/* =========================================================================== * Sago Multi Scrambler Puzzle Copyright (C) 2022 Poul Sander This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see http://www.gnu.org/licenses/ Source information and contacts persons can be found at https://github.com/sago007/saland =========================================================================== */ #include "MainGameState.hpp" #include #include #include #include "globals.hpp" #include "SagoImGui.hpp" #include "config.hpp" #include "PuzzleSingleImageState.hpp" #include "sago_common.hpp" MainGameState::MainGameState() { } MainGameState::~MainGameState() { } bool MainGameState::IsActive() { return isActive; } void MainGameState::ProcessInput(const SDL_Event& event, bool& processed) { ImGui_ImplSDL2_ProcessEvent(&event); } void MainGameState::Draw(SDL_Renderer* target) { DrawRectYellow(target, 5, 5, 200, 200); ImGui::BeginMainMenuBar(); if (ImGui::BeginMenu("File")) { if (ImGui::MenuItem("Random image from favorites")) { shouldLoadRandomFavorite = true; } if (ImGui::MenuItem("Quit")) { isActive = false; } ImGui::EndMenu(); } ImGui::EndMainMenuBar(); // Center a window with the button ImGui::SetNextWindowPos(ImVec2(globalData.xsize / 2.0f, globalData.ysize / 2.0f), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); ImGui::Begin("Main Menu", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove); if (ImGui::Button("Random image from favorites", ImVec2(300, 50))) { shouldLoadRandomFavorite = true; } ImGui::End(); } void MainGameState::Update() { if (shouldLoadRandomFavorite) { shouldLoadRandomFavorite = false; LoadRandomFavorite(); } } void MainGameState::LoadRandomFavorite() { std::vector favorites = LoadFavorites(); if (favorites.empty()) { std::cerr << "No favorites found!" << std::endl; return; } // Pick a random favorite std::random_device rd; std::mt19937 gen(rd()); std::uniform_int_distribution<> dis(0, favorites.size() - 1); int randomIndex = dis(gen); std::string randomFavorite = favorites[randomIndex]; std::cout << "Loading random favorite: " << randomFavorite << std::endl; // Load the puzzle PuzzleSingleImageState psi; psi.LoadPictureFromFile(randomFavorite, globalData.screen); RunGameState(psi); } static void DrawRect(SDL_Renderer* target, int topx, int topy, int height, int width, const std::string& name) { const int size = 32; SDL_Rect bounds_ns = {topx, topy+size, width, height-2*size}; //bounds for south SDL_Rect bounds_e = {topx, topy, width-size, height}; const sago::SagoSprite& n = globalData.spriteHolder->GetSprite(name+"n"); const sago::SagoSprite& s = globalData.spriteHolder->GetSprite(name+"s"); const sago::SagoSprite& e = globalData.spriteHolder->GetSprite(name+"e"); const sago::SagoSprite& w = globalData.spriteHolder->GetSprite(name+"w"); const sago::SagoSprite& fill = globalData.spriteHolder->GetSprite(name+"fill"); for (int i = 1; i < width/size; ++i) { n.DrawBounded(target, SDL_GetTicks(), topx+i*size, topy, bounds_e); for (int j = 1; j < height/size; ++j) { w.DrawBounded(target, SDL_GetTicks(), topx, topy+j*size, bounds_ns); fill.Draw(target, SDL_GetTicks(),topx+i*size, topy+j*size); e.DrawBounded(target, SDL_GetTicks(), topx+width-size, topy+j*size, bounds_ns); } s.DrawBounded(target, SDL_GetTicks(), topx+i*size, topy+height-size, bounds_e); } //Corners const sago::SagoSprite& nw = globalData.spriteHolder->GetSprite(name+"nw"); const sago::SagoSprite& ne = globalData.spriteHolder->GetSprite(name+"ne"); const sago::SagoSprite& se = globalData.spriteHolder->GetSprite(name+"se"); const sago::SagoSprite& sw = globalData.spriteHolder->GetSprite(name+"sw"); nw.Draw(target, SDL_GetTicks(), topx, topy); ne.Draw(target, SDL_GetTicks(), topx+width-size, topy); se.Draw(target, SDL_GetTicks(), topx+width-size, topy+height-size); sw.Draw(target, SDL_GetTicks(), topx, topy+height-size); } void DrawRectWhite(SDL_Renderer* target, int topx, int topy, int height, int width) { std::string name = "ui_rect_white_"; DrawRect(target, topx, topy, height, width, name); } void DrawRectYellow(SDL_Renderer* target, int topx, int topy, int height, int width) { std::string name = "ui_rect_yellow_"; DrawRect(target, topx, topy, height, width, name); }