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CMakeLists.txt Normal file
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cmake_minimum_required(VERSION 2.6)
project(pssp)
### Set directories
# Set include directory
include_directories(src)
# Set an output directory for our binaries
set(BIN_DIR ${pssp_SOURCE_DIR})
# Set sources dir
file(GLOB_RECURSE SRC_DIR RELATIVE ${CMAKE_SOURCE_DIR} "src/*.cpp")
# Bump up warning levels appropriately for clang, gcc & msvc
# Also set debug/optimization flags depending on the build type.
# IDE users choose this when selecting the build mode in their IDE
if (${CMAKE_CXX_COMPILER_ID} STREQUAL "GNU" OR ${CMAKE_CXX_COMPILER_ID} STREQUAL "Clang")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Wextra -pedantic -std=c++17")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS} ${CMAKE_CXX_FLAGS_DEBUG} -g")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS} ${CMAKE_CXX_FLAGS_RELEASE} -O2")
elseif (${CMAKE_CXX_COMPILER_ID} STREQUAL "MSVC")
if (CMAKE_CXX_FLAGS MATCHES "/W[0-4]")
string(REGEX REPLACE "/W[0-4]" "/W4" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
else()
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /W4")
endif()
endif()
### Find SFML stuff
# Use our modified FindSDL2* modules
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${pssp_SOURCE_DIR}/cmake")
# Look up SDL2 and add the include directory to our include path
find_package(SDL2 REQUIRED)
include_directories(${SDL2_INCLUDE_DIR})
# Look up SDL2_Image and add the include directory to our include path
find_package(SDL2_image REQUIRED)
include_directories(${SDL2_IMAGE_INCLUDE_DIR})
# Look up SDL2_TTF and add the include directory to our include path
find_package(SDL2_ttf REQUIRED)
include_directories(${SDL2_TTF_INCLUDE_DIR})
# Look up SDL2_mixer and add the include directory to our include path
find_package(SDL2_mixer REQUIRED)
include_directories(${SDL2_MIXER_INCLUDE_DIR})
#### Binaries
# Make executable and indclude all the sources
add_executable(pssp ${SRC_DIR})
#Link executable against SDL2 and its extensions
target_link_libraries(pssp stdc++fs ${SDL2_LIBRARY} ${SDL2_IMAGE_LIBRARY} ${SDL2_TTF_LIBRARY} ${SDL2_MIXER_LIBRARY})
install(TARGETS pssp RUNTIME DESTINATION ${BIN_DIR})

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LICENSE.md Normal file
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GNU GENERAL PUBLIC LICENSE
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SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
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 3 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 <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>.

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This project is just a little minigame I did in 3 days for a friend to test how fast could I program a semi decent puzzle game by my very own. I'm kind of proud of how it turned out, I think it's okay
## Features
- Custom loading images under the images folder
- Puzzle division amount selection
- Near infinite amount of image holding capability
## Compiling
Dependencies:
- SDL2
- SDL2\_ttf
- SDL2\_image
Note: depending on the distribution you have you could just do an apt install, or pacman or whatever "libsdl2*" and you got all the libraries.
To compile it just follow the standard CMake procedure:
mkdir build && cd build
cmake ../
make
make install
## "TO-DOs"
In quotiation marks because it's not like I'm gonna do these, but just to signal am aware of the shortcomings it has. It is very basic and not really enjoyable.
- It's super, easy. There's a harder mode called direct mode implemented but it's not accessible from the game. It's just adding a button on the menu but I'm too lazy to implement that right now.
- The images look squashed. Yeah, that's a bummer, but what can I do, too much work to figure that out.
- Saving state of which images are completed.
## License
This code is under the GNU GPLv3 so feel free to do whatever you want with it. If you want to improve it or something feel free to fork it or something, that would be very rad.

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# Locate SDL2 library
# This module defines
# SDL2_LIBRARY, the name of the library to link against
# SDL2_FOUND, if false, do not try to link to SDL2
# SDL2_INCLUDE_DIR, where to find SDL.h
#
# This module responds to the the flag:
# SDL2_BUILDING_LIBRARY
# If this is defined, then no SDL2_main will be linked in because
# only applications need main().
# Otherwise, it is assumed you are building an application and this
# module will attempt to locate and set the the proper link flags
# as part of the returned SDL2_LIBRARY variable.
#
# Don't forget to include SDL2main.h and SDL2main.m your project for the
# OS X framework based version. (Other versions link to -lSDL2main which
# this module will try to find on your behalf.) Also for OS X, this
# module will automatically add the -framework Cocoa on your behalf.
#
#
# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your configuration
# and no SDL2_LIBRARY, it means CMake did not find your SDL2 library
# (SDL2.dll, libsdl2.so, SDL2.framework, etc).
# Set SDL2_LIBRARY_TEMP to point to your SDL2 library, and configure again.
# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value
# as appropriate. These values are used to generate the final SDL2_LIBRARY
# variable, but when these values are unset, SDL2_LIBRARY does not get created.
#
#
# $SDL2 is an environment variable that would
# correspond to the ./configure --prefix=$SDL2
# used in building SDL2.
# l.e.galup 9-20-02
#
# Modified by Eric Wing.
# Added code to assist with automated building by using environmental variables
# and providing a more controlled/consistent search behavior.
# Added new modifications to recognize OS X frameworks and
# additional Unix paths (FreeBSD, etc).
# Also corrected the header search path to follow "proper" SDL2 guidelines.
# Added a search for SDL2main which is needed by some platforms.
# Added a search for threads which is needed by some platforms.
# Added needed compile switches for MinGW.
#
# On OSX, this will prefer the Framework version (if found) over others.
# People will have to manually change the cache values of
# SDL2_LIBRARY to override this selection or set the CMake environment
# CMAKE_INCLUDE_PATH to modify the search paths.
#
# Note that the header path has changed from SDL2/SDL.h to just SDL.h
# This needed to change because "proper" SDL2 convention
# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
# reasons because not all systems place things in SDL2/ (see FreeBSD).
#
# Ported by Johnny Patterson. This is a literal port for SDL2 of the FindSDL.cmake
# module with the minor edit of changing "SDL" to "SDL2" where necessary. This
# was not created for redistribution, and exists temporarily pending official
# SDL2 CMake modules.
#
# Note that on windows this will only search for the 32bit libraries, to search
# for 64bit change x86/i686-w64 to x64/x86_64-w64
#=============================================================================
# Copyright 2003-2009 Kitware, Inc.
#
# CMake - Cross Platform Makefile Generator
# Copyright 2000-2014 Kitware, Inc.
# Copyright 2000-2011 Insight Software Consortium
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions
# are met:
#
# * Redistributions of source code must retain the above copyright
# notice, this list of conditions and the following disclaimer.
#
# * Redistributions in binary form must reproduce the above copyright
# notice, this list of conditions and the following disclaimer in the
# documentation and/or other materials provided with the distribution.
#
# * Neither the names of Kitware, Inc., the Insight Software Consortium,
# nor the names of their contributors may be used to endorse or promote
# products derived from this software without specific prior written
# permission.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
# A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
# HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
# SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
# LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
# DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
# THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#
# This software is distributed WITHOUT ANY WARRANTY; without even the
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the License for more information.
#=============================================================================
# (To distribute this file outside of CMake, substitute the full
# License text for the above reference.)
FIND_PATH(SDL2_INCLUDE_DIR SDL.h
HINTS
${SDL2}
$ENV{SDL2}
PATH_SUFFIXES include/SDL2 include SDL2
i686-w64-mingw32/include/SDL2
x86_64-w64-mingw32/include/SDL2
PATHS
~/Library/Frameworks
/Library/Frameworks
/usr/local/include/SDL2
/usr/include/SDL2
/sw # Fink
/opt/local # DarwinPorts
/opt/csw # Blastwave
/opt
)
# Lookup the 64 bit libs on x64
IF(CMAKE_SIZEOF_VOID_P EQUAL 8)
FIND_LIBRARY(SDL2_LIBRARY_TEMP SDL2
HINTS
${SDL2}
$ENV{SDL2}
PATH_SUFFIXES lib64 lib
lib/x64
x86_64-w64-mingw32/lib
PATHS
/sw
/opt/local
/opt/csw
/opt
)
# On 32bit build find the 32bit libs
ELSE(CMAKE_SIZEOF_VOID_P EQUAL 8)
FIND_LIBRARY(SDL2_LIBRARY_TEMP SDL2
HINTS
${SDL2}
$ENV{SDL2}
PATH_SUFFIXES lib
lib/x86
i686-w64-mingw32/lib
PATHS
/sw
/opt/local
/opt/csw
/opt
)
ENDIF(CMAKE_SIZEOF_VOID_P EQUAL 8)
IF(NOT SDL2_BUILDING_LIBRARY)
IF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
# Non-OS X framework versions expect you to also dynamically link to
# SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms
# seem to provide SDL2main for compatibility even though they don't
# necessarily need it.
# Lookup the 64 bit libs on x64
IF(CMAKE_SIZEOF_VOID_P EQUAL 8)
FIND_LIBRARY(SDL2MAIN_LIBRARY
NAMES SDL2main
HINTS
${SDL2}
$ENV{SDL2}
PATH_SUFFIXES lib64 lib
lib/x64
x86_64-w64-mingw32/lib
PATHS
/sw
/opt/local
/opt/csw
/opt
)
# On 32bit build find the 32bit libs
ELSE(CMAKE_SIZEOF_VOID_P EQUAL 8)
FIND_LIBRARY(SDL2MAIN_LIBRARY
NAMES SDL2main
HINTS
${SDL2}
$ENV{SDL2}
PATH_SUFFIXES lib
lib/x86
i686-w64-mingw32/lib
PATHS
/sw
/opt/local
/opt/csw
/opt
)
ENDIF(CMAKE_SIZEOF_VOID_P EQUAL 8)
ENDIF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
ENDIF(NOT SDL2_BUILDING_LIBRARY)
# SDL2 may require threads on your system.
# The Apple build may not need an explicit flag because one of the
# frameworks may already provide it.
# But for non-OSX systems, I will use the CMake Threads package.
IF(NOT APPLE)
FIND_PACKAGE(Threads)
ENDIF(NOT APPLE)
# MinGW needs an additional library, mwindows
# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -lmwindows
# (Actually on second look, I think it only needs one of the m* libraries.)
IF(MINGW)
SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW")
ENDIF(MINGW)
SET(SDL2_FOUND "NO")
IF(SDL2_LIBRARY_TEMP)
# For SDL2main
IF(NOT SDL2_BUILDING_LIBRARY)
IF(SDL2MAIN_LIBRARY)
SET(SDL2_LIBRARY_TEMP ${SDL2MAIN_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(SDL2MAIN_LIBRARY)
ENDIF(NOT SDL2_BUILDING_LIBRARY)
# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa.
# CMake doesn't display the -framework Cocoa string in the UI even
# though it actually is there if I modify a pre-used variable.
# I think it has something to do with the CACHE STRING.
# So I use a temporary variable until the end so I can set the
# "real" variable in one-shot.
IF(APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa")
ENDIF(APPLE)
# For threads, as mentioned Apple doesn't need this.
# In fact, there seems to be a problem if I used the Threads package
# and try using this line, so I'm just skipping it entirely for OS X.
IF(NOT APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
ENDIF(NOT APPLE)
# For MinGW library
IF(MINGW)
SET(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(MINGW)
# Set the final string here so the GUI reflects the final state.
SET(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL2 Library can be found")
# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
SET(SDL2_LIBRARY_TEMP "${SDL2_LIBRARY_TEMP}" CACHE INTERNAL "")
SET(SDL2_FOUND "YES")
ENDIF(SDL2_LIBRARY_TEMP)
INCLUDE(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2 REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR)

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# Locate SDL2_image library
# This module defines
# SDL2_IMAGE_LIBRARY, the name of the library to link against
# SDL2_IMAGE_FOUND, if false, do not try to link to SDL2_image
# SDL2_IMAGE_INCLUDE_DIR, where to find SDL_image.h
#
# Additional Note: If you see an empty SDL2_IMAGE_LIBRARY_TEMP in your configuration
# and no SDL2_IMAGE_LIBRARY, it means CMake did not find your SDL2_Image library
# (SDL2_image.dll, libsdl2_image.so, SDL2_image.framework, etc).
# Set SDL2_IMAGE_LIBRARY_TEMP to point to your SDL2 library, and configure again.
# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value
# as appropriate. These values are used to generate the final SDL2_IMAGE_LIBRARY
# variable, but when these values are unset, SDL2_IMAGE_LIBRARY does not get created.
#
# $SDL2 is an environment variable that would
# correspond to the ./configure --prefix=$SDL2
# used in building SDL2.
# l.e.galup 9-20-02
#
# Modified by Eric Wing.
# Added code to assist with automated building by using environmental variables
# and providing a more controlled/consistent search behavior.
# Added new modifications to recognize OS X frameworks and
# additional Unix paths (FreeBSD, etc).
# Also corrected the header search path to follow "proper" SDL2 guidelines.
# Added a search for SDL2main which is needed by some platforms.
# Added a search for threads which is needed by some platforms.
# Added needed compile switches for MinGW.
#
# On OSX, this will prefer the Framework version (if found) over others.
# People will have to manually change the cache values of
# SDL2_IMAGE_LIBRARY to override this selection or set the CMake environment
# CMAKE_INCLUDE_PATH to modify the search paths.
#
# Note that the header path has changed from SDL2/SDL.h to just SDL.h
# This needed to change because "proper" SDL2 convention
# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
# reasons because not all systems place things in SDL2/ (see FreeBSD).
#
# Ported by Johnny Patterson. This is a literal port for SDL2 of the FindSDL.cmake
# module with the minor edit of changing "SDL" to "SDL2" where necessary. This
# was not created for redistribution, and exists temporarily pending official
# SDL2 CMake modules.
#
# Note that on windows this will only search for the 32bit libraries, to search
# for 64bit change x86/i686-w64 to x64/x86_64-w64
#=============================================================================
# Copyright 2003-2009 Kitware, Inc.
#
# CMake - Cross Platform Makefile Generator
# Copyright 2000-2014 Kitware, Inc.
# Copyright 2000-2011 Insight Software Consortium
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions
# are met:
#
# * Redistributions of source code must retain the above copyright
# notice, this list of conditions and the following disclaimer.
#
# * Redistributions in binary form must reproduce the above copyright
# notice, this list of conditions and the following disclaimer in the
# documentation and/or other materials provided with the distribution.
#
# * Neither the names of Kitware, Inc., the Insight Software Consortium,
# nor the names of their contributors may be used to endorse or promote
# products derived from this software without specific prior written
# permission.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
# A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
# HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
# SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
# LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
# DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
# THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#
# This software is distributed WITHOUT ANY WARRANTY; without even the
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the License for more information.
#=============================================================================
# (To distribute this file outside of CMake, substitute the full
# License text for the above reference.)
FIND_PATH(SDL2_IMAGE_INCLUDE_DIR SDL_image.h
HINTS
${SDL2}
$ENV{SDL2}
$ENV{SDL2_IMAGE}
PATH_SUFFIXES include/SDL2 include SDL2
i686-w64-mingw32/include/SDL2
x86_64-w64-mingw32/include/SDL2
PATHS
~/Library/Frameworks
/Library/Frameworks
/usr/local/include/SDL2
/usr/include/SDL2
/sw # Fink
/opt/local # DarwinPorts
/opt/csw # Blastwave
/opt
)
# Lookup the 64 bit libs on x64
IF(CMAKE_SIZEOF_VOID_P EQUAL 8)
FIND_LIBRARY(SDL2_IMAGE_LIBRARY_TEMP
NAMES SDL2_image
HINTS
${SDL2}
$ENV{SDL2}
$ENV{SDL2_IMAGE}
PATH_SUFFIXES lib64 lib
lib/x64
x86_64-w64-mingw32/lib
PATHS
/sw
/opt/local
/opt/csw
/opt
)
# On 32bit build find the 32bit libs
ELSE(CMAKE_SIZEOF_VOID_P EQUAL 8)
FIND_LIBRARY(SDL2_IMAGE_LIBRARY_TEMP
NAMES SDL2_image
HINTS
${SDL2}
$ENV{SDL2}
$ENV{SDL2_IMAGE}
PATH_SUFFIXES lib
lib/x86
i686-w64-mingw32/lib
PATHS
/sw
/opt/local
/opt/csw
/opt
)
ENDIF(CMAKE_SIZEOF_VOID_P EQUAL 8)
SET(SDL2_IMAGE_FOUND "NO")
IF(SDL2_IMAGE_LIBRARY_TEMP)
# Set the final string here so the GUI reflects the final state.
SET(SDL2_IMAGE_LIBRARY ${SDL2_IMAGE_LIBRARY_TEMP} CACHE STRING "Where the SDL2_image Library can be found")
# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
SET(SDL2_IMAGE_LIBRARY_TEMP "${SDL2_IMAGE_LIBRARY_TEMP}" CACHE INTERNAL "")
SET(SDL2_IMAGE_FOUND "YES")
ENDIF(SDL2_IMAGE_LIBRARY_TEMP)
INCLUDE(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2_IMAGE REQUIRED_VARS SDL2_IMAGE_LIBRARY SDL2_IMAGE_INCLUDE_DIR)

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# Locate SDL_MIXER library
#
# This module defines:
#
# ::
#
# SDL2_MIXER_LIBRARIES, the name of the library to link against
# SDL2_MIXER_INCLUDE_DIRS, where to find the headers
# SDL2_MIXER_FOUND, if false, do not try to link against
# SDL2_MIXER_VERSION_STRING - human-readable string containing the version of SDL_MIXER
#
#
#
# For backward compatibility the following variables are also set:
#
# ::
#
# SDLMIXER_LIBRARY (same value as SDL2_MIXER_LIBRARIES)
# SDLMIXER_INCLUDE_DIR (same value as SDL2_MIXER_INCLUDE_DIRS)
# SDLMIXER_FOUND (same value as SDL2_MIXER_FOUND)
#
#
#
# $SDLDIR is an environment variable that would correspond to the
# ./configure --prefix=$SDLDIR used in building SDL.
#
# Created by Eric Wing. This was influenced by the FindSDL.cmake
# module, but with modifications to recognize OS X frameworks and
# additional Unix paths (FreeBSD, etc).
#=============================================================================
# Copyright 2005-2009 Kitware, Inc.
# Copyright 2012 Benjamin Eikel
#
# Distributed under the OSI-approved BSD License (the "License");
# see accompanying file Copyright.txt for details.
#
# This software is distributed WITHOUT ANY WARRANTY; without even the
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the License for more information.
#=============================================================================
# (To distribute this file outside of CMake, substitute the full
# License text for the above reference.)
find_path(SDL2_MIXER_INCLUDE_DIR SDL_mixer.h
HINTS
ENV SDL2MIXERDIR
ENV SDL2DIR
PATH_SUFFIXES SDL2
# path suffixes to search inside ENV{SDLDIR}
include/SDL2 include
PATHS ${SDL2_MIXER_PATH}
)
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
set(VC_LIB_PATH_SUFFIX lib/x64)
else()
set(VC_LIB_PATH_SUFFIX lib/x86)
endif()
find_library(SDL2_MIXER_LIBRARY
NAMES SDL2_mixer
HINTS
ENV SDL2MIXERDIR
ENV SDL2DIR
PATH_SUFFIXES lib bin ${VC_LIB_PATH_SUFFIX}
PATHS ${SDL2_MIXER_PATH}
)
if(SDL2_MIXER_INCLUDE_DIR AND EXISTS "${SDL2_MIXER_INCLUDE_DIR}/SDL_mixer.h")
file(STRINGS "${SDL2_MIXER_INCLUDE_DIR}/SDL_mixer.h" SDL2_MIXER_VERSION_MAJOR_LINE REGEX "^#define[ \t]+SDL_MIXER_MAJOR_VERSION[ \t]+[0-9]+$")
file(STRINGS "${SDL2_MIXER_INCLUDE_DIR}/SDL_mixer.h" SDL2_MIXER_VERSION_MINOR_LINE REGEX "^#define[ \t]+SDL_MIXER_MINOR_VERSION[ \t]+[0-9]+$")
file(STRINGS "${SDL2_MIXER_INCLUDE_DIR}/SDL_mixer.h" SDL2_MIXER_VERSION_PATCH_LINE REGEX "^#define[ \t]+SDL_MIXER_PATCHLEVEL[ \t]+[0-9]+$")
string(REGEX REPLACE "^#define[ \t]+SDL_MIXER_MAJOR_VERSION[ \t]+([0-9]+)$" "\\1" SDL2_MIXER_VERSION_MAJOR "${SDL2_MIXER_VERSION_MAJOR_LINE}")
string(REGEX REPLACE "^#define[ \t]+SDL_MIXER_MINOR_VERSION[ \t]+([0-9]+)$" "\\1" SDL2_MIXER_VERSION_MINOR "${SDL2_MIXER_VERSION_MINOR_LINE}")
string(REGEX REPLACE "^#define[ \t]+SDL_MIXER_PATCHLEVEL[ \t]+([0-9]+)$" "\\1" SDL2_MIXER_VERSION_PATCH "${SDL2_MIXER_VERSION_PATCH_LINE}")
set(SDL2_MIXER_VERSION_STRING ${SDL2_MIXER_VERSION_MAJOR}.${SDL2_MIXER_VERSION_MINOR}.${SDL2_MIXER_VERSION_PATCH})
unset(SDL2_MIXER_VERSION_MAJOR_LINE)
unset(SDL2_MIXER_VERSION_MINOR_LINE)
unset(SDL2_MIXER_VERSION_PATCH_LINE)
unset(SDL2_MIXER_VERSION_MAJOR)
unset(SDL2_MIXER_VERSION_MINOR)
unset(SDL2_MIXER_VERSION_PATCH)
endif()
set(SDL2_MIXER_LIBRARIES ${SDL2_MIXER_LIBRARY})
set(SDL2_MIXER_INCLUDE_DIRS ${SDL2_MIXER_INCLUDE_DIR})
include(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2_mixer
REQUIRED_VARS SDL2_MIXER_LIBRARIES SDL2_MIXER_INCLUDE_DIRS
VERSION_VAR SDL2_MIXER_VERSION_STRING)
# for backward compatibility
set(SDLMIXER_LIBRARY ${SDL2_MIXER_LIBRARIES})
set(SDLMIXER_INCLUDE_DIR ${SDL2_MIXER_INCLUDE_DIRS})
set(SDLMIXER_FOUND ${SDL2_MIXER_FOUND})
mark_as_advanced(SDL2_MIXER_LIBRARY SDL2_MIXER_INCLUDE_DIR)

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# Locate SDL2_ttf library
# This module defines
# SDL2_TTF_LIBRARY, the name of the library to link against
# SDL2_TTF_FOUND, if false, do not try to link to SDL2_ttf
# SDL2_TTF_INCLUDE_DIR, where to find SDL_image.h
#
# Additional Note: If you see an empty SDL2_TTF_LIBRARY_TEMP in your configuration
# and no SDL2_TTF_LIBRARY, it means CMake did not find your SDL2_Image library
# (SDL2_ttf.dll, libsdl2_image.so, SDL2_ttf.framework, etc).
# Set SDL2_TTF_LIBRARY_TEMP to point to your SDL2 library, and configure again.
# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value
# as appropriate. These values are used to generate the final SDL2_TTF_LIBRARY
# variable, but when these values are unset, SDL2_TTF_LIBRARY does not get created.
#
# $SDL2 is an environment variable that would
# correspond to the ./configure --prefix=$SDL2
# used in building SDL2.
# l.e.galup 9-20-02
#
# Modified by Eric Wing.
# Added code to assist with automated building by using environmental variables
# and providing a more controlled/consistent search behavior.
# Added new modifications to recognize OS X frameworks and
# additional Unix paths (FreeBSD, etc).
# Also corrected the header search path to follow "proper" SDL2 guidelines.
# Added a search for SDL2main which is needed by some platforms.
# Added a search for threads which is needed by some platforms.
# Added needed compile switches for MinGW.
#
# On OSX, this will prefer the Framework version (if found) over others.
# People will have to manually change the cache values of
# SDL2_TTF_LIBRARY to override this selection or set the CMake environment
# CMAKE_INCLUDE_PATH to modify the search paths.
#
# Note that the header path has changed from SDL2/SDL.h to just SDL.h
# This needed to change because "proper" SDL2 convention
# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
# reasons because not all systems place things in SDL2/ (see FreeBSD).
#
# Ported by Johnny Patterson. This is a literal port for SDL2 of the FindSDL.cmake
# module with the minor edit of changing "SDL" to "SDL2" where necessary. This
# was not created for redistribution, and exists temporarily pending official
# SDL2 CMake modules.
#
# Note that on windows this will only search for the 32bit libraries, to search
# for 64bit change x86/i686-w64 to x64/x86_64-w64
#=============================================================================
# Copyright 2003-2009 Kitware, Inc.
#
# CMake - Cross Platform Makefile Generator
# Copyright 2000-2014 Kitware, Inc.
# Copyright 2000-2011 Insight Software Consortium
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions
# are met:
#
# * Redistributions of source code must retain the above copyright
# notice, this list of conditions and the following disclaimer.
#
# * Redistributions in binary form must reproduce the above copyright
# notice, this list of conditions and the following disclaimer in the
# documentation and/or other materials provided with the distribution.
#
# * Neither the names of Kitware, Inc., the Insight Software Consortium,
# nor the names of their contributors may be used to endorse or promote
# products derived from this software without specific prior written
# permission.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
# A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
# HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
# SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
# LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
# DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
# THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#
# This software is distributed WITHOUT ANY WARRANTY; without even the
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the License for more information.
#=============================================================================
# (To distribute this file outside of CMake, substitute the full
# License text for the above reference.)
FIND_PATH(SDL2_TTF_INCLUDE_DIR SDL_ttf.h
HINTS
${SDL2}
$ENV{SDL2}
$ENV{SDL2_TTF}
PATH_SUFFIXES include/SDL2 include SDL2
i686-w64-mingw32/include/SDL2
PATHS
~/Library/Frameworks
/Library/Frameworks
/usr/local/include/SDL2
/usr/include/SDL2
/sw # Fink
/opt/local # DarwinPorts
/opt/csw # Blastwave
/opt
)
# Lookup the 64 bit libs on x64
IF(CMAKE_SIZEOF_VOID_P EQUAL 8)
FIND_LIBRARY(SDL2_TTF_LIBRARY_TEMP
NAMES SDL2_ttf
HINTS
${SDL2}
$ENV{SDL2}
$ENV{SDL2_TTF}
PATH_SUFFIXES lib64 lib
lib/x64
x86_64-w64-mingw32/lib
PATHS
/sw
/opt/local
/opt/csw
/opt
)
# On 32bit build find the 32bit libs
ELSE(CMAKE_SIZEOF_VOID_P EQUAL 8)
FIND_LIBRARY(SDL2_TTF_LIBRARY_TEMP
NAMES SDL2_ttf
HINTS
${SDL2}
$ENV{SDL2}
$ENV{SDL2_TTF}
PATH_SUFFIXES lib
lib/x86
i686-w64-mingw32/lib
PATHS
/sw
/opt/local
/opt/csw
/opt
)
ENDIF(CMAKE_SIZEOF_VOID_P EQUAL 8)
SET(SDL2_TTF_FOUND "NO")
IF(SDL2_TTF_LIBRARY_TEMP)
# Set the final string here so the GUI reflects the final state.
SET(SDL2_TTF_LIBRARY ${SDL2_TTF_LIBRARY_TEMP} CACHE STRING "Where the SDL2_ttf Library can be found")
# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
SET(SDL2_TTF_LIBRARY_TEMP "${SDL2_TTF_LIBRARY_TEMP}" CACHE INTERNAL "")
SET(SDL2_TTF_FOUND "YES")
ENDIF(SDL2_TTF_LIBRARY_TEMP)
INCLUDE(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2_TTF REQUIRED_VARS SDL2_TTF_LIBRARY SDL2_TTF_INCLUDE_DIR)

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#!/bin/bash
for i in black yellow pink blue brown purple red green
do
convert-im6.q16 -size 256x256 radial-gradient:white-$i radial_gradient-$i.jpg
done

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#include"PSX_Button.h"
PSX_Button::PSX_Button(SDL_Renderer* render, SDL_Rect* rect, std::string text){
renderer = render;
rButton = rect;
tText.setRenderer(renderer);
tText.loadText(text, SDL_Color{0xFF,0xFF,0xFF,127}, "assets/font.otf", 20);
// Position the text in the middle of the button background Rect
rText = {
rButton->x + (rButton->w/2 - tText.getW()/2),
rButton->y + (rButton->h/2 - tText.getH()/2),
tText.getW(),
tText.getH()
};
}
void PSX_Button::render(int state){
if(state == 1){
SDL_SetRenderDrawColor(renderer,120,120,120 ,0xFF);
tText.render(&rText);
}
else if(!state){
SDL_SetRenderDrawColor(renderer,80,80,80,0xFF);
tText.render(&rText);
}
else if(state == 3){
SDL_SetRenderDrawColor(renderer,40,40,40,0xFF);
}
SDL_RenderFillRect(renderer,rButton);
tText.render(&rText);
}

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#ifndef __PSX_BUTTON_H__
#define __PSX_BUTTON_H__
#include<iostream>
#include<SDL.h>
#include"PSX_Texture.h"
class PSX_Button{
public:
PSX_Button(SDL_Renderer* render, SDL_Rect* rButton,std::string text);
void render(int state);
void hover();
SDL_Rect getRect();
private:
SDL_Renderer* renderer;
SDL_Rect* rButton;
PSX_Texture tText;
SDL_Rect rText;
};
#endif

107
src/PSX_Texture.cpp Normal file
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#include"PSX_Texture.h"
PSX_Texture::PSX_Texture(){
w = 0;
h = 0;
texture = NULL;
imgPath = "";
TTF_Init();
}
PSX_Texture::PSX_Texture(SDL_Renderer* render){
//Initialize variables
w = 0;
h = 0;
texture = NULL;
imgPath = "";
renderer = render;
TTF_Init();
}
PSX_Texture::~PSX_Texture(){
free();
IMG_Quit();
}
void PSX_Texture::free(){
if(texture != NULL){
SDL_DestroyTexture(texture);
texture = NULL;
w = 0;
h = 0;
}
}
void PSX_Texture::loadTexture(std::string path){
imgPath = path;
//In case of a preexisting texture
free();
//In SDL to load a texture you first have to create a surface
//(not loaded on VRAM bu RAM) convert it to texture (pass it to VRAM)
//and then get rid of the temporal surface
SDL_Surface* loadedSurface = IMG_Load( path.c_str() );
if(loadedSurface == NULL){
std::cout << "PSX_Texture: Couldn't load " << path.c_str() << std::endl;
}
else loadFromSurface(loadedSurface);
}
void PSX_Texture::loadText(std::string text, SDL_Color color, std::string path, int size){
free();
SDL_Surface* textSurface = TTF_RenderText_Solid(TTF_OpenFont( path.c_str(), size),text.c_str(),color);
if(textSurface == NULL){
std::cout << "Unable to render text surface! SDL_ttf Error: " << TTF_GetError() << std::endl;
}
else loadFromSurface(textSurface);
}
void PSX_Texture::setRenderer(SDL_Renderer* render){
renderer = render;
}
void PSX_Texture::render(SDL_Rect* quad, SDL_Rect* frame){
SDL_RenderCopy(renderer, texture, frame, quad);
}
void PSX_Texture::render(SDL_Rect* quad){
SDL_Rect frame = {0,0,w,h};
render(quad, &frame);
}
int PSX_Texture::getW(){
return w;
}
int PSX_Texture::getH(){
return h;
}
std::string PSX_Texture::getPath(){
return imgPath;
}
void PSX_Texture::loadFromSurface(SDL_Surface* surface){
texture = SDL_CreateTextureFromSurface
(renderer, surface);
if(texture == NULL){
std::cout << "PSX_Texture: Couldn't create texture from" /*<< path.c_str()*/ << std::endl;
}
else{
w = surface->w;
h = surface->h;
}
SDL_FreeSurface(surface);
}

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#ifndef __TEXTURE_H_INCLUDED__
#define __TEXTURE_H_INCLUDED__
#include<iostream>
#include<string>
#include<SDL.h>
#include<SDL_image.h>
#include<SDL_ttf.h>
class PSX_Texture{
public:
PSX_Texture();
PSX_Texture(SDL_Renderer* render);
//PSX_Texture(SDL_Renderer* render, std::string path);
~PSX_Texture();
void loadTexture(std::string path);
void loadText(std::string text, SDL_Color color, std::string path, int size);
void setRenderer(SDL_Renderer* renderer);
void render(SDL_Rect* quad, SDL_Rect* frame);
void render(SDL_Rect* quad);
void render(int x, int y);
int getW();
int getH();
std::string getPath();
private:
std::string imgPath;
SDL_Texture* texture;
SDL_Renderer* renderer;
void loadFromSurface(SDL_Surface* surface);
void free();
int w, h;
SDL_Color textColor;
};
#endif

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src/main.cpp Normal file
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#include<iostream>
#include<vector>
#include<filesystem>
#include<algorithm>
#include<random>
#include<chrono>
#include<SDL.h>
#include"PSX_Texture.h"
#include"PSX_Button.h"
void init();
void close();
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
SDL_Window* gWindow = NULL;
SDL_Renderer* gRenderer = NULL;
bool quit;
struct pos2d{
int x;
int y;
};
pos2d mousePos;
void mainMenu();
bool game(PSX_Texture* puzzle, int numPieces, bool directMode, bool fCompleted);
bool isHovering(SDL_Rect* rect);
void init(){
SDL_Init(SDL_INIT_VIDEO);
gWindow = SDL_CreateWindow("pssp",SDL_WINDOWPOS_CENTERED,SDL_WINDOWPOS_CENTERED,SCREEN_WIDTH,SCREEN_HEIGHT,SDL_WINDOW_SHOWN);
gRenderer = SDL_CreateRenderer(gWindow,-1,SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
SDL_SetRenderDrawColor(gRenderer,0xFF,0xFF,0xFF,0xFF);
quit = false;
}
void close(){
SDL_DestroyRenderer(gRenderer);
SDL_DestroyWindow(gWindow);
gWindow = NULL;
gRenderer = NULL;
SDL_Quit();
}
namespace fs = std::filesystem;
//int main(int argc, char* argv[]){
int main(){
init();
// Defaults
int numPieces = 3;
bool directMode = false;
/* Loading screen */
PSX_Texture loading(gRenderer);
loading.loadText("loading...", SDL_Color{0xFF,0xFF,0xFF,0xFF},"assets/font.otf",40);
SDL_Rect rLoading = {
SCREEN_WIDTH/2 - loading.getW()/2,
SCREEN_HEIGHT/2 - loading.getH()/2,
loading.getW(),
loading.getH()
};
SDL_SetRenderDrawColor(gRenderer,0,0,0,0xFF);
SDL_RenderClear(gRenderer);
loading.render(&rLoading);
SDL_RenderPresent(gRenderer);
/* Title */
PSX_Texture title(gRenderer);
title.loadText(
"Posweg's Simple SDL2 Puzzle",
SDL_Color{0xFF,0xFF,0xFF,0xFF},
"assets/font.otf",
25
);
SDL_Rect rTitle = {SCREEN_WIDTH/2 - title.getW()/2, 15, title.getW(), title.getH()};
/* Side panel */
int sSidePanelW = 200;
int sidePanelMargin = 10;
SDL_Rect rSidePanel = {
SCREEN_WIDTH-sSidePanelW,
rTitle.y*2+rTitle.h,
sSidePanelW - sidePanelMargin,
SCREEN_HEIGHT- (rTitle.y*2+rTitle.h) - sidePanelMargin,
};
// Number of pieces
PSX_Texture numText(gRenderer);
numText.loadText("Number of pieces:",SDL_Color{0xFF,0xFF,0xFF,0xFF},"assets/font.otf",20);
SDL_Rect rNumText = {rSidePanel.x,rSidePanel.y,numText.getW(),numText.getH()};
SDL_Rect rNum1 = {rNumText.x,rNumText.y + rNumText.h + sidePanelMargin, 30,30};
PSX_Button num1(gRenderer, &rNum1, "2");
SDL_Rect rNum2 = {rNumText.x + rNum1.w + 10, rNumText.y + rNumText.h + sidePanelMargin, 30,30};
PSX_Button num2(gRenderer, &rNum2, "3");
SDL_Rect rNum3 = {rNumText.x + rNum2.w*2 + 10*2, rNumText.y + rNumText.h + sidePanelMargin, 30,30};
PSX_Button num3(gRenderer, &rNum3, "4");
// Mode of play
PSX_Texture modeText(gRenderer);
modeText.loadText("Mode:",SDL_Color{0xFF,0xFF,0xFF,0xFF},"assets/font.otf",20);
SDL_Rect rModeText = {
rSidePanel.x,
rNum1.y + rNum1.h + sidePanelMargin,
modeText.getW(),
modeText.getH()
};
// Quit button
SDL_Rect rQuitButton = {rSidePanel.x,rSidePanel.y + rSidePanel.h - 50, rSidePanel.w, 50};
PSX_Button quitButton(gRenderer, &rQuitButton, "Quit");
/* Thumbs */
// Thumb layout composition
int thumbW = 50;
int thumbH = thumbW;
int margin = 10;
int outerMargin = 10;
int topMargin = rTitle.y*2 + rTitle.h;
int containerW = SCREEN_WIDTH - 200;
int containerH = SCREEN_HEIGHT - topMargin - topMargin;
int actualPage = 0;
int thumbAmountW = 1 + (containerW-outerMargin*2 - thumbW) / (thumbW + margin);
int thumbAmountH = 1 + (containerH - thumbH) / (thumbH + margin);
int leftMargin = (containerW-thumbAmountW*(thumbW + margin) + margin)/2;
// Individual thumb creation
std::vector<PSX_Texture> thumbs;
thumbs.reserve(1000);
// Without reservation the textures
// glitch out very ugly
PSX_Texture thumbName(gRenderer);
std::string finalMessage;
SDL_Rect rThumbsName;
// SDL_Texture creation of every JPG image in the folder specified
int k = 0;
for(const auto & entry : fs::directory_iterator("images")){
if(entry.path().extension() == ".jpg"){
SDL_SetRenderDrawColor(gRenderer,0,0,0,0xFF);
SDL_RenderClear(gRenderer);
loading.render(&rLoading);
thumbs.push_back(PSX_Texture(gRenderer));
thumbs[k].loadTexture(entry.path().string());
finalMessage = "";
finalMessage.append("Importing texture: ");
finalMessage.append(entry.path());
thumbName.loadText(finalMessage,SDL_Color{127,127,127,0xFF},"assets/font.otf",15);
rThumbsName = {
SCREEN_WIDTH/2 - thumbName.getW()/2,
rLoading.y + rLoading.h + 10,
thumbName.getW(),
thumbName.getH()
};
thumbName.render(&rThumbsName);
SDL_RenderPresent(gRenderer);
k++;
}
}
// Page changer and indicator
std::vector<PSX_Texture> pageIndicator;
pageIndicator.reserve(static_cast<int>(thumbs.size())/thumbAmountW/thumbAmountH + 1);
std::vector<SDL_Rect> rPageIndicator;
rPageIndicator.resize(static_cast<int>(thumbs.size())/thumbAmountW/thumbAmountH + 1);
for(int i = 0; i < static_cast<int>(thumbs.size())/thumbAmountW/thumbAmountH + 1; i++){
pageIndicator.push_back(PSX_Texture(gRenderer));
pageIndicator[i].loadText(
std::to_string(i+1)
+ " / " +
std::to_string(static_cast<int>(thumbs.size())/thumbAmountW/thumbAmountH + 1),
SDL_Color{0xFF,0xFF,0xFF,0xFF},
"assets/font.otf",20
);
rPageIndicator[i].x = containerW/2 - pageIndicator[i].getW()/2;
rPageIndicator[i].y = SCREEN_HEIGHT - pageIndicator[i].getH()/2 - topMargin/2;
rPageIndicator[i].w = pageIndicator[i].getW();
rPageIndicator[i].h = pageIndicator[i].getH();
}
SDL_Rect rPreviousButton = {
rPageIndicator[0].x - 150 - 20,
rPageIndicator[0].y - 5,
150,
rPageIndicator[0].h + 10
};
PSX_Button previousButton(gRenderer, &rPreviousButton, "Previous page");
SDL_Rect rNextButton = {
rPageIndicator[0].x + rPageIndicator[0].w + 20,
rPreviousButton.y,
rPreviousButton.w,
rPreviousButton.h
};
PSX_Button nextButton(gRenderer, &rNextButton, "Next page");
// To track completed images
std::vector<bool> fCompletedThumbs;
fCompletedThumbs.resize(thumbs.size());
for(int i = 0; i < static_cast<int>(thumbs.size()); i++){
fCompletedThumbs[i] = false;
}
/* Rendering */
SDL_Event e;
while(!quit){
bool click = false;
while(SDL_PollEvent(&e)!=0){
if(e.type == SDL_QUIT){
quit = true;
}
if(e.type == SDL_MOUSEBUTTONDOWN){
click = true;
}
}
SDL_SetRenderDrawBlendMode(gRenderer, SDL_BLENDMODE_BLEND);
// The white rect won't let the image
// behind be seen without setting the blendmode
SDL_SetRenderDrawColor(gRenderer,0,0,0,0xFF);
SDL_RenderClear(gRenderer);
SDL_GetMouseState(&mousePos.x, &mousePos.y);
title.render(&rTitle);
// Side panel
numText.render(&rNumText);
num1.render(isHovering(&rNum1));
num2.render(isHovering(&rNum2));
num3.render(isHovering(&rNum3));
if(isHovering(&rQuitButton)){
quitButton.render(true);
if(click){
quit = true;
}
} else quitButton.render(false);
if(numPieces == 2) num1.render(3);
else if(isHovering(&rNum1)){
num1.render(true);
if(click) numPieces = 2;
} else num1.render(false);
if(numPieces == 3) num2.render(3);
else if(isHovering(&rNum2) or numPieces == 3){
num2.render(true);
if(click) numPieces = 3;
} else num2.render(false);
if(numPieces == 4) num3.render(3);
else if(isHovering(&rNum3) or numPieces == 4){
num3.render(true);
if(click) numPieces = 4;
} else num3.render(false);
//modeText.render(&rModeText);
if(actualPage <= 0){
previousButton.render(3);
}
else if(isHovering(&rPreviousButton)){
previousButton.render(true);
if(click) actualPage--;
} else previousButton.render(false);
if(actualPage >= static_cast<int>(thumbs.size())/thumbAmountW/thumbAmountH){
nextButton.render(3);
} else
if(isHovering(&rNextButton)){
nextButton.render(true);
if(click)
actualPage++;
} else nextButton.render(false);
pageIndicator[actualPage].render(&rPageIndicator[actualPage]);
// Thumbs loop
for(int i = 0; i < k; i++){
if(i/thumbAmountW/thumbAmountH == actualPage){
// Position every thumb
SDL_Rect tempRect = {
leftMargin + (thumbW + margin) * (i - (i/thumbAmountW)*thumbAmountW),
topMargin + (thumbH + margin) * (
i/thumbAmountW - (i/thumbAmountW/thumbAmountH)*thumbAmountH),
thumbW,
thumbH
};
thumbs[i].render(&tempRect);
if(fCompletedThumbs[i] == false){
SDL_SetRenderDrawColor(gRenderer,0,0,0,200);
SDL_RenderFillRect(gRenderer, &tempRect);
}
if(isHovering(&tempRect)){
SDL_SetRenderDrawColor(gRenderer, 0xFF,0xFF,0xFF,127);
SDL_RenderFillRect(gRenderer, &tempRect);
if(click){
click = false;
fCompletedThumbs[i] = game(
&thumbs[i],
numPieces,
directMode,
fCompletedThumbs[i]
);
}
}
}
}
SDL_RenderPresent(gRenderer);
}
close();
return 0;
}
bool game(PSX_Texture* puzzle, int numPieces, bool directMode, bool fCompleted){
int puzzleDivX = numPieces; // Number of horizontal blocks
int puzzleDivY = puzzleDivX; // Number of vertical block
int space = 0; // Space between blocks
SDL_Rect puzzleRect;
puzzleRect.w = 360;
puzzleRect.h = puzzleRect.w;
puzzleRect.y = SCREEN_HEIGHT/2 - puzzleRect.h/2;
puzzleRect.x = SCREEN_WIDTH/2 - puzzleRect.w/2;
SDL_Rect puzzleSubRect = {0,0,0,0};
SDL_Rect puzzleSubFrame = {0,0,0,0};
pos2d puzzleGridBubble = {0,0};
pos2d puzzleGridHole = {0,0};
std::vector<std::vector<pos2d>> puzzleGrid;
// Random number list generation
std::vector<int> gridList;
gridList.resize(puzzleDivX*puzzleDivY);
for(int i = 0; i < puzzleDivX*puzzleDivY; i++){
gridList[i] = i;
}
std::random_device rd;
std::mt19937 g(rd());
std::shuffle(gridList.begin(), gridList.end(), g);
// The list is generated in one dimension to
// assure there won't be repeatings and make
// the alorith easier. Later it's going to be
// transformed back again to a 2D Matrix.
// Assing the random number list to the grid
puzzleGrid.resize(puzzleDivX);
for(int i = 0; i < puzzleDivX; i++){
puzzleGrid[i].resize(puzzleDivY);
for(int j = 0; j < puzzleDivY; j++){
// Convert from list of integers to 2D grid and assign
puzzleGrid[i][j].x = gridList[i*puzzleDivX+j]/puzzleDivX;
puzzleGrid[i][j].y = gridList[i*puzzleDivX+j] - puzzleGrid[i][j].x * puzzleDivX;
// The [i*PuzzleDivX+j] is to keep track of the list
// index number, since we're in nested for loops
// and not a plain one. 2D matrix -> 1D list
// Inverse order mode
/*puzzleGrid[i][j].x = puzzleDivX - (i + 1);
puzzleGrid[i][j].y = puzzleDivY - (j + 1);*/
// Detect where the hole is in the random grid
if(
puzzleGrid[i][j].x == puzzleDivY-1 and
puzzleGrid[i][j].y == puzzleDivX-1
){
puzzleGridHole = {i,j};
}
}
}
/* Bottom buttons */
// Return button
SDL_Rect rBackButton;
rBackButton.w = 200;
rBackButton.h = 50;
rBackButton.y = SCREEN_HEIGHT - rBackButton.h - (SCREEN_HEIGHT - puzzleRect.h - rBackButton.h) / 3;
rBackButton.x =
SCREEN_WIDTH - rBackButton.w - (SCREEN_WIDTH/2 - (
rBackButton.w*2 + (SCREEN_HEIGHT-(rBackButton.y+rBackButton.h))) /2
);
PSX_Button backButton(gRenderer, &rBackButton, "Back");
// Shuffle again button
SDL_Rect rShuffleButton = {
SCREEN_WIDTH - rBackButton.x - rBackButton.w,
rBackButton.y,
rBackButton.w,
rBackButton.h
};
PSX_Button shuffleButton(gRenderer, &rShuffleButton, "Delete");
SDL_Event e;
while(!quit){
bool click = false;
while(SDL_PollEvent(&e)!=0){
if(e.type == SDL_QUIT){
quit = true;
}
if(e.type == SDL_MOUSEBUTTONDOWN){
click = true;
}
}
SDL_SetRenderDrawBlendMode(gRenderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(gRenderer,0,0,0,0xFF);
SDL_RenderClear(gRenderer);
SDL_GetMouseState(&mousePos.x, &mousePos.y);
if(!fCompleted){
fCompleted = true;
for(int i = 0; i < puzzleDivX; i++){
for(int j = 0; j < puzzleDivY; j++){
// Position the pieces
puzzleSubRect = {
puzzleRect.x + i * puzzleRect.w / puzzleDivX + space * i,
puzzleRect.y + j * puzzleRect.h / puzzleDivY + space * j,
puzzleRect.w / puzzleDivX,
puzzleRect.h / puzzleDivY,
};
// Set the section of the image to show in the actual piece
puzzleSubFrame = {
(puzzleGrid[i][j].x * puzzle->getW()) / puzzleDivX,
(puzzleGrid[i][j].y * puzzle->getH()) / puzzleDivY,
puzzle->getW() / puzzleDivX,
puzzle->getH() / puzzleDivY,
};
// Piece interaction, ignore the hole piece
if(puzzleGrid[i][j].x != puzzleDivY-1 or puzzleGrid[i][j].y != puzzleDivX-1){
puzzle->render(&puzzleSubRect, &puzzleSubFrame);
if(isHovering(&puzzleSubRect)){
// Hover effect
SDL_SetRenderDrawColor(gRenderer, 0xFF,0xFF,0xFF,127);
SDL_RenderFillRect(gRenderer, &puzzleSubRect);
if(
// Direct motion mode
click and(
!directMode or
(puzzleGridHole.x+1 == i and
puzzleGridHole.y == j)
or
(puzzleGridHole.x-1 == i and
puzzleGridHole.y == j)
or
(puzzleGridHole.x == i and
puzzleGridHole.y-1 == j)
or
(puzzleGridHole.x == i and
puzzleGridHole.y+1 == j)
)
){
// Bubble swap the selected piece with the hole
puzzleGridBubble = puzzleGrid
[puzzleGridHole.x]
[puzzleGridHole.y];
puzzleGrid
[puzzleGridHole.x]
[puzzleGridHole.y] = puzzleGrid[i][j];
puzzleGrid[i][j] = puzzleGridBubble;
// Update where the hole is
puzzleGridHole = {i,j};
}
}
}
// Check if piece is in the correct spot. If not, set
// the completed flag to false
if(i != puzzleGrid[i][j].x or j != puzzleGrid[i][j].y) fCompleted = false;
}
}
}
if(fCompleted){
puzzleRect.y = SCREEN_HEIGHT - (rBackButton.y + rBackButton.h);
if(isHovering(&rBackButton)){
backButton.render(true);
if(click){
click = false;
return true;
}
} else backButton.render(false);
if(isHovering(&rShuffleButton)){
shuffleButton.render(true);
if(click){
click = false;
return false;
}
} else shuffleButton.render(false);
puzzle->render(&puzzleRect);
}
SDL_RenderPresent(gRenderer);
}
return false;
}
bool isHovering(SDL_Rect* rect){
if(
mousePos.x > rect->x and
mousePos.x < rect->x + rect->w and
mousePos.y > rect->y and
mousePos.y < rect->y + rect->h
){
return true;
}
else{
return false;
}
}