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#ifndef INCLUDE_ALL_C
#define INCLUDE_ALL_C

#include <stddef.h>
#include <stdint.h>

#include "types.c"
#include "levels.c"
#include "tick.c"

static const Color colors[N_COLORS][4] = {
	{
		{255, 255, 255, 255},
		{255, 255, 255, 255},
		{255, 255, 255, 255},
		{255, 255, 255, 255},
	},
	{
		{0, 0, 0, 255},
		{0, 0, 0, 255},
		{0, 0, 0, 255},
		{0, 0, 0, 255},
	},
	{
		{255, 0, 0, 255},
		{255, 0, 0, 255},
		{255, 0, 0, 255},
		{255, 0, 0, 255},
	},
	{
		{255, 255, 0, 255},
		{255, 255, 0, 255},
		{255, 255, 0, 255},
		{255, 255, 0, 255},
	},
	{
		{255, 0, 0, 255},
		{255, 0, 0, 255},
		{255, 255, 0, 255},
		{255, 255, 0, 255},
	},
	{
		{255, 255, 0, 255},
		{255, 255, 0, 255},
		{255, 0, 0, 255},
		{255, 0, 0, 255},
	},
	{
		{255, 0, 0, 255},
		{255, 255, 0, 255},
		{255, 0, 0, 255},
		{255, 255, 0, 255},
	},
	{
		{255, 255, 0, 255},
		{255, 0, 0, 255},
		{255, 255, 0, 255},
		{255, 0, 0, 255},
	},
	{
		{0, 0, 255, 255},
		{0, 0, 255, 255},
		{0, 0, 255, 255},
		{0, 0, 255, 255},
	},
	{
		{0, 0, 255, 255},
		{0, 0, 255, 255},
		{255, 255, 255, 255},
		{255, 255, 255, 255},
	},
	{
		{255, 255, 255, 255},
		{255, 255, 255, 255},
		{0, 0, 255, 255},
		{0, 0, 255, 255},
	},
	{
		{0, 0, 255, 255},
		{255, 255, 255, 255},
		{0, 0, 255, 255},
		{255, 255, 255, 255},
	},
	{
		{255, 255, 255, 255},
		{0, 0, 255, 255},
		{255, 255, 255, 255},
		{0, 0, 255, 255},
	},
};

#define BUTTON_SIZE 32
#define BUTTON_SPACING 16
#define BUTTON_SPACER(i) (BUTTON_SPACING + (BUTTON_SIZE * (i) + (i) * BUTTON_SPACING))

static const Button buttons[N_BUTTONS] = {
	[BUTTON_CONTINUE] = {.x = BUTTON_SPACING, .y = BUTTON_SPACER(BUTTON_CONTINUE), .w = BUTTON_SIZE, .h = BUTTON_SIZE},
	[BUTTON_RETRY] = {.x = BUTTON_SPACING, .y = BUTTON_SPACER(BUTTON_RETRY), .w = BUTTON_SIZE, .h = BUTTON_SIZE},
	[BUTTON_BACK] = {.x = BUTTON_SPACING, .y = BUTTON_SPACER(BUTTON_BACK), .w = BUTTON_SIZE, .h = BUTTON_SIZE},
};

static DrawList *render(State *state, UI *ui, Arena *a) {
	(void) ui;

	DrawList *drawList = new(a, 1, DrawList);

	int cellWidth = (ui->width - GRID_OFFSET_X) / GRIDWIDTH;
	int cellHeight = ui->height / GRIDHEIGHT;

	for (int x = 0; x < GRIDWIDTH; x++) {
		for (int y = 0; y < GRIDHEIGHT; y++) {
			drawList->els[drawList->len++] = (DrawElement) {
				.x = cellWidth * x + GRID_OFFSET_X,
				.y = cellHeight * y,
				.w = cellWidth,
				.h = cellHeight,
				.fill = {0, 0, 0, 0},
				.border = {0, 0, 0, 255},
			};
			for (int subx = 0; subx < 2; subx++) {
				for (int suby = 0; suby < 2; suby++) {
					drawList->els[drawList->len++] = (DrawElement) {
						.x = cellWidth * x + GRID_OFFSET_X + subx * cellWidth / 2,
						.y = cellHeight * y + suby * cellHeight / 2,
						.w = cellWidth / 2,
						.h = cellHeight / 2,
						.fill = colors[state->grid[x + GRIDWIDTH * y]][subx + 2 * suby],
						.border = {0, 0, 0, 0},
					};
				}
			}
		}
	}

	drawList->els[drawList->len++] = (DrawElement) {
		.x = cellWidth * state->goalx + GRID_OFFSET_X,
		.y = cellHeight * state->goaly,
		.w = cellWidth,
		.h = cellHeight,
		.fill = {255, 0, 0, 63},
		.border = {255, 0, 0, 255},
	};

	drawList->els[drawList->len++] = (DrawElement) {
		.x = 0,
		.y = 0,
		.w = GRID_OFFSET_X,
		.h = ui->height,
		.fill = {255, 255, 0, 255},
		.border = {0, 0, 0, 255},
	};
	
	for (int i = 0; i < N_BUTTONS; i++) {
		Color colour = {0, 0, 0, 255};
		switch (state->buttonStates[i]) {
			case BUTTON_STATE_IDLE:
				colour = (Color) {0, 0, 0, 255};
				break;
			case BUTTON_STATE_HOVERED:
				colour = (Color) {255, 255, 0, 255};
				break;
			case BUTTON_STATE_PRESSED:
				colour = (Color) {255, 0, 0, 255};
				break;
		}
		drawList->els[drawList->len++] = (DrawElement) {
			.x = buttons[i].x,
			.y = buttons[i].y,
			.w = buttons[i].w,
			.h = buttons[i].h,
			.fill = colour,
			.border = {0, 0, 0, 255}
		};
	}

	return drawList;
}

static void update(Game *game, uint64_t now, Arena a) {
	const int offset_width = game->ui.width - GRID_OFFSET_X;
	
	switch (game->input) {
		int x, y;
		case INPUT_CLICK:
			x = (game->mousex - GRID_OFFSET_X) * GRIDWIDTH / offset_width;
			y = game->mousey * GRIDHEIGHT / game->ui.height;
			game->state.grid[x + y * GRIDWIDTH] = (game->state.grid[x + y * GRIDWIDTH] + 1) % (sizeof(colors) / sizeof(colors[0]));
			for (int i = 0; i < N_BUTTONS; i++) {
				if (
					game->mousex > buttons[i].x && game->mousex < buttons[i].x + buttons[i].w &&
					game->mousey > buttons[i].y && game->mousey < buttons[i].y + buttons[i].h
				) {
					// TODO - CLICK THINGS
					//game->state.buttonStates[i] = BUTTON_STATE_PRESSED;
				}
			}
			break;
		case INPUT_RCLICK:
			x = game->mousex * GRIDWIDTH / game->ui.width;
			y = game->mousey * GRIDHEIGHT / game->ui.height;
			game->state.grid[x + y * GRIDWIDTH] = EMPTY;
			break;
		case INPUT_PAUSE_PLAY:
			game->state.playing = !game->state.playing;
			break;
		default:
			break;
	}

	if (game->state.playing && game->state.lastTick + TICK_LENGTH <= now) {
		game->state.lastTick = now;

		tick(game, a);
	}
}

#if SDL

#include <SDL3/SDL.h>

int main(int argc, char **argv) {
	(void) argc;
	(void) argv;

	char *mem = SDL_malloc(MEM_SIZE);
	Arena a = {
		.start = mem,
		.end = mem + MEM_SIZE,
	};

	Game *game = new(&a, 1, Game);
	xmemcpy(&game->state.grid, &levels[0].grid, sizeof(game->state.grid));
	game->state.goalx = levels[0].goalx;
	game->state.goaly = levels[0].goaly;
	game->state.playing = 0;
	game->ui = (UI) {
		.width = 640,
		.height = 480,
	};
	for (int i = 0; i < N_BUTTONS; i++) {
		game->state.buttonStates[i] = BUTTON_STATE_IDLE;
	}

	SDL_Init(SDL_INIT_VIDEO);
	SDL_Window *w = SDL_CreateWindow(
		"LDJam 57",
		game->ui.width,
		game->ui.height,
		SDL_WINDOW_RESIZABLE
	);
	SDL_PropertiesID renderProps = SDL_CreateProperties();
	SDL_SetPointerProperty(renderProps, SDL_PROP_RENDERER_CREATE_WINDOW_POINTER, w);
	SDL_SetNumberProperty(renderProps, SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER, 1);
	SDL_Renderer *r = SDL_CreateRendererWithProperties(renderProps);
	SDL_DestroyProperties(renderProps);
	SDL_SetRenderDrawBlendMode(r, SDL_BLENDMODE_BLEND);
	
	for (;;) {
		uint64_t now = SDL_GetTicks();
		game->input = INPUT_NONE;
		SDL_Event e = {0};
		while (SDL_PollEvent(&e)) {
			switch (e.type) {
				case SDL_EVENT_QUIT:
					return 0;
				case SDL_EVENT_MOUSE_BUTTON_DOWN:
					game->mousex = (int) e.button.x;
					game->mousey = (int) e.button.y;
					if (e.button.button == 1) {
						game->input = INPUT_CLICK;
					} else if (e.button.button == 3) {
						game->input = INPUT_RCLICK;
					}
					break;
				case SDL_EVENT_KEY_DOWN:
					switch (e.key.key) {
						case SDLK_SPACE:
							game->input = INPUT_PAUSE_PLAY;
							break;
					}
					break;
				case SDL_EVENT_WINDOW_RESIZED:
					SDL_GetWindowSize(w, &game->ui.width, &game->ui.height);
					break;
			}
		}

		Arena scratch = a;
		DrawList *drawList = render(&game->state, &game->ui, &scratch);
		SDL_SetRenderDrawColor(r, 0, 0, 0, 255);
		SDL_RenderFillRect(r, NULL);
		for (int i = 0; i < drawList->len; i++) {
			SDL_FRect rect = {
				.x = (float) drawList->els[i].x,
				.y = (float) drawList->els[i].y,
				.w = (float) drawList->els[i].w,
				.h = (float) drawList->els[i].h
			};

			SDL_SetRenderDrawColor(
				r,
				drawList->els[i].fill.r,
				drawList->els[i].fill.g,
				drawList->els[i].fill.b,
				drawList->els[i].fill.a
			);
			SDL_RenderFillRect(r, &rect);

			SDL_SetRenderDrawColor(
				r,
				drawList->els[i].border.r,
				drawList->els[i].border.g,
				drawList->els[i].border.b,
				drawList->els[i].border.a
			);
			SDL_RenderRect(r, &rect);
		}

		update(game, now, a);

		SDL_RenderPresent(r);
	}

	return 0;
}

#elif WASM

static Game *game;
static Arena perm;

__attribute((export_name("game_init")))
void game_init(void) {
	static char heap[MEM_SIZE];
	perm.start = heap;
	perm.end = heap + MEM_SIZE;

	game = new(&perm, 1, Game);
	game->state.grid[0] = 1;
}

__attribute((export_name("game_render")))
DrawList *game_render(int width, int height) {
	game->ui.width = width;
	game->ui.height = height;
	Arena scratch = perm;
	return render(&game->state, &game->ui, &scratch);
}

__attribute((export_name("game_update")))
void game_update(int input, int mousex, int mousey, int now) {
	game->input = input;
	game->mousex = mousex;
	game->mousey = mousey;
	update(game, now, perm);
}

#endif

#endif