIndexRW(rw, 1, 16, 0);
  if (!font) {
    die("TTF_OpenFontIndex(): %s", TTF_GetError());
  }

  // return font
  return font;
}

static void
set_level(
  draw_ctx_t * const draw_ctx,
  sok_ctx_t * const ctx,
  const size_t level_num
) {
  // 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);
  }

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

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);
  }
}

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 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);
  }

  // create window
  SDL_Window *win = SDL_CreateWindow(
    WINDOW_TITLE,
    SDL_WINDOWPOS_UNDEFINED,
    SDL_WINDOWPOS_UNDEFINED,
    800,
    600,
    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,
  };

  // 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 = load_font(ASSET_ROBOTO_TTF);

  // 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)) {
          draw_ctx.bump_ticks = ticks;
          warn("move %s failed", SOK_DIR_TO_STR((sok_dir_t) action.data));
        }

        break;
      case ACTION_UNDO:
        if (!sok_ctx_undo(&ctx)) {
          draw_ctx.bump_ticks = ticks;
          warn("undo failed");
        }

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

          // set level
          set_level(&draw_ctx, &ctx, level_num);
        } else {
          draw_ctx.bump_ticks = ticks;
          warn("cannot advance to next level");
        }

        break;
      case ACTION_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)) {
          // 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:
        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;

        break;
      case ACTION_SOLVE_CANCEL:
        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:
        SDL_Log("solve done");
        draw_ctx.state = GAME_STATE_PLAY;
        // TODO: handle success
        solve_fini(draw_ctx.solve, solve_on_done, &ctx);
        draw_ctx.solve = NULL;

        break;
      case ACTION_SOLVE_EVENT_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;
}