#include #include #include #include #include "game.h" #include "domino.h" #include "assets/dominos.h" #define MIN(a,b) (((a)<(b))?(a):(b)) #define MAX(a,b) (((a)>(b))?(a):(b)) #define CLAMP(x,a,b) (MIN(MAX(x,a),b)) int mouse_x = 0, mouse_y = 0; int eyes_front = 0, eyes_back = 0; struct bricks bricks = {0}; void key_callback(int key, int scancode, int action, int mods) { if (action != GLFW_PRESS) return; switch (key) { case GLFW_KEY_ENTER: break; case GLFW_KEY_BACKSPACE: break; } } void cursor_position_callback(int xpos, int ypos) { mouse_x = xpos; mouse_y = ypos; } void mouse_button_callback(int button, int action, int mods) { printf("click!\n"); if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) { if (++eyes_back >= NUM_DOMINO_X) { eyes_back = 0; eyes_front = (eyes_front+1)%NUM_DOMINO_Y; } } } void init() { bricks_append( &bricks, (struct brick) { .front = {.x = 10, .y = 5, .val = 3}, .back = {.x = 11, .y = 5, .val = 2}, } ); bricks_append( &bricks, (struct brick) { .front = {.x = 12, .y = 5, .val = 2}, .back = {.x = 13, .y = 5, .val = 5}, } ); } void draw_image(decoded_image img) { for (size_t i = 0; i < img.buf_size; i++) img.buf[i] = i; for (size_t i = 0; i < bricks.count; i++) { struct brick *b = &bricks.items.brick[i]; for (int y = 0; y < DOMINO_HEIGHT; y++) { for (int x = 0; x < DOMINO_WIDTH; x++) { img.buf[(b->front.y * 10 + y) * img.width + b->front.x * 10 + x] = (*(uint32_t*) &domino[b->front.val][b->back.val][y * DOMINO_WIDTH * BYTES_PER_PIXEL + x * BYTES_PER_PIXEL]); } } } for (int y = 0; y < DOMINO_HEIGHT; y++) { for (int x = 0; x < DOMINO_WIDTH; x++) { img.buf[(CLAMP(mouse_y, 0, img.height) + y) * img.width + CLAMP(mouse_x, 0, img.width) + x] = (*(uint32_t*) &domino[eyes_front][eyes_back][y * DOMINO_WIDTH * BYTES_PER_PIXEL + x * BYTES_PER_PIXEL]); } } }