src/PuzzleSingleImageState.cpp
browsing at commit = ed9fdc70318b67571757c1d81287ec49d271bfab
/*
===========================================================================
* 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>
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) {
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.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;
}
}