/* =========================================================================== * 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 "PuzzleSingleImageState.hpp" #include "SDL_image.h" #include #include "globals.hpp" #include PuzzleSingleImageState::PuzzleSingleImageState() { } PuzzleSingleImageState::~PuzzleSingleImageState() { ClearPicture(); } bool PuzzleSingleImageState::IsActive() { return true; } void PuzzleSingleImageState::ProcessInput(const SDL_Event& event, bool &processed) { } void PuzzleSingleImageState::Draw(SDL_Renderer* target) { globalData.spriteHolder->GetSprite("background_sixteen_nine").Draw(target, SDL_GetTicks(), 0, 0); SDL_Rect rect; rect.x = globalData.xsize/2-resized_image_width/2; rect.y = globalData.ysize/2-resized_image_height/2;; rect.h = resized_image_height; rect.w = resized_image_width; SDL_RenderCopy(target, this->pictureTex, NULL, &rect); for (const SDL_Rect& piece : pieces) { rectangleRGBA(target, rect.x+piece.x, rect.y+piece.y, rect.x+piece.x + piece.w, rect.y+piece.y + piece.h, 255, 255, 0, 255); } } void PuzzleSingleImageState::Update() { } void PuzzleSingleImageState::LoadPictureFromFile(const std::string& filename, SDL_Renderer* renderer) { ClearPicture(); IMG_Init(IMG_INIT_JPG|IMG_INIT_PNG); SDL_Surface* bitmapSurface = IMG_Load(filename.c_str()); if (!bitmapSurface) { std::cerr << "Failed to load " << filename << std::endl; return; } source_image_height = bitmapSurface->h; source_image_width = bitmapSurface->w; resized_image_width = double(resized_image_height) * (double(source_image_width)/double(source_image_height)); this->pictureTex = SDL_CreateTextureFromSurface(renderer, bitmapSurface); std::cerr << resized_image_width << ", " << resized_image_height << "\n"; SDL_FreeSurface(bitmapSurface); pieces.clear(); SDL_Rect piece; piece.x = 0; piece.y = 0; piece.h = resized_image_height; piece.w = resized_image_width; pieces.push_back(piece); for (int i = 0; i<10; ++i) { SplitPiece(); } } void PuzzleSingleImageState::SplitPiece(size_t piece_number) { if (rand()%2==1) { SplitPieceVertical(piece_number); SplitPieceHorisontal(piece_number); return; } SplitPieceHorisontal(piece_number); SplitPieceVertical(piece_number); } void PuzzleSingleImageState::SplitPieceVertical(size_t piece_number) { SDL_Rect piece1 = pieces.at(piece_number); if (piece1.w > 2*min_piece_size) { int new_piece_width = min_piece_size + (rand()%(piece1.w-2*min_piece_size)); SDL_Rect piece2 = piece1; piece2.w = new_piece_width; piece1.w -= new_piece_width; piece2.x = piece2.x + piece1.w; pieces.at(piece_number) = piece1; pieces.push_back(piece2); return; } } void PuzzleSingleImageState::SplitPieceHorisontal(size_t piece_number) { SDL_Rect piece1 = pieces.at(piece_number); if (piece1.h > 2*min_piece_size) { int new_piece_height = min_piece_size + (rand()%(piece1.h-2*min_piece_size)); SDL_Rect piece2 = piece1; piece2.h = new_piece_height; piece1.h -= new_piece_height; piece2.y = piece2.y + piece1.h; pieces.at(piece_number) = piece1; pieces.push_back(piece2); } } void PuzzleSingleImageState::SplitPiece() { size_t number_of_pieces = pieces.size(); for (size_t i= 0; i < number_of_pieces; ++i ) { const SDL_Rect& piece = pieces.at(i); if (piece.w > 2*min_piece_size || piece.h > 2*min_piece_size) { SplitPiece(i); } } } void PuzzleSingleImageState::ClearPicture() { if (this->pictureTex) { SDL_DestroyTexture(this->pictureTex); this->pictureTex = nullptr; } }