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| -rw-r--r-- | frontends/sdl/data/LICENSE.txt (renamed from frontends/sdl/LICENSE.txt) | 0 | ||||
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| -rw-r--r-- | frontends/sdl/meson.build | 10 | ||||
| -rw-r--r-- | frontends/sdl/sdl_ui.c | 461 | ||||
| -rw-r--r-- | lib/cetris.c | 6 | ||||
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@@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/> + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. By contrast, +the GNU General Public License is intended to guarantee your freedom to +share and change all versions of a program--to make sure it remains free +software for all its users. We, the Free Software Foundation, use the +GNU General Public License for most of our software; it applies also to +any other work released this way by its authors. You can apply it to +your programs, too. + + When we speak of free software, we are referring to freedom, not +price. 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If not, see <https://www.gnu.org/licenses/>. + +Also add information on how to contact you by electronic and paper mail. + + If the program does terminal interaction, make it output a short +notice like this when it starts in an interactive mode: + + <program> Copyright (C) <year> <name of author> + This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +<https://www.gnu.org/licenses/>. + + The GNU General Public License does not permit incorporating your program +into proprietary programs. If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +<https://www.gnu.org/licenses/why-not-lgpl.html>. diff --git a/frontends/sdl/cetris_sdl.h b/frontends/sdl/cetris_sdl.h new file mode 100644 index 0000000..8b41101 --- /dev/null +++ b/frontends/sdl/cetris_sdl.h @@ -0,0 +1,44 @@ +typedef struct { + SDL_Color main; + SDL_Color off; + SDL_Color text; +} color_scheme_t; + +color_scheme_t dark_mode = { + .main = (SDL_Color){100, 100, 100, 255}, + .off = (SDL_Color){50, 50, 50, 255}, + .text = (SDL_Color){240, 240, 240, 255} +}; + +color_scheme_t light_mode = { + .main = (SDL_Color){255, 255, 255, 255}, + .off = (SDL_Color){235, 235, 235, 255}, + .text = (SDL_Color){10, 10, 10, 255} +}; + +SDL_Color mino_colors[7] = { + (SDL_Color){253,253,150,255}, // Yellow + (SDL_Color){174,198,207,255}, // Aqua + (SDL_Color){255,105,97,255}, // Red + (SDL_Color){170,221,119,255}, // Olive + (SDL_Color){255,179,71,255}, // Orange + (SDL_Color){119,158,203,255}, // Navy + (SDL_Color){177,156,217,255} // Purple +}; + +typedef struct { + SDL_AudioSpec wav_spec; + uint32_t wav_length; + uint8_t *wav_buffer; +} audio_clip_t; + +typedef struct { + TTF_Font *font; + int size; +} font_t; + +typedef struct { + cetris_game* game; + color_scheme_t scheme; + float count_down; +} game_board_t; diff --git a/frontends/sdl/LICENSE.txt b/frontends/sdl/data/LICENSE.txt index 75b5248..75b5248 100644 --- a/frontends/sdl/LICENSE.txt +++ b/frontends/sdl/data/LICENSE.txt diff --git a/frontends/sdl/OpenSans-Regular.ttf b/frontends/sdl/data/OpenSans-Regular.ttf Binary files differindex 29bfd35..29bfd35 100644 --- a/frontends/sdl/OpenSans-Regular.ttf +++ b/frontends/sdl/data/OpenSans-Regular.ttf diff --git a/frontends/sdl/audio/yea_0.wav b/frontends/sdl/data/yea_0.wav Binary files differindex 6fa9fdf..6fa9fdf 100644 --- a/frontends/sdl/audio/yea_0.wav +++ b/frontends/sdl/data/yea_0.wav diff --git a/frontends/sdl/audio/yea_1.wav b/frontends/sdl/data/yea_1.wav Binary files differindex 3c795ec..3c795ec 100644 --- a/frontends/sdl/audio/yea_1.wav +++ b/frontends/sdl/data/yea_1.wav diff --git a/frontends/sdl/audio/yea_2.wav b/frontends/sdl/data/yea_2.wav Binary files differindex 67511b9..67511b9 100644 --- a/frontends/sdl/audio/yea_2.wav +++ b/frontends/sdl/data/yea_2.wav diff --git a/frontends/sdl/audio/yea_3.wav b/frontends/sdl/data/yea_3.wav Binary files differindex 4098797..4098797 100644 --- a/frontends/sdl/audio/yea_3.wav +++ b/frontends/sdl/data/yea_3.wav diff --git a/frontends/sdl/meson.build b/frontends/sdl/meson.build index 1953c08..e838ce9 100644 --- a/frontends/sdl/meson.build +++ b/frontends/sdl/meson.build @@ -14,13 +14,9 @@ else deps += dependency('SDL2_ttf') endif -configure_file(input: 'config.ini', - output: 'config.ini', - copy: true, install: false) - -configure_file(input: 'OpenSans-Regular.ttf', - output: 'OpenSans-Regular.ttf', - copy: true, install: false) +run_command( + 'bash', '-c', 'cp -r $MESON_SOURCE_ROOT/frontends/sdl/data $MESON_BUILD_ROOT/frontends/sdl' +) executable('cetris', src, dependencies: deps, diff --git a/frontends/sdl/sdl_ui.c b/frontends/sdl/sdl_ui.c index e5b371a..1af4f93 100644 --- a/frontends/sdl/sdl_ui.c +++ b/frontends/sdl/sdl_ui.c @@ -18,52 +18,27 @@ #include <rules.h> #include <ini.h> -#define W 570 -#define H 640 +#include "cetris_sdl.h" -#define BLOCK_SIZE 25 - -#define X_OFFSET (W/2) - (BLOCK_SIZE * 5) -#define Y_OFFSET (H/2) - (BLOCK_SIZE * 10) +#define W 1280 +#define H 720 +#define FRAME_RATE 60 SDL_Renderer* render; -TTF_Font* normal_font; -TTF_Font* big_font; SDL_Window *window; SDL_Surface *screen; -bool show_menu; -int menu_index; - -bool dark_mode; -SDL_Color main_color; -SDL_Color off; -SDL_Color text; - -float count_down; - cetris_game g; -typedef struct { - SDL_AudioSpec wav_spec; - uint32_t wav_length; - uint8_t *wav_buffer; -} audio_clip; +game_board_t main_board; -audio_clip clear_sound[4]; -SDL_AudioDeviceID audio_device; +int font_count; +font_t fonts[10]; -uint8_t colors[7][3] = { - {253,253,150}, // Yellow - {174,198,207}, // Aqua - {255,105,97}, // Red - {170,221,119}, // Olive - {255,179,71}, // Orange - {119,158,203}, // Navy - {177,156,217} // Purple -}; +audio_clip_t clear_sound[4]; +SDL_AudioDeviceID audio_device; -void setup() { +void setup_sdl() { SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO); window = SDL_CreateWindow("cetris", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, W, H, SDL_WINDOW_SHOWN); screen = SDL_GetWindowSurface(window); @@ -73,27 +48,31 @@ void setup() { if (!render) exit(fprintf(stderr, "err: could not create SDL renderer\n")); TTF_Init(); - normal_font = TTF_OpenFont("OpenSans-Regular.ttf", 20); - big_font = TTF_OpenFont("OpenSans-Regular.ttf", 30); - TTF_SetFontHinting(normal_font, TTF_HINTING_MONO); - TTF_SetFontHinting(big_font, TTF_HINTING_MONO); for (int i = 0; i < 4; i++) { char name[25]; - sprintf(name, "audio/yea_%i.wav", i); + sprintf(name, "data/yea_%i.wav", i); SDL_LoadWAV(name, &(clear_sound[i].wav_spec), &(clear_sound[i].wav_buffer), &(clear_sound[i].wav_length)); } audio_device = SDL_OpenAudioDevice(NULL, 0, &(clear_sound[0].wav_spec), NULL, 0); if (audio_device == 0) printf("failed to open audio device\n"); } -void draw_text(char* string, int x, int y, bool big) { - SDL_Surface *surface; - if (big) { - surface = TTF_RenderText_Solid(big_font, string, text); - } else { - surface = TTF_RenderText_Solid(normal_font, string, text); +TTF_Font* get_font(int size) { + for (int i = 0; i < font_count; i++) { + if (fonts[i].size == size) { + return fonts[i].font; + } } + fonts[font_count].font = TTF_OpenFont("data/OpenSans-Regular.ttf", size); + TTF_SetFontHinting(fonts[font_count].font, TTF_HINTING_MONO); + fonts[font_count].size = size; + return fonts[font_count++].font; +} + +void draw_text(char* string, int x, int y, TTF_Font* font, SDL_Color color) { + SDL_Surface *surface; + surface = TTF_RenderText_Solid(font, string, color); SDL_Rect message; message.x = x; @@ -107,194 +86,171 @@ void draw_text(char* string, int x, int y, bool big) { SDL_FreeSurface(surface); } -void load_colors() { - if (dark_mode) { - main_color = (SDL_Color){100, 100, 100, 255}; - off = (SDL_Color){50, 50, 50, 255}; - text = (SDL_Color){240, 240, 240, 255}; - SDL_SetRenderDrawBlendMode(render, SDL_BLENDMODE_ADD); - } else { - main_color = (SDL_Color){255, 255, 255, 255}; - off = (SDL_Color){235, 235, 235, 255}; - text = (SDL_Color){10, 10, 10, 255}; - SDL_SetRenderDrawBlendMode(render, SDL_BLENDMODE_BLEND); - } +void draw_block(int x, int y, int width, int height, SDL_Color c, SDL_Color off) { + SDL_Rect b = {x, y, width, height}; + SDL_SetRenderDrawColor(render, c.r, c.g, c.b, c.a); + SDL_RenderFillRect(render, &b); + SDL_RenderDrawRect(render, &b); + SDL_SetRenderDrawColor(render, off.r, off.g, off.b, off.a); + b.y--; b.x--; b.w++; b.h++; + SDL_RenderDrawRect(render, &b); } -void draw_menu() { - SDL_Texture *m = SDL_CreateTexture(render, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, W, H); - SDL_SetRenderTarget(render, m); +void draw_board(game_board_t* board, int x, int y, int w, int h) { + SDL_Rect background = {x, y, w, h}; - SDL_SetRenderDrawColor(render, main_color.r, main_color.g, main_color.b, 255); - SDL_RenderClear(render); - - if (menu_index == 0) { - draw_text("> Play <", 80, (H / 2) - 30, true); - } else { - draw_text("Play", 80, (H / 2) - 30, true); - } - if (menu_index == 1) { - draw_text("> Config <", 80, (H / 2), true); - } else { - draw_text("Config", 80, (H / 2), true); - } + SDL_SetRenderDrawColor(render, + board->scheme.off.r - (fmod((double)board->count_down, (double)1.0) * 50), + board->scheme.off.g, board->scheme.off.b, board->scheme.off.a); - SDL_SetRenderTarget(render, NULL); + SDL_RenderFillRect(render, &background); + SDL_RenderDrawRect(render, &background); - SDL_Point center = {W / 2, H / 2}; - SDL_RenderCopyEx(render, m, NULL, NULL, 0, ¢er, SDL_FLIP_NONE); + SDL_SetRenderDrawColor(render, board->scheme.main.r, + board->scheme.main.g, board->scheme.main.b, board->scheme.main.a); - SDL_DestroyTexture(m); -} + int board_x = board->game->config.board_x; + int board_y = board->game->config.board_y; + int board_visible = board_y - board->game->config.board_visible; -void draw_game() { - SDL_Texture *m = SDL_CreateTexture(render, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, W, H); - SDL_SetRenderTarget(render, m); - - SDL_SetRenderDrawColor(render, main_color.r, main_color.g, main_color.b, 255); - SDL_RenderClear(render); - - SDL_Rect board = {X_OFFSET + 1, Y_OFFSET, 250, 500}; - SDL_Rect queue = {W - (W / 4), Y_OFFSET, (BLOCK_SIZE * 4) + 20, BLOCK_SIZE * 5 * 3}; - SDL_Rect hold = {30, Y_OFFSET, BLOCK_SIZE * 4, BLOCK_SIZE * 4}; - SDL_SetRenderDrawColor(render, off.r - (fmod((double)count_down, (double)1.0) * 50), off.g, off.b, 255); - SDL_RenderFillRect(render, &board); - SDL_RenderFillRect(render, &queue); - SDL_RenderFillRect(render, &hold); - SDL_RenderDrawRect(render, &board); - SDL_RenderDrawRect(render, &queue); - SDL_RenderDrawRect(render, &hold); + float block_width = w / board->game->config.board_x; + float block_height = h / board->game->config.board_visible; - int BOARD_Y = g.config.board_y; - int BOARD_X = g.config.board_x; - int BOARD_VISIBLE = g.config.board_y - g.config.board_visible; - - SDL_SetRenderDrawColor(render, main_color.r, main_color.g, main_color.b, 255); - for (int x = 0; x < BOARD_X + 1; x++) { - int rx = X_OFFSET + 1 + (x * BLOCK_SIZE); - SDL_RenderDrawLine(render, rx, Y_OFFSET + 1, rx, Y_OFFSET + 500); - } - for (int y = 0; y < BOARD_Y - BOARD_VISIBLE + 1; y++) { - int ry = Y_OFFSET + (y * BLOCK_SIZE); - SDL_RenderDrawLine(render, X_OFFSET + 1, ry, X_OFFSET + 250, ry); + for (int s = 0; s < board_x + 1; s++) { + int rx = x + (s * block_width); + SDL_RenderDrawLine(render, rx, y + 1, rx, y + h); } - SDL_Rect b = {0, 0, BLOCK_SIZE, BLOCK_SIZE}; - SDL_Rect w = {0, 0, BLOCK_SIZE + 1, BLOCK_SIZE + 1}; - - for (int y = 0; y < 4; y++) { - for (int x = 0; x < 4; x++) { - if ((g.current.m[y]>>(3 - x))&1) { - b.x = X_OFFSET + ((x + g.current.pos.x) * BLOCK_SIZE) + 1; - b.y = (Y_OFFSET + ((y + g.current.pos.y) * BLOCK_SIZE)) - (BOARD_VISIBLE * BLOCK_SIZE); - - uint8_t (*color)[3] = &(colors[g.current.t]); - SDL_SetRenderDrawColor(render, (*color)[0], (*color)[1], (*color)[2], 255); - - SDL_RenderFillRect(render, &b); - SDL_RenderDrawRect(render, &b); - - SDL_SetRenderDrawColor(render, off.r, off.g, off.b, 255); - w.y = b.y - 1; - w.x = b.x - 1; - SDL_RenderDrawRect(render, &w); + for (int j = 0; j < board->game->config.board_visible + 1; j++) { + int ry = y + (j * block_height); + SDL_RenderDrawLine(render, x, ry, x + w, ry); + } - b.y = (Y_OFFSET + ((y + g.current.ghost_y) * BLOCK_SIZE)) - (BOARD_VISIBLE * BLOCK_SIZE); + for (int s = board->game->highest_line; s < board_y; s++) { + for (int j = 0; j < board_x; j++) { + if (board->game->board[j][s] & SLOT_OCCUPIED) { + if (g.line_remove_tick[s]) { + if (board->game->tick % 2 == 0) { + continue; + } + } - w.y = b.y - 1; - SDL_RenderDrawRect(render, &w); - - SDL_SetRenderDrawColor(render, (*color)[0], (*color)[1], (*color)[2], 160); - SDL_RenderFillRect(render, &b); - SDL_RenderDrawRect(render, &b); + int block_x = x + (j * block_width); + int block_y = (y + ((s - board_visible) * block_height)); + SDL_Color mino_color = mino_colors[(board->game->board[j][s] >> 5)]; + draw_block(block_x, block_y, block_width, block_height, + mino_color, board->scheme.off); } + } + } - if (g.piece_held) { - if ((g.held.m[y]>>(3 - x))&1) { - b.x = 40 + ((x) * BLOCK_SIZE); - b.y = Y_OFFSET + ((y) * BLOCK_SIZE); - if (g.held.t == MINO_I) { - b.x -= 10; - b.y += 10; - } - if (g.held.t == MINO_O) b.x -= 10; + for (int s = 0; s < 4; s++) { + for (int j = 0; j < 4; j++) { + if ((board->game->current.m[s]>>(3 - j))&1) { + int block_x = x + ((j + board->game->current.pos.x) * block_width); + int block_y = y + ((s + board->game->current.pos.y) - board_visible) * block_height; - uint8_t (*color)[3] = &(colors[g.held.t]); - SDL_SetRenderDrawColor(render, (*color)[0], (*color)[1], (*color)[2], 255); - - SDL_RenderFillRect(render, &b); - SDL_RenderDrawRect(render, &b); + SDL_Color mino_color = mino_colors[board->game->current.t]; + draw_block(block_x, block_y, block_width, block_height, + mino_color, board->scheme.off); + + int ghost_y = y + ((s + board->game->current.ghost_y) - board_visible) * block_height; + if (ghost_y != block_y) { + mino_color.a -= 100; - SDL_SetRenderDrawColor(render, off.r, off.g, off.b, 255); - w.y = b.y - 1; - w.x = b.x - 1; - SDL_RenderDrawRect(render, &w); + draw_block(block_x, ghost_y, block_width, block_height, + mino_color, board->scheme.off); } } + } + } - for (int i = 0; i < 5; i++) { - int index = (g.current_index + i); + if (board->count_down > 0) board->count_down-=(1.0/FRAME_RATE); +} - uint8_t mino; - if (index <= 6) { - mino = g.piece_queue[index]; - } else { - index = index % 7; - mino = g.next_queue[index]; - } +void draw_held_piece(game_board_t* board, int x, int y, int w, int h) { + float block_width = w / 4; + float block_height = h / 4; - uint8_t (*color)[3] = &(colors[mino]); - uint8_t res = (default_matrices[mino][y]>>(3 - x))&1; + SDL_Rect hold = {x, y, w + 1, h}; - if (res) { - b.x = 20 + (W - (W / 4)) + (x * BLOCK_SIZE); - b.y = (Y_OFFSET - 10) + (BLOCK_SIZE * i * 3) + (y * BLOCK_SIZE); - if (mino == MINO_I) { - b.x -= 10; - b.y += 10; - } - if (mino == MINO_O) b.x -= 10; - SDL_SetRenderDrawColor(render, (*color)[0], (*color)[1], (*color)[2], 255); - - SDL_RenderFillRect(render, &b); - SDL_RenderDrawRect(render, &b); + SDL_SetRenderDrawColor(render, board->scheme.main.r, + board->scheme.main.g, board->scheme.main.b, board->scheme.main.a); - SDL_SetRenderDrawColor(render, off.r, off.g, off.b, 255); - w.y = b.y - 1; - w.x = b.x - 1; - SDL_RenderDrawRect(render, &w); + SDL_RenderFillRect(render, &hold); + SDL_RenderDrawRect(render, &hold); + + if (!board->game->piece_held) return; + for (int s = 0; s < 4; s++) { + for (int j = 0; j < 4; j++) { + if ((board->game->held.m[s]>>(3 - j))&1) { + float block_x = x + (j * block_width) + (block_width / 2.0); + int block_y = y + (s * block_height); + if (board->game->held.t == MINO_I) { + block_x -= block_width / 2; + block_x++; + block_y += block_height / 2; } + if (board->game->held.t == MINO_O) + block_x -= block_width / 2; + + SDL_Color mino_color = mino_colors[board->game->held.t]; + draw_block(block_x, block_y, block_width, block_height, + mino_color, board->scheme.off); + } } } +} - for (int x = 0; x < BOARD_X; x++) { - for (int y = g.highest_line; y < BOARD_Y; y++) { - if (g.board[x][y] & SLOT_OCCUPIED) { - b.x = X_OFFSET + (x * BLOCK_SIZE) + 1; - b.y = (Y_OFFSET + (y * BLOCK_SIZE)) - (BOARD_VISIBLE * BLOCK_SIZE); - - if (g.line_remove_tick[y]) { - if ((int)g.tick % 2 == 0) { - continue; - } - } +void draw_piece_queue(game_board_t* board, int x, int y, int w, int h) { + float block_width = (w / 4); + float block_height = h / 15; + + SDL_SetRenderDrawColor(render, board->scheme.main.r, + board->scheme.main.g, board->scheme.main.b, board->scheme.main.a); - SDL_SetRenderDrawColor(render, off.r, off.g, off.b, 255); - w.y = b.y - 1; - w.x = b.x - 1; - SDL_RenderDrawRect(render, &w); + SDL_Rect queue = {x, y, w + 1, h}; + SDL_RenderFillRect(render, &queue); + SDL_RenderDrawRect(render, &queue); - uint8_t (*color)[3] = &(colors[(g.board[x][y] >> 5)]); - SDL_SetRenderDrawColor(render, (*color)[0], (*color)[1], (*color)[2], 255); - SDL_RenderFillRect(render, &b); + for (int i = 0; i < 5; i++) { + int index = (board->game->current_index + i); - SDL_RenderDrawRect(render, &b); + uint8_t mino; + if (index <= 6) { + mino = board->game->piece_queue[index]; + } else { + index = index % 7; + mino = board->game->next_queue[index]; + } + + for (int s = 0; s < 4; s++) { + for (int j = 0; j < 4; j++) { + + if ((default_matrices[mino][s]>>(3 - j))&1) { + float block_x = x + (j) * block_width + (block_width / 2.0); + int block_y = y + ((i * 3) + s) * block_height; + if (mino == MINO_I) { + block_x -= block_width / 2; + block_x++; + block_y += block_height / 2; + } + if (mino == MINO_O) + block_x -= block_width / 2; + + SDL_Color mino_color = mino_colors[mino]; + draw_block(block_x, block_y, block_width, block_height, + mino_color, board->scheme.off); + + } } } } +} +void draw_timer(game_board_t *board, int x, int y) { char *buf = malloc(200); long double second = g.timer / 1000000.0f; if (second > 60.0f) { @@ -304,72 +260,90 @@ void draw_game() { } else { sprintf(buf, "%.6Lf", second); } - draw_text(buf, 20, H - 40, false); + draw_text(buf, x, y, get_font(25), board->scheme.text); - sprintf(buf, "lines remaining: %i", 20 - g.lines); - draw_text(buf, 20, H - 60, false); + //sprintf(buf, "lines remaining: %i", 20 - g.lines); + //draw_text(buf, 20, H - 60, false); free(buf); +} + + +void draw() { + SDL_Texture *m = SDL_CreateTexture(render, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, W, H); + SDL_SetRenderTarget(render, m); + + SDL_SetRenderDrawColor(render, main_board.scheme.main.r, + main_board.scheme.main.g, main_board.scheme.main.b, 255); + SDL_RenderClear(render); + + draw_board(&main_board, (W / 2) - 125, (H / 2) - 250, 250, 500); + draw_held_piece(&main_board, (W / 2) - 225, (H / 2) - 250, 100, 100); + draw_piece_queue(&main_board, (W / 2) + 125, (H / 2) - 250, 100, 400); + draw_timer(&main_board, 20, 20); SDL_SetRenderTarget(render, NULL); SDL_Point center = {W / 2, H / 2}; SDL_RenderCopyEx(render, m, NULL, NULL, 0, ¢er, SDL_FLIP_NONE); + SDL_RenderPresent(render); SDL_DestroyTexture(m); - - if (count_down > 0) { - count_down-=(1.0/60.0); - } } int main(void) { - setup(); - - ini_parser p; - load_ini_file(&p, "config.ini"); + setup_sdl(); cetris_config config = tetris_ds_config; - - int das = atoi(get_ini_value(&p, "das", "das")); - config.das_das = das; - - int arr = atoi(get_ini_value(&p, "das", "arr")); - config.das_arr = arr; - config.win_condition = twenty_line_sprint; config.levels = &tetris_worlds_levels[0]; config.wait_on_clear = 0; - char* drop_delay = get_ini_value(&p, "game", "drop_delay"); - if (drop_delay) config.drop_period = atoi(drop_delay); - - char* next_piece_delay = get_ini_value(&p, "game", "next_piece_delay"); - if (next_piece_delay) config.next_piece_delay = atoi(next_piece_delay); + bool dark_theme = false; + + ini_parser p; + if (load_ini_file(&p, "config.ini")) { + int das = atoi(get_ini_value(&p, "das", "das")); + config.das_das = das; - char* lock_delay = get_ini_value(&p, "game", "lock_delay"); - if (lock_delay) config.lock_delay = atoi(lock_delay); + int arr = atoi(get_ini_value(&p, "das", "arr")); + config.das_arr = arr; - char* force_lock = get_ini_value(&p, "game", "force_lock"); - if (force_lock) config.force_lock = atoi(force_lock); + char* drop_delay = get_ini_value(&p, "game", "drop_delay"); + if (drop_delay) config.drop_period = atoi(drop_delay); + + char* next_piece_delay = get_ini_value(&p, "game", "next_piece_delay"); + if (next_piece_delay) config.next_piece_delay = atoi(next_piece_delay); - char* wait_on_clear = get_ini_value(&p, "game", "wait_on_clear"); - if (wait_on_clear) config.wait_on_clear = atoi(wait_on_clear); + char* lock_delay = get_ini_value(&p, "game", "lock_delay"); + if (lock_delay) config.lock_delay = atoi(lock_delay); - char* line_delay_clear = get_ini_value(&p, "game", "line_clear_delay"); - if (line_delay_clear) config.line_delay_clear = atoi(line_delay_clear); + char* force_lock = get_ini_value(&p, "game", "force_lock"); + if (force_lock) config.force_lock = atoi(force_lock); - char *dark = get_ini_value(&p, "ui", "dark_mode"); - if (dark) dark_mode = atoi(dark); - else dark_mode = 0; + char* wait_on_clear = get_ini_value(&p, "game", "wait_on_clear"); + if (wait_on_clear) config.wait_on_clear = atoi(wait_on_clear); - load_colors(); + char* line_delay_clear = get_ini_value(&p, "game", "line_clear_delay"); + if (line_delay_clear) config.line_delay_clear = atoi(line_delay_clear); + + char *dark = get_ini_value(&p, "ui", "dark_mode"); + if (dark && atoi(dark)) { + dark_theme = true; + } + } - show_menu = false; - menu_index = 0; + if (dark_theme) { + main_board.scheme = dark_mode; + SDL_SetRenderDrawBlendMode(render, SDL_BLENDMODE_ADD); + } else { + main_board.scheme = light_mode; + SDL_SetRenderDrawBlendMode(render, SDL_BLENDMODE_BLEND); + } - count_down = 3; + main_board.count_down = 3; init_game(&g, &config); + main_board.game = &g; SDL_Event e; for(;;) { @@ -412,7 +386,7 @@ int main(void) { move_piece(&g, ROTATE_CCW); break; case 'r': cetris_stop_game(&g); - count_down = 3; + main_board.count_down = 3; break; } break; @@ -437,16 +411,11 @@ int main(void) { } } - if (show_menu) { - draw_menu(); - } else { - draw_game(); - } - - if (count_down < 0 && g.waiting) { + draw(); + + if (main_board.count_down < 0 && g.waiting) { cetris_start_game(&g); } - SDL_RenderPresent(render); if (g.line_event) { int index = g.line_combo - 1; @@ -456,7 +425,7 @@ int main(void) { g.line_event = false; } - SDL_Delay(1000 / 60); + SDL_Delay(1000 / FRAME_RATE); } } diff --git a/lib/cetris.c b/lib/cetris.c index 288b82b..3bff1f1 100644 --- a/lib/cetris.c +++ b/lib/cetris.c @@ -403,9 +403,9 @@ void update_board(cetris_game *g) { CETRIS_EXPORT void hold_piece(cetris_game *g) { if (g->current.held) return; if (g->piece_held) { - tetrimino tmp = g->current; + uint8_t tmp = g->current.t; g->current = g->held; - g->held = tmp; + set_piece(g, tmp, &g->held); } else { set_piece(g, g->current.t, &g->held); g->piece_held = true; @@ -582,5 +582,3 @@ CETRIS_EXPORT bool update_game_tick(cetris_game *g) { return true; } - - diff --git a/lib/timer.c b/lib/timer.c index 0a1504c..8b7b221 100644 --- a/lib/timer.c +++ b/lib/timer.c @@ -1,7 +1,7 @@ #include <cetris.h> #ifdef _WIN32 -#include <window.h> +#include <windows.h> #if CETRIS_HI_RES DWORD WINAPI cetris_game_loop(void* data) { |