src/MainGameState.cpp
browsing at commit = d73e7506cb675f9ba54d663178ec640b3cc585b8
/*
===========================================================================
* 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 <string>
#include <random>
#include <iostream>
#include <cmath>
#include "globals.hpp"
#include "SagoImGui.hpp"
#include "config.hpp"
#include "PuzzleSingleImageState.hpp"
#include "CollectionListState.hpp"
#include "sago_common.hpp"
#include "sago/SagoMisc.hpp"
#include "SDL_image.h"
MainGameState::MainGameState() {
}
MainGameState::~MainGameState() {
if (backgroundTex) {
SDL_DestroyTexture(backgroundTex);
backgroundTex = nullptr;
}
}
static void SplitPieceVertical(std::vector<SDL_Rect>& pieces, size_t piece_number, int min_piece_size) {
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);
}
}
static void SplitPieceHorisontal(std::vector<SDL_Rect>& pieces, size_t piece_number, int min_piece_size) {
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 MainGameState::InitBackgroundPieces() {
IMG_Init(IMG_INIT_JPG | IMG_INIT_PNG);
std::unique_ptr<char[]> data;
unsigned int bytes = 0;
sago::ReadBytesFromFile("collections/fairy_tales/Little Red Riding Hood (1919).jpg", data, bytes);
if (!data || bytes == 0) {
std::cerr << "Failed to load background image from PhysFS" << std::endl;
return;
}
SDL_RWops* rw = SDL_RWFromMem(data.get(), bytes);
SDL_Surface* surface = IMG_Load_RW(rw, 0);
SDL_RWclose(rw);
if (!surface) {
std::cerr << "Failed to decode background image" << std::endl;
return;
}
bg_source_width = surface->w;
bg_source_height = surface->h;
backgroundTex = SDL_CreateTextureFromSurface(globalData.screen, surface);
SDL_FreeSurface(surface);
SDL_SetTextureBlendMode(backgroundTex, SDL_BLENDMODE_BLEND);
// Compute logical dimensions (max 700h x 1100w, maintaining aspect ratio)
const int max_logical_height = 700;
const int max_logical_width = 1100;
bg_logical_height = max_logical_height;
bg_logical_width = static_cast<int>(double(bg_logical_height) * (double(bg_source_width) / double(bg_source_height)));
if (bg_logical_width > max_logical_width) {
bg_logical_width = max_logical_width;
bg_logical_height = static_cast<int>(double(bg_logical_width) * (double(bg_source_height) / double(bg_source_width)));
}
// Start with single piece covering the whole image
SDL_Rect piece;
piece.x = 0;
piece.y = 0;
piece.w = bg_logical_width;
piece.h = bg_logical_height;
bg_pieces_logical.push_back(piece);
// Split into ~8-12 pieces
srand(static_cast<unsigned>(time(nullptr)));
const int min_piece_size = 120;
for (int iter = 0; iter < 6; ++iter) {
size_t count = bg_pieces_logical.size();
for (size_t i = 0; i < count; ++i) {
const SDL_Rect& p = bg_pieces_logical[i];
if (p.w > 2 * min_piece_size || p.h > 2 * min_piece_size) {
if (rand() % 2 == 1) {
SplitPieceVertical(bg_pieces_logical, i, min_piece_size);
SplitPieceHorisontal(bg_pieces_logical, i, min_piece_size);
} else {
SplitPieceHorisontal(bg_pieces_logical, i, min_piece_size);
SplitPieceVertical(bg_pieces_logical, i, min_piece_size);
}
}
}
}
}
bool MainGameState::IsActive() {
return isActive;
}
void MainGameState::ProcessInput(const SDL_Event& event, bool& processed) {
ImGui_ImplSDL2_ProcessEvent(&event);
}
void MainGameState::Draw(SDL_Renderer* target) {
if (!bg_initialized) {
bg_initialized = true;
InitBackgroundPieces();
}
// Draw rotating image pieces as background decoration
if (backgroundTex && !bg_pieces_logical.empty()) {
size_t N = bg_pieces_logical.size();
double base_angle = SDL_GetTicks() * 0.0002;
int centerX = globalData.xsize / 2;
int centerY = globalData.ysize / 2;
int radius = std::min(globalData.xsize, globalData.ysize) / 2.4;
// Compute a display scale so pieces fit nicely on screen
double display_scale = double(std::min(globalData.xsize, globalData.ysize)) / double(bg_logical_height) * 0.4;
double source_scale = double(bg_source_height) / double(bg_logical_height);
SDL_SetTextureAlphaMod(backgroundTex, 255);
for (size_t i = 0; i < N; ++i) {
double angle = base_angle + (2.0 * M_PI * i / N);
int px = centerX + static_cast<int>(radius * cos(angle));
int py = centerY + static_cast<int>(radius * sin(angle));
const SDL_Rect& lp = bg_pieces_logical[i];
// Source rect in original image coordinates
SDL_Rect src;
src.x = static_cast<int>(lp.x * source_scale);
src.y = static_cast<int>(lp.y * source_scale);
src.w = static_cast<int>(lp.w * source_scale);
src.h = static_cast<int>(lp.h * source_scale);
// Destination rect centered at orbit position
SDL_Rect dst;
dst.w = static_cast<int>(lp.w * display_scale);
dst.h = static_cast<int>(lp.h * display_scale);
dst.x = px - dst.w / 2;
dst.y = py - dst.h / 2;
SDL_RenderCopy(target, backgroundTex, &src, &dst);
}
SDL_SetTextureAlphaMod(backgroundTex, 255);
}
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("Collections", ImVec2(300, 50))) {
shouldOpenCollections = true;
}
if (ImGui::Button("Random image from favorites", ImVec2(300, 50))) {
shouldLoadRandomFavorite = true;
}
if (ImGui::Button("Quit", ImVec2(300, 50))) {
isActive = false;
}
ImGui::End();
}
void MainGameState::Update() {
if (shouldLoadRandomFavorite) {
shouldLoadRandomFavorite = false;
LoadRandomFavorite();
}
if (shouldOpenCollections) {
shouldOpenCollections = false;
CollectionListState cls;
RunGameState(cls);
globalData.mouseUp = true;
}
}
void MainGameState::LoadRandomFavorite() {
std::vector<std::string> 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);
}