src/PuzzleSingleImageState.cpp
browsing at commit = 10cf282464598ab97ee98f587190fe8c9aecbcb3
/*
===========================================================================
* 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 <iostream>
#include "globals.hpp"
#include <SDL2/SDL2_gfxPrimitives.h>
#include <time.h>
#include <filesystem>
#include "SagoImGui.hpp"
#include "rhash.hpp"
#include "config.hpp"
#include "sago_common.hpp"
PuzzleSingleImageState::PuzzleSingleImageState() {
std::map<std::string, std::string> 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<int>(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<Uint8>(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<SDL_RendererFlip>(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<std::string, std::string> config = LoadConfigMap();
SetConfigBool(config, "flipMode", flipMode);
SaveConfigMap(config);
Shuffle();
}
if (ImGui::MenuItem("Rectangular Mode", nullptr, rectangularMode)) {
rectangularMode = !rectangularMode;
// Save the updated configuration
std::map<std::string, std::string> 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<SDL_Rect> newPieces = editor.GetEditedPieces();
if (!newPieces.empty()) {
pieces_logical = newPieces;
CreatePhysicalPieces();
Shuffle();
std::cout << "Applied edited piece layout\n";
}
}
}