src/PuzzleSingleImageState.cpp
browsing at commit = e370a729383aa8d320bf420064182795bb238138
/*
===========================================================================
* 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 <iostream>
#include "globals.hpp"
#include <SDL2/SDL2_gfxPrimitives.h>
#include <time.h>
#include <cmath>
#include <random>
#include "SagoImGui.hpp"
#include "rhash.hpp"
PuzzleSingleImageState::PuzzleSingleImageState() {
}
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 {
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;
}
SDL_RenderCopyEx(target, this->pictureTex, &source, &destination, 0, nullptr, static_cast<SDL_RendererFlip>(flip) );
}
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();
}
ImGui::EndMenu();
}
ImGui::EndMainMenuBar();
// Draw confetti on top of everything
DrawConfetti(target);
}
void PuzzleSingleImageState::Update() {
// Update confetti animation
static Uint32 lastTime = SDL_GetTicks();
Uint32 currentTime = SDL_GetTicks();
float deltaTime = (currentTime - lastTime) / 1000.0f;
lastTime = currentTime;
UpdateConfetti(deltaTime);
// 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()) {
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();
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);
pieces_logical.clear();
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::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;
}
if (flipMode) {
for (size_t i = 0; i< shuffeled_pieces.size(); ++i) {
rotated_pieces.at(i) = rand()%4;
}
}
else {
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;
InitConfetti();
}
}
void PuzzleSingleImageState::InitConfetti() {
confetti.clear();
std::random_device rd;
std::mt19937 gen(rd());
std::uniform_real_distribution<float> xDist(0.0f, static_cast<float>(globalData.xsize));
std::uniform_real_distribution<float> yDist(-100.0f, 0.0f);
std::uniform_real_distribution<float> vxDist(-100.0f, 100.0f);
std::uniform_real_distribution<float> vyDist(50.0f, 200.0f);
std::uniform_real_distribution<float> rotDist(0.0f, 360.0f);
std::uniform_real_distribution<float> rotSpeedDist(-360.0f, 360.0f);
std::uniform_real_distribution<float> sizeDist(4.0f, 12.0f);
std::uniform_real_distribution<float> gravityDist(100.0f, 300.0f);
std::uniform_int_distribution<int> colorDist(0, 255);
// Create colorful confetti particles
const int numParticles = 200;
for (int i = 0; i < numParticles; ++i) {
ConfettiParticle particle;
particle.x = xDist(gen);
particle.y = yDist(gen);
particle.vx = vxDist(gen);
particle.vy = vyDist(gen);
particle.rotation = rotDist(gen);
particle.rotationSpeed = rotSpeedDist(gen);
particle.size = sizeDist(gen);
particle.lifetime = 5.0f; // 5 seconds
particle.gravity = gravityDist(gen);
// Bright, saturated colors
int colorChoice = i % 6;
switch (colorChoice) {
case 0: particle.r = 255; particle.g = 0; particle.b = 0; break; // Red
case 1: particle.r = 0; particle.g = 255; particle.b = 0; break; // Green
case 2: particle.r = 0; particle.g = 0; particle.b = 255; break; // Blue
case 3: particle.r = 255; particle.g = 255; particle.b = 0; break; // Yellow
case 4: particle.r = 255; particle.g = 0; particle.b = 255; break; // Magenta
case 5: particle.r = 0; particle.g = 255; particle.b = 255; break; // Cyan
}
confetti.push_back(particle);
}
}
void PuzzleSingleImageState::UpdateConfetti(float deltaTime) {
// Update all confetti particles
for (auto it = confetti.begin(); it != confetti.end();) {
it->lifetime -= deltaTime;
if (it->lifetime <= 0.0f) {
it = confetti.erase(it);
} else {
// Update position
it->x += it->vx * deltaTime;
it->y += it->vy * deltaTime;
// Apply gravity
it->vy += it->gravity * deltaTime;
// Update rotation
it->rotation += it->rotationSpeed * deltaTime;
// Add some air resistance
it->vx *= 0.99f;
++it;
}
}
}
void PuzzleSingleImageState::DrawConfetti(SDL_Renderer* target) {
for (const auto& particle : confetti) {
// Calculate alpha based on lifetime (fade out in last second)
Uint8 alpha = 255;
if (particle.lifetime < 1.0f) {
alpha = static_cast<Uint8>(255 * particle.lifetime);
}
// Draw confetti as small filled rectangles
float halfSize = particle.size / 2.0f;
float angle = particle.rotation * M_PI / 180.0f;
// Simple rectangle for confetti pieces
Sint16 x1 = static_cast<Sint16>(particle.x - halfSize * std::cos(angle));
Sint16 y1 = static_cast<Sint16>(particle.y - halfSize * std::sin(angle));
Sint16 x2 = static_cast<Sint16>(particle.x + halfSize * std::cos(angle));
Sint16 y2 = static_cast<Sint16>(particle.y + halfSize * std::sin(angle));
Sint16 x3 = static_cast<Sint16>(particle.x + halfSize * std::cos(angle) - halfSize * std::sin(angle));
Sint16 y3 = static_cast<Sint16>(particle.y + halfSize * std::sin(angle) + halfSize * std::cos(angle));
Sint16 x4 = static_cast<Sint16>(particle.x - halfSize * std::cos(angle) - halfSize * std::sin(angle));
Sint16 y4 = static_cast<Sint16>(particle.y - halfSize * std::sin(angle) + halfSize * std::cos(angle));
// Draw a filled polygon (quad)
Sint16 vx[] = {x1, x2, x3, x4};
Sint16 vy[] = {y1, y2, y3, y4};
filledPolygonRGBA(target, vx, vy, 4, particle.r, particle.g, particle.b, alpha);
}
}