/* =========================================================================== * 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 "PuzzlePieceEditorState.hpp" #include "SDL_image.h" #include #include "globals.hpp" #include #include #include #include "SagoImGui.hpp" #include "rhash.hpp" #include "config.hpp" #include "sago_common.hpp" PuzzleSingleImageState::PuzzleSingleImageState() { std::map config = LoadConfigMap(); flipMode = GetConfigBool(config, "flipMode", false); rectangularMode = GetConfigBool(config, "rectangularMode", false); } PuzzleSingleImageState::~PuzzleSingleImageState() { ClearPicture(); } bool PuzzleSingleImageState::IsActive() { return isActive; } bool isEscapeEvent(const SDL_Event& event) { if ( event.type == SDL_KEYDOWN ) { if ( event.key.keysym.sym == SDLK_ESCAPE ) { return true; } } if (event.type == SDL_CONTROLLERBUTTONDOWN) { if (event.cbutton.button == SDL_CONTROLLER_BUTTON_B || event.cbutton.button == SDL_CONTROLLER_BUTTON_BACK ) { return true; } } return false; } void PuzzleSingleImageState::ProcessInput(const SDL_Event& event, bool& processed) { if (isEscapeEvent(event)) { isActive = false; processed = true; } if (event.type == SDL_WINDOWEVENT) { if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) { ResizeImagePhysical(); } } ImGui_ImplSDL2_ProcessEvent(&event); } void PuzzleSingleImageState::Draw(SDL_Renderer* target) { SDL_Rect rect; rect.x = globalData.xsize/2-resized_image_physical_width/2; rect.y = globalData.ysize/2-resized_image_physical_height/2; rect.h = resized_image_physical_height; rect.w = resized_image_physical_width; if (!shuffeled) { SDL_RenderCopy(target, this->pictureTex, NULL, &rect); } else { // In rectangular mode, draw the original image as background with cutouts if (rectangularMode) { // Draw a black background first SDL_SetRenderDrawColor(target, 0, 0, 0, 255); SDL_RenderFillRect(target, &rect); // Draw the full background image slightly dimmed SDL_SetTextureAlphaMod(this->pictureTex, 128); SDL_RenderCopy(target, this->pictureTex, NULL, &rect); SDL_SetTextureAlphaMod(this->pictureTex, 255); // Draw black rectangles where the pieces should go (cutouts) for (size_t i = 0; i < pieces_physical.size(); ++i) { const SDL_Rect& piece = pieces_physical[i]; SDL_Rect cutout; cutout.x = rect.x + piece.x; cutout.y = rect.y + piece.y; cutout.w = piece.w; cutout.h = piece.h; SDL_SetRenderDrawColor(target, 0, 0, 0, 255); SDL_RenderFillRect(target, &cutout); } } for (size_t i = 0; i < pieces_physical.size(); ++i) { SDL_Rect destination = pieces_physical[i]; destination.x += rect.x; destination.y += rect.y; SDL_Rect source = pieces_logical.at(shuffeled_pieces[i]); double scale = double(source_image_height)/double(resized_image_logical_height); source.x = double(source.x)*scale; source.y = double(source.y)*scale; source.w = double(source.w)*scale; source.h = double(source.h)*scale; int flip = static_cast(SDL_FLIP_NONE); if (rotated_pieces[i] == 1 || rotated_pieces[i] == 3) { flip |= SDL_FLIP_HORIZONTAL; } if (rotated_pieces[i] == 2 || rotated_pieces[i] == 3) { flip |= SDL_FLIP_VERTICAL; } // Apply fade animation if this piece is animating if (i == swapAnimatingPiece1 || i == swapAnimatingPiece2) { Uint8 alpha = 255; alpha = static_cast(255 * ((swapAnimationTime - swapAnimationDuration) / swapAnimationDuration)); SDL_SetTextureAlphaMod(this->pictureTex, alpha); } else { SDL_SetTextureAlphaMod(this->pictureTex, 255); } SDL_RenderCopyEx(target, this->pictureTex, &source, &destination, 0, nullptr, static_cast(flip) ); } // Reset alpha to full after drawing all pieces SDL_SetTextureAlphaMod(this->pictureTex, 255); for (size_t i = 0; i < pieces_physical.size(); ++i) { const SDL_Rect& piece = pieces_physical[i]; if (i == marked_piece) { continue; } 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); } if (marked_piece > -1 && marked_piece < pieces_physical.size()) { const SDL_Rect& piece = pieces_physical.at(marked_piece); rectangleRGBA(target, rect.x+piece.x, rect.y+piece.y, rect.x+piece.x + piece.w, rect.y+piece.y + piece.h, 255, 0, 0, 255); } } ImGui::BeginMainMenuBar(); if (ImGui::BeginMenu("File")) { if (ImGui::MenuItem("Close")) { isActive = false; } if (ImGui::MenuItem("Shuffle")) { Shuffle(); } if (rectangularMode && ImGui::MenuItem("Edit Piece Layout")) { shouldLaunchEditor = true; } if (imageFilePath.length()) { bool isFav = IsFavorite(imageFilePath); const char* favoriteText = isFav ? "Remove from Favorites" : "Add to Favorites"; if (ImGui::MenuItem(favoriteText)) { if (isFav) { RemoveFavorite(imageFilePath); } else { AddFavorite(imageFilePath); } } } ImGui::EndMenu(); } if (ImGui::BeginMenu("Settings")) { if (ImGui::MenuItem("Flip Mode", nullptr, flipMode)) { flipMode = !flipMode; // Save the updated configuration std::map config = LoadConfigMap(); SetConfigBool(config, "flipMode", flipMode); SaveConfigMap(config); Shuffle(); } if (ImGui::MenuItem("Rectangular Mode", nullptr, rectangularMode)) { rectangularMode = !rectangularMode; // Save the updated configuration std::map config = LoadConfigMap(); SetConfigBool(config, "rectangularMode", rectangularMode); SaveConfigMap(config); // Note: Need to reload the image to apply the new piece generation mode } ImGui::EndMenu(); } ImGui::EndMainMenuBar(); confetti.Draw(target); } void PuzzleSingleImageState::Update() { // Launch editor if requested (must be done outside of Draw/ImGui frame) if (shouldLaunchEditor) { shouldLaunchEditor = false; LaunchPieceEditor(); return; } static Uint32 lastTime = SDL_GetTicks(); Uint32 currentTime = SDL_GetTicks(); float deltaTime = (currentTime - lastTime) / 1000.0f; lastTime = currentTime; confetti.Update(deltaTime); // Update swap animation if (swapAnimatingPiece1 != -1 && swapAnimatingPiece2 != -1) { swapAnimationTime += deltaTime; if (swapAnimationTime >= swapAnimationDuration) { // Animation complete, reset swapAnimatingPiece1 = -1; swapAnimatingPiece2 = -1; swapAnimationTime = 0.0f; } } // If the mouse button is released, make bMouseUp equal true if ( !(SDL_GetMouseState(nullptr, nullptr)&SDL_BUTTON(1)) ) { globalData.mouseUp=true; } if (SDL_GetMouseState(nullptr,nullptr)&SDL_BUTTON(1) && globalData.mouseUp) { globalData.mouseUp = false; SDL_Rect rect; rect.x = globalData.xsize/2-resized_image_physical_width/2; rect.y = globalData.ysize/2-resized_image_physical_height/2;; rect.h = resized_image_physical_height; rect.w = resized_image_physical_width; for (size_t i = 0; i< pieces_physical.size(); ++i) { const SDL_Rect& piece = pieces_physical[i]; bool clicked = (globalData.mousex > rect.x+piece.x && globalData.mousex < rect.x+piece.x + piece.w && globalData.mousey > rect.y+piece.y && globalData.mousey < rect.y+piece.y + piece.h); if (clicked) { if (flipMode) { rotated_pieces[i] = (rotated_pieces[i]+1)%4; } else { if (i != marked_piece && marked_piece > -1 && marked_piece < pieces_physical.size()) { // Start swap animation swapAnimatingPiece1 = i; swapAnimatingPiece2 = marked_piece; swapAnimationTime = 0.0f; std::swap(shuffeled_pieces[i], shuffeled_pieces[marked_piece]); marked_piece = -1; } else if (i == marked_piece) { marked_piece = -1; } else { marked_piece = i; } } } } CheckSolved(); } } void PuzzleSingleImageState::CreatePhysicalPieces() { pieces_physical.clear(); for (size_t i = 0; i < pieces_logical.size(); ++i) { SDL_Rect piece = pieces_logical.at(i); piece.x = (piece.x) * resized_image_physical_width / resized_image_logical_width; piece.y = (piece.y) * resized_image_physical_height / resized_image_logical_height; piece.w = piece.w * resized_image_physical_width / resized_image_logical_width; piece.h = piece.h * resized_image_physical_height / resized_image_logical_height; pieces_physical.push_back(piece); } } void PuzzleSingleImageState::ResizeImage() { resized_image_logical_height = resized_image_logical_height_max; resized_image_logical_width = double(resized_image_logical_height) * (double(source_image_width)/double(source_image_height)); if (resized_image_logical_width > resized_image_logical_width_max) { resized_image_logical_width = resized_image_logical_width_max; resized_image_logical_height = double(resized_image_logical_width) * (double(source_image_height)/double(source_image_width)); } // Set default physical size to logical size resized_image_physical_width = resized_image_logical_width; resized_image_physical_height = resized_image_logical_height; } void PuzzleSingleImageState::ResizeImagePhysical() { int resized_image_physical_height_max = globalData.ysize-70; int resized_image_physical_width_max = globalData.xsize-70; resized_image_physical_height = resized_image_physical_height_max; resized_image_physical_width = double(resized_image_physical_height) * (double(source_image_width)/double(source_image_height)); if (resized_image_physical_width > resized_image_physical_width_max) { resized_image_physical_width = resized_image_physical_width_max; resized_image_physical_height = double(resized_image_physical_width) * (double(source_image_height)/double(source_image_width)); } CreatePhysicalPieces(); } void PuzzleSingleImageState::LoadPictureFromFile(const std::string& filename, SDL_Renderer* renderer) { ClearPicture(); imageFilePath = std::filesystem::absolute(filename).string(); 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; } RHash h(RHASH_SHA256); h.update(filename); picture_id = h.hex(RHASH_SHA256); source_image_height = bitmapSurface->h; source_image_width = bitmapSurface->w; ResizeImage(); this->pictureTex = SDL_CreateTextureFromSurface(renderer, bitmapSurface); std::cerr << resized_image_logical_width << ", " << resized_image_logical_height << ", id: " << picture_id << ", file: " << filename << "\n"; SDL_FreeSurface(bitmapSurface); SDL_SetTextureBlendMode(this->pictureTex, SDL_BLENDMODE_BLEND); pieces_logical.clear(); if (rectangularMode) { // Try to load custom piece layout first if (!LoadCustomPieceLayout(picture_id, pieces_logical)) { // Create a 4x4 grid of rectangular pieces if no custom layout exists CreateRectangularPieces(4, 4); } else { std::cerr << "Loaded custom piece layout with " << pieces_logical.size() << " pieces\n"; } } else { // Use the original splitting algorithm SDL_Rect piece; piece.x = 0; piece.y = 0; piece.h = resized_image_logical_height; piece.w = resized_image_logical_width; pieces_logical.push_back(piece); for (int i = 0; i<10; ++i) { SplitPiece(); } } ResizeImagePhysical(); Shuffle(); } void PuzzleSingleImageState::SplitPiece(size_t piece_number) { srand(time(NULL)); 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_logical.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_logical.at(piece_number) = piece1; pieces_logical.push_back(piece2); return; } } void PuzzleSingleImageState::SplitPieceHorisontal(size_t piece_number) { SDL_Rect piece1 = pieces_logical.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_logical.at(piece_number) = piece1; pieces_logical.push_back(piece2); } } void PuzzleSingleImageState::SplitPiece() { size_t number_of_pieces = pieces_logical.size(); for (size_t i= 0; i < number_of_pieces; ++i ) { const SDL_Rect& piece = pieces_logical.at(i); if (piece.w > 2*min_piece_size || piece.h > 2*min_piece_size) { SplitPiece(i); } } } void PuzzleSingleImageState::CreateRectangularPieces(int rows, int cols) { pieces_logical.clear(); srand(time(NULL)); int num_pieces = rows * cols; int attempts = 0; const int max_attempts = num_pieces * 100; // Try to place non-overlapping rectangles while (pieces_logical.size() < num_pieces && attempts < max_attempts) { attempts++; // Random size within reasonable bounds int piece_width = min_piece_size + rand() % (resized_image_logical_width / 3); int piece_height = min_piece_size + rand() % (resized_image_logical_height / 3); // Ensure pieces aren't too large if (piece_width > resized_image_logical_width / 2) { piece_width = resized_image_logical_width / 2; } if (piece_height > resized_image_logical_height / 2) { piece_height = resized_image_logical_height / 2; } // Random position int max_x = resized_image_logical_width - piece_width; int max_y = resized_image_logical_height - piece_height; if (max_x < 0) { max_x = 0; } if (max_y < 0) { max_y = 0; } int piece_x = rand() % (max_x + 1); int piece_y = rand() % (max_y + 1); SDL_Rect candidate; candidate.x = piece_x; candidate.y = piece_y; candidate.w = piece_width; candidate.h = piece_height; // Check for overlaps with existing pieces bool overlaps = false; for (const SDL_Rect& existing : pieces_logical) { if (SDL_HasIntersection(&candidate, &existing)) { overlaps = true; break; } } if (!overlaps) { pieces_logical.push_back(candidate); } } // If we couldn't place enough pieces, fill remaining space with grid pieces if (pieces_logical.size() < num_pieces) { std::cerr << "Warning: Could only place " << pieces_logical.size() << " non-overlapping pieces out of " << num_pieces << " requested\n"; } } void PuzzleSingleImageState::ClearPicture() { if (this->pictureTex) { SDL_DestroyTexture(this->pictureTex); this->pictureTex = nullptr; } picture_id = ""; } void PuzzleSingleImageState::Shuffle() { size_t number_of_peices = pieces_logical.size(); shuffeled_pieces.resize(number_of_peices); rotated_pieces.resize(number_of_peices); for (size_t i = 0; i< shuffeled_pieces.size(); ++i) { shuffeled_pieces.at(i) = i; } for (size_t i = 0; i< shuffeled_pieces.size(); ++i) { if (flipMode) { rotated_pieces.at(i) = rand()%4; } else { rotated_pieces.at(i) = 0; } } if (!flipMode) { for (int i = 0 ; i < 100; ++i) { size_t first = rand()%number_of_peices; size_t second = rand()%number_of_peices; std::swap(shuffeled_pieces[first], shuffeled_pieces[second]); } } shuffeled = true; puzzleSolved = false; // Reset solved state when shuffling confetti.Clear(); // Clear any existing confetti } void PuzzleSingleImageState::CheckSolved() { bool wasSolved = !shuffeled; for (size_t i=0; i < shuffeled_pieces.size(); ++i) { if (rotated_pieces[i] != 0) { return; } if (shuffeled_pieces[i] != i) { return; } } shuffeled = false; // If puzzle just became solved, trigger confetti if (!wasSolved && !puzzleSolved) { puzzleSolved = true; confetti.Burst(globalData.xsize, globalData.ysize); } } void PuzzleSingleImageState::LaunchPieceEditor() { if (!rectangularMode || !pictureTex) { return; } // Create and run the editor state PuzzlePieceEditorState editor(imageFilePath, picture_id, pictureTex, source_image_width, source_image_height, pieces_logical); RunGameState(editor); // If the editor saved changes, reload the pieces if (editor.WasSaved()) { std::vector newPieces = editor.GetEditedPieces(); if (!newPieces.empty()) { pieces_logical = newPieces; CreatePhysicalPieces(); Shuffle(); std::cout << "Applied edited piece layout\n"; } } }