MacLO/src/GameWindow.c

211 lines
6.4 KiB
C

// Copyright (c) Jon Thysell <http://jonthysell.com>
// Licensed under the MIT License.
#include "GameWindow.h"
void GameWindow_SetLightRect(const GameWindow *pGameWindow, Rect *pRect, const int8_t c, const int8_t r);
void GameWindow_DrawPlayMode(const GameWindow *pGameWindow, bool fullRefresh);
void GameWindow_DrawLevelCompleteMode(const GameWindow *pGameWindow, bool fullRefresh);
void GameWindow_ClickPlayMode(GameWindow *pGameWindow, const Point *pPosition);
void GameWindow_ClickLevelCompleteMode(GameWindow *pGameWindow, const Point *pPosition);
void GameWindow_Init(GameWindow *pGameWindow)
{
if (pGameWindow->Window != nil)
{
ShowError("\pGameWindow already initialized!", false);
}
pGameWindow->Window = GetNewWindow(BaseResID, nil, MoveToFront);
if (pGameWindow->Window == nil)
{
ShowError("\pGameWindow resource WIND BaseResID missing!", true);
}
pGameWindow->GameMode = Play;
// Setup rects
pGameWindow->PlayfieldRect.top = PlayfieldMargin;
pGameWindow->PlayfieldRect.bottom = pGameWindow->Window->portRect.bottom - PlayfieldMargin;
pGameWindow->PlayfieldRect.left = pGameWindow->PlayfieldRect.top;
pGameWindow->PlayfieldRect.right = pGameWindow->PlayfieldRect.bottom;
pGameWindow->HUDRect.top = HUDMargin;
pGameWindow->HUDRect.bottom = pGameWindow->Window->portRect.bottom - HUDMargin;
pGameWindow->HUDRect.left = pGameWindow->PlayfieldRect.right + HUDMargin;
pGameWindow->HUDRect.right = pGameWindow->Window->portRect.right - HUDMargin;
// Load first level
GameEngine_LoadLevel(&(pGameWindow->Engine), 0, false);
}
void GameWindow_Draw(const GameWindow *pGameWindow, bool fullRefresh)
{
const Rect *pContentRect = &(pGameWindow->Window->portRect);
SetPort(pGameWindow->Window);
if (fullRefresh)
{
// Fill background
FillRect(pContentRect, WindowPattern);
}
switch (pGameWindow->GameMode)
{
case Play:
GameWindow_DrawPlayMode(pGameWindow, fullRefresh);
break;
case LevelComplete:
GameWindow_DrawLevelCompleteMode(pGameWindow, fullRefresh);
break;
}
}
void GameWindow_SetLightRect(const GameWindow *pGameWindow, Rect *pRect, const int8_t c, const int8_t r)
{
pRect->top = pGameWindow->PlayfieldRect.top + PlayfieldPadding + LightMargin + (r * (LightMargin + LightSize));
pRect->bottom = pRect->top + LightSize;
pRect->left = pGameWindow->PlayfieldRect.left + PlayfieldPadding + LightMargin + (c * (LightMargin + LightSize));
pRect->right = pRect->left + LightSize;
}
void GameWindow_DrawPlayMode(const GameWindow *pGameWindow, bool fullRefresh)
{
int8_t r, c;
Rect lightRect;
Str255 levelStr, parStr, movesStr;
SetPort(pGameWindow->Window);
if (fullRefresh)
{
// Fill backgrounds
FillRoundRect(&(pGameWindow->PlayfieldRect), PlayfieldCornerSize, PlayfieldCornerSize, PlayfieldPattern);
FillRoundRect(&(pGameWindow->HUDRect), HUDCornerSize, HUDCornerSize, HUDPattern);
}
// Draw Playfield
// Draw lights
for (r = 0; r < PuzzleSize; r++)
{
for (c = 0; c < PuzzleSize; c++)
{
GameWindow_SetLightRect(pGameWindow, &lightRect, c, r);
if (GameEngine_GetLight(&(pGameWindow->Engine), c, r))
{
// Draw ON light
FillRoundRect(&lightRect, LightCornerSize, LightCornerSize, white);
}
else
{
// Draw OFF light
FillRoundRect(&lightRect, LightCornerSize, LightCornerSize, black);
}
}
}
// Draw HUD
ForeColor(blackColor);
TextFace(bold + outline);
// Draw Level
MoveTo(pGameWindow->HUDRect.left + 10, pGameWindow->HUDRect.top + 20);
DrawString("\pLevel: ");
NumToString((long)(pGameWindow->Engine.Level), &levelStr);
DrawString(levelStr);
// Draw Par
MoveTo(pGameWindow->HUDRect.left + 10, pGameWindow->HUDRect.top + 40);
DrawString("\pPar: ");
NumToString((long)(pGameWindow->Engine.Par), &parStr);
DrawString(parStr);
// Draw Moves
MoveTo(pGameWindow->HUDRect.left + 10, pGameWindow->HUDRect.top + 60);
DrawString("\pMoves: ");
NumToString((long)(pGameWindow->Engine.Moves), &movesStr);
DrawString(movesStr);
}
void GameWindow_DrawLevelCompleteMode(const GameWindow *pGameWindow, bool fullRefresh)
{
SetPort(pGameWindow->Window);
// TODO: Proper level complete
if (fullRefresh)
{
}
MoveTo(100, 100);
DrawString("\pLevel Complete! Click to continue.");
}
void GameWindow_Show(const GameWindow *pGameWindow)
{
ShowWindow(pGameWindow->Window);
}
void GameWindow_Click(GameWindow *pGameWindow, const Point *pPosition)
{
switch (pGameWindow->GameMode)
{
case Play:
GameWindow_ClickPlayMode(pGameWindow, pPosition);
break;
case LevelComplete:
GameWindow_ClickLevelCompleteMode(pGameWindow, pPosition);
break;
}
}
void GameWindow_ClickPlayMode(GameWindow *pGameWindow, const Point *pPosition)
{
int8_t r, c;
Rect lightRect;
if (PtInRect(*pPosition, &(pGameWindow->PlayfieldRect)))
{
// Click within Playfield
for (r = 0; r < PuzzleSize; r++)
{
for (c = 0; c < PuzzleSize; c++)
{
GameWindow_SetLightRect(pGameWindow, &lightRect, c, r);
if (PtInRect(*pPosition, &lightRect))
{
GameEngine_ToggleLights(&(pGameWindow->Engine), c, r);
GameWindow_Draw(pGameWindow, false);
break;
}
}
}
if (GameEngine_IsCompleted(&(pGameWindow->Engine)))
{
// Level was completed in the last click
pGameWindow->GameMode = LevelComplete;
GameWindow_Draw(pGameWindow, true);
}
}
else if (PtInRect(*pPosition, &(pGameWindow->HUDRect)))
{
// Click within HUD
}
}
void GameWindow_ClickLevelCompleteMode(GameWindow *pGameWindow, const Point *pPosition)
{
// TODO: Proper click handling
GameEngine_LoadLevel(&(pGameWindow->Engine), pGameWindow->Engine.Level + 1, pGameWindow->Engine.SetB);
pGameWindow->GameMode = Play;
GameWindow_Draw(pGameWindow, true);
}