src/PuzzleSingleImageState.hpp
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/*
===========================================================================
* 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 "sago/GameStateInterface.hpp"
#include "SDL.h"
#include <string>
#include <vector>
#include "rhash.h"
#include "Confetti.hpp"
class PuzzleSingleImageState : public sago::GameStateInterface {
public:
PuzzleSingleImageState();
PuzzleSingleImageState(const PuzzleSingleImageState& orig) = delete;
virtual ~PuzzleSingleImageState();
bool IsActive() override;
void ProcessInput(const SDL_Event& event, bool& processed) override;
void Draw(SDL_Renderer* target) override;
void Update() override;
void LoadPictureFromFile(const std::string& filename, SDL_Renderer* renderer);
void SplitPiece();
void SplitPiece(size_t piece_number);
void SplitPieceVertical(size_t piece_number);
void SplitPieceHorisontal(size_t piece_number);
void CreateRectangularPieces(int rows, int cols);
void Shuffle();
void CheckSolved();
void ResizeImage();
void ResizeImagePhysical();
void CreatePhysicalPieces();
void LaunchPieceEditor();
bool flipMode = false;
bool rectangularMode = false;
private:
bool shouldLaunchEditor = false;
void ClearPicture();
bool isActive = true;
bool puzzleSolved = false;
Confetti confetti;
SDL_Texture* pictureTex = NULL;
std::string imageFilePath = "";
int source_image_height = 1;
int source_image_width = 1;
// Swap animation
int swapAnimatingPiece1 = -1;
int swapAnimatingPiece2 = -1;
float swapAnimationTime = 0.0f;
const float swapAnimationDuration = 0.1f; // 100ms total
int resized_image_logical_height = 700;
int resized_image_logical_width = 1;
const int resized_image_logical_height_max = 700;
const int resized_image_logical_width_max = 1100;
int resized_image_physical_height = 700;
int resized_image_physical_width = 1100;
std::vector<SDL_Rect> pieces_logical;
std::vector<SDL_Rect> pieces_physical;
int min_piece_size = 120;
bool shuffeled = false;
std::vector<size_t> shuffeled_pieces;
std::vector<size_t> rotated_pieces;
int marked_piece = -1;
std::string picture_id = "";
};