2048-homework/src/gui.c

189 lines
6.6 KiB
C

#include "gui.h"
#include <SDL.h>
#include <SDL_image.h>
#include <SDL_ttf.h>
#include <stdbool.h>
const SCREEN_WIDTH = 800;
const SCREEN_HEIGHT = 920;
// these are meant to be immutable like in Rust
// unfortunately, C does not allow that
SDL_Window *window = NULL;
// SDL_Surface* screenSurface = NULL;
SDL_Renderer *window_renderer = NULL;
SDL_Texture *tile_textures[13];
SDL_Rect tile_size;
SDL_Texture *game_over_texture = NULL;
SDL_Texture *you_won_texture = NULL;
TTF_Font *Sans = NULL;
SDL_Color Black = { 0, 0, 0 };
SDL_Texture *texture_from_png(char *n) {
SDL_Surface *s = IMG_Load(n);
SDL_Texture *t = SDL_CreateTextureFromSurface(window_renderer, s);
SDL_FreeSurface(s);
return t;
}
void gui_init() {
// Initialize SDL
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
printf("SDL could not initialize! SDL_Error: %s\n", SDL_GetError());
}
window = SDL_CreateWindow("2048", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
if (window == NULL) {
printf("Window could not be created! SDL_Error: %s\n", SDL_GetError());
}
TTF_Init();
// screenSurface = SDL_GetWindowSurface(window);
// SDL_FillRect(screenSurface, NULL, SDL_MapRGB(screenSurface->format, 255, 255, 255));
// create renderer and render white window
window_renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
SDL_SetRenderDrawColor(window_renderer, 0xFF, 0xFF, 0xFF, 0xFF);
SDL_RenderClear(window_renderer);
SDL_RenderPresent(window_renderer);
// SDL_UpdateWindowSurface(window);
// load up textures
tile_textures[0] = texture_from_png("res/tile.png");
tile_textures[1] = texture_from_png("res/1.png");
tile_textures[2] = texture_from_png("res/2.png");
tile_textures[3] = texture_from_png("res/4.png");
tile_textures[4] = texture_from_png("res/8.png");
tile_textures[5] = texture_from_png("res/16.png");
tile_textures[6] = texture_from_png("res/32.png");
tile_textures[7] = texture_from_png("res/64.png");
tile_textures[8] = texture_from_png("res/128.png");
tile_textures[9] = texture_from_png("res/256.png");
tile_textures[10] = texture_from_png("res/512.png");
tile_textures[11] = texture_from_png("res/1024.png");
tile_textures[12] = texture_from_png("res/2048.png");
tile_size.x = 0;
tile_size.y = 0;
SDL_QueryTexture(tile_textures[0], NULL, NULL, &tile_size.w, &tile_size.h);
game_over_texture = texture_from_png("res/game_over.png");
you_won_texture = texture_from_png("res/you_won.png");
Sans = TTF_OpenFont("res/LiberationSerif-Regular.ttf", 92);
}
void gui_destroy() {
// Destroy window
SDL_DestroyWindow(window);
window = NULL;
SDL_DestroyRenderer(window_renderer);
window_renderer = NULL;
for (int i = 0; i < 13; i++) {
SDL_DestroyTexture(tile_textures[i]);
tile_textures[i] = NULL;
}
SDL_DestroyTexture(game_over_texture);
game_over_texture = NULL;
SDL_DestroyTexture(you_won_texture);
you_won_texture = NULL;
TTF_Quit();
// Quit SDL subsystems
SDL_Quit();
}
void gui_loop(Game *game) {
bool quit = false;
bool needs_redraw = true; // there's no need to redraw window when nothing's changed. will be set to false later. first run has to be always done
SDL_Event e;
while (!quit) {
while (SDL_PollEvent(&e) != 0) {
switch (e.type) {
/* Keyboard event */
/* Pass the event data onto PrintKeyInfo() */
case SDL_KEYDOWN:
switch (e.key.keysym.sym) {
case SDLK_h:
case SDLK_LEFT:
case SDLK_4:
needs_redraw = true;
game_move(game, Left);
break;
case SDLK_l:
case SDLK_RIGHT:
case SDLK_6:
needs_redraw = true;
game_move(game, Right);
break;
case SDLK_j:
case SDLK_DOWN:
case SDLK_2:
needs_redraw = true;
game_move(game, Down);
break;
case SDLK_k:
case SDLK_UP:
case SDLK_8:
needs_redraw = true;
game_move(game, Up);
break;
}
break;
case SDL_QUIT:
quit = 1;
break;
case SDL_WINDOWEVENT_SHOWN:
case SDL_WINDOWEVENT_EXPOSED:
needs_redraw = true;
break;
}
}
if (needs_redraw) {
SDL_RenderClear(window_renderer);
SDL_Rect tile_rect = tile_size;
for (int i = 0; i < game->field_size_x; i++) {
tile_rect.x = i * (700 / game->field_size_x) + 50;
for (int j = 0; j < game->field_size_y; j++) {
tile_rect.y = j * (700 / game->field_size_y) + 150;
// get texture index from value
for (int k = 0; k < 13; k++) {
if (!(game->field[j][i] >> k)) {
SDL_RenderCopy(window_renderer, tile_textures[k], NULL, &tile_rect);
break;
}
}
}
}
// score - I am too lazy to optimize this further
char label_text[24] = "Score: 0x";
char value[16];
SDL_itoa(game->score, value, 16);
strncat(label_text, value, strlen(value));
SDL_Surface *score_label = TTF_RenderText_Blended(Sans, label_text, Black);
SDL_Texture *score_label_texture = SDL_CreateTextureFromSurface(window_renderer, score_label);
SDL_Rect score_label_rect;
SDL_QueryTexture(score_label_texture, NULL, NULL, &score_label_rect.w, &score_label_rect.h);
score_label_rect.x = (SCREEN_WIDTH - score_label_rect.w) / 2;
score_label_rect.y = 25;
SDL_RenderCopy(window_renderer, score_label_texture, NULL, &score_label_rect);
SDL_FreeSurface(score_label);
SDL_DestroyTexture(score_label_texture);
if (game->game_over) {
// render game over screen
SDL_RenderCopy(window_renderer, game_over_texture, NULL, NULL);
}
else if (game->won) {
SDL_RenderCopy(window_renderer, you_won_texture, NULL, NULL);
}
SDL_RenderPresent(window_renderer);
needs_redraw = false;
}
}
}