chromono-1.1.3/0000755000175000017500000000000015125742331011513 5ustar thpthpchromono-1.1.3/packer.py0000644000175000017500000000451515125741141013335 0ustar thpthp#!/usr/bin/env python3 # pack_shaders.py: Convert multiple files to C source code # Thomas Perl ; 2013-04-29 import sys import os import re import zlib if len(sys.argv) < 3: raise SystemExit('Missing parameters') shader_files = sys.argv[1:-1] output_file = sys.argv[-1] header_file = output_file.replace('.cpp', '.h') def mangle(filename): return os.path.basename(filename).replace('.', '_') def compact_shader_line(line): pos = line.find(b'//') if pos != -1: line = line[:pos] line = line.strip() return line def pack_shader(data): result = [] for line in data.splitlines(): line = compact_shader_line(line) if line: result.append(line) return re.sub(b'\\s+', b' ', b'\n'.join(result)) def get_data(filename): data = open(filename, 'rb').read() original_size = len(data) _, extension = os.path.splitext(filename) if extension in ('.vsh', '.fsh'): data = pack_shader(data) data = re.sub(r'\/\*.*\*\/', '', data.decode()).encode() uncompressed_size = len(data) data = zlib.compress(data, 9) compressed_size = len(data) return data, uncompressed_size def update_file(filename, contents): fp = open(filename + '.tmp', 'w') fp.write(contents) fp.close() os.rename(filename + '.tmp', filename) def to_char_array(data): COLUMNS = 13 result = [] line = [] for i, c in enumerate(data): line.append('0x%02x,' % c) if i % COLUMNS == (COLUMNS-1): result.append(''.join(line)) line = [] result.append(''.join(line)) return '\n'.join(result) output = [] header = [] header.append('#pragma once') header.append('#include "resources_util.h"') output.append('#include "resources_util.h"') for filename in shader_files: mangled = mangle(filename) data, uncompressed_size = get_data(filename) fn = os.path.basename(filename) compressed_size = len(data) data_c_source = to_char_array(data) output.append(f'const unsigned char {mangled}_data[] = {{\n{data_c_source}\n}};') output.append(f"""Resource {mangled} = {{ "{mangled}", {mangled}_data, {compressed_size}, {uncompressed_size}, }};""") header.append(f'extern Resource {mangled};') update_file(output_file, '\n'.join(output)) update_file(header_file, '\n'.join(header)) chromono-1.1.3/CMakeLists.txt0000644000175000017500000001153015125741141014251 0ustar thpthp# 3.27 required for the GLES2 component of OpenGL cmake_minimum_required(VERSION 3.27) project(chromono) option(USE_OPENGL_ES "Use OpenGL ES 2.0 instead of OpenGL 3.2" OFF) option(BUILD_FOR_WII "Build for Wii using devkitPro and OpenGX" OFF) add_definitions(-Wall -Werror -Wno-unused-variable) set(CMAKE_CXX_STANDARD 17) include_directories("${chromono_SOURCE_DIR}/src") include_directories("${chromono_SOURCE_DIR}/src/renderer") include_directories("${chromono_SOURCE_DIR}/src/circle1d") include_directories(${CMAKE_CURRENT_BINARY_DIR}) if (DEFINED CROSSDEPS_SYSROOT) message(STATUS "Configuring for sysroot in ${CROSSDEPS_SYSROOT}") include_directories(${CROSSDEPS_SYSROOT}/include) link_directories(${CROSSDEPS_SYSROOT}/lib) include_directories(${CROSSDEPS_SYSROOT}/include/SDL2) if (WIN32) # For static linking list(APPEND LIBRARIES user32 gdi32 winmm imm32 ole32 oleaut32 shell32 setupapi version uuid) list(PREPEND LIBRARIES mingw32 glew32s) add_definitions(-DGLEW_STATIC) list(APPEND LIBRARIES opengl32) elseif (APPLE) # macOS list(APPEND LIBRARIES iconv objc -Wl,-framework,CoreAudio -Wl,-framework,AudioToolbox -Wl,-weak_framework,CoreHaptics -Wl,-weak_framework,GameController -Wl,-framework,ForceFeedback -lobjc -Wl,-framework,CoreVideo -Wl,-framework,Cocoa -Wl,-framework,Carbon -Wl,-framework,IOKit -Wl,-weak_framework,QuartzCore -Wl,-weak_framework,Metal ) list(APPEND LIBRARIES -Wl,-framework,OpenGL) else() # Linux list(APPEND LIBRARIES dl pthread m util) list(APPEND LIBRARIES GL) endif() list(APPEND LIBRARIES SDL2main) list(PREPEND LIBRARIES SDL2 vorbisfile vorbis ogg z) elseif (BUILD_FOR_WII) include_directories( /opt/devkitpro/portlibs/ppc/include /opt/devkitpro/portlibs/wii/include /opt/devkitpro/portlibs/wii/include/SDL2 /opt/devkitpro/libogc/include ) list(APPEND LIBRARIES /opt/devkitpro/portlibs/wii/lib/libopengx.a /opt/devkitpro/portlibs/wii/lib/libSDL2.a /opt/devkitpro/portlibs/wii/lib/libSDL2main.a /opt/devkitpro/libogc/lib/wii/libwiiuse.a /opt/devkitpro/libogc/lib/wii/libbte.a /opt/devkitpro/libogc/lib/wii/libwiikeyboard.a /opt/devkitpro/libogc/lib/wii/libfat.a /opt/devkitpro/libogc/lib/wii/libaesnd.a /opt/devkitpro/libogc/lib/wii/libasnd.a /opt/devkitpro/libogc/lib/wii/libogc.a /opt/devkitpro/portlibs/ppc/lib/libvorbisidec.a /opt/devkitpro/portlibs/ppc/lib/libvorbisfile.a /opt/devkitpro/portlibs/ppc/lib/libogg.a /opt/devkitpro/portlibs/ppc/lib/libz.a ) else() find_package(PkgConfig REQUIRED) pkg_check_modules(ZLIB REQUIRED zlib) list(APPEND LIBRARIES ${ZLIB_LIBRARIES}) include_directories(${ZLIB_INCLUDE_DIRS}) link_directories(${ZLIB_LIBRARY_DIRS}) pkg_check_modules(VORBIS REQUIRED vorbisfile) list(APPEND LIBRARIES ${VORBIS_LIBRARIES}) include_directories(${VORBIS_INCLUDE_DIRS}) link_directories(${VORBIS_LIBRARY_DIRS}) pkg_check_modules(SDL2 REQUIRED sdl2) list(APPEND LIBRARIES ${SDL2_LIBRARIES}) include_directories(${SDL2_INCLUDE_DIRS}) link_directories(${SDL2_LIBRARY_DIRS}) set(OpenGL_GL_PREFERENCE GLVND) if (USE_OPENGL_ES) find_package(OpenGL REQUIRED COMPONENTS GLES2) list(APPEND LIBRARIES OpenGL::GLES2) add_definitions(-DUSE_OPENGL_ES) else() find_package(OpenGL REQUIRED COMPONENTS OpenGL) list(APPEND LIBRARIES OpenGL::OpenGL) endif() include_directories(${OPENGL_INCLUDE_DIRS}) endif() file(GLOB CORE_SOURCES "${chromono_SOURCE_DIR}/src/*.cpp") file(GLOB RENDERER_SOURCES "${chromono_SOURCE_DIR}/src/renderer/*.cpp") file(GLOB CIRCLE1D_SOURCES "${chromono_SOURCE_DIR}/src/circle1d/*.cpp") set(RESOURCE_DIRS data/images data/markup data/shaders data/sounds ) set(RESOURCES "") foreach(RESOURCE_DIR ${RESOURCE_DIRS}) file(GLOB RESOURCES_PART "${chromono_SOURCE_DIR}/${RESOURCE_DIR}/*") list(APPEND RESOURCES "${RESOURCES_PART}") endforeach() set(RE_SOURCES "resources.cpp") set(RESOURCE_PACKER "${chromono_SOURCE_DIR}/packer.py") add_custom_command( OUTPUT ${RE_SOURCES} resources.h COMMAND python3 ${RESOURCE_PACKER} ${RESOURCES} ${RE_SOURCES} DEPENDS ${RESOURCES} ${RESOURCE_PACKER} ) set(EXTRA_SOURCES "") if (BUILD_FOR_WII) include_directories("${chromono_SOURCE_DIR}/src/wii") file(GLOB EXTRA_SOURCES "${chromono_SOURCE_DIR}/src/wii/*.cpp") add_definitions(-DBUILD_FOR_WII) endif() add_executable(chromono ${CORE_SOURCES} ${RENDERER_SOURCES} ${CIRCLE1D_SOURCES} ${RE_SOURCES} ${EXTRA_SOURCES}) target_link_libraries(chromono ${LIBRARIES}) install(TARGETS chromono) install(FILES ${chromono_SOURCE_DIR}/chromono.desktop DESTINATION share/applications) install(FILES ${chromono_SOURCE_DIR}/chromono.png DESTINATION share/pixmaps) chromono-1.1.3/.gitignore0000644000175000017500000000004015125741141013473 0ustar thpthp/build /build-wii /wii/boot.dol chromono-1.1.3/src/0000755000175000017500000000000015125741434012305 5ustar thpthpchromono-1.1.3/src/constants.cpp0000644000175000017500000000277315125741141015031 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "constants.h" namespace Constants { int WORLD_WIDTH = 800; int WORLD_HEIGHT = 480; int TICK_MS = 20; int PAGE_INDICATOR_RADIUS = 8; int TRANSITION_DURATION_MS = 100; int RENDERED_TEXT_CACHE_GC_FRAMES = 200; int BACK_BUTTON_MARGIN = 10; int BACK_BUTTON_SIZE = 70; int CHOICE_SCREEN_BUTTON_SIZE = 100; int CHOICE_SCREEN_BUTTON_SPACING = 40; int CHOICE_SCREEN_BUTTON_Y = 390; float SHADOW_LENGTH = 9.0; int MENU_PARTICLES = 120; bool RENDERED_LEVEL_PREVIEWS = true; bool UNLOCK_ALL = false; float MUSIC_VOLUME = 0.05; float EFFECT_VOLUME = 0.3; int DEFAULT_AUDIO_BUFFER = 2048; }; chromono-1.1.3/src/constants.h0000644000175000017500000000314215125741141014465 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_CONSTANTS_H #define SHADYPOSTPROC_CONSTANTS_H namespace Constants { extern int WORLD_WIDTH; extern int WORLD_HEIGHT; extern int TICK_MS; extern int PAGE_INDICATOR_RADIUS; extern int TRANSITION_DURATION_MS; extern int RENDERED_TEXT_CACHE_GC_FRAMES; extern int BACK_BUTTON_MARGIN; extern int BACK_BUTTON_SIZE; extern int CHOICE_SCREEN_BUTTON_SIZE; extern int CHOICE_SCREEN_BUTTON_SPACING; extern int CHOICE_SCREEN_BUTTON_Y; extern float SHADOW_LENGTH; extern int MENU_PARTICLES; extern bool RENDERED_LEVEL_PREVIEWS; extern bool UNLOCK_ALL; extern float MUSIC_VOLUME; extern float EFFECT_VOLUME; extern int DEFAULT_AUDIO_BUFFER; }; #endif /* SHADYPOSTPROC_CONSTANTS_H */ chromono-1.1.3/src/colors.cpp0000644000175000017500000000247015125741141014310 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "colors.h" namespace Colors { const RGB STAR(0.7, 0.65, 0.1); //const RGB LOCK(0.8, 0.2, 0.2); const RGB LOCK(0.9, 0.9, 0.9); const RGB CHECK(0.3, 0.7, 0.1); const RGB CHOICE(1.0, 1.0, 1.0); const RGB COLOR_MIX_BACKGROUND_COLOR(0.4, 0.4, 0.4); const RGB SWITCH_ON(0.4, 0.9, 0.2); const RGB SWITCH_OFF(0.9, 0.2, 0.4); const RGB HELP_BACKGROUND_COLOR(0.2, 0.6, 0.8); const RGB SELECTOR_BACKGROUND_COLOR(0.5, 0.2, 0.4); }; chromono-1.1.3/src/resources_util.cpp0000644000175000017500000000310615125741141016053 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "resources_util.h" #include "util.h" #include ResourceAccess::ResourceAccess(Resource *resource) : m_resource(resource) , m_buffer(0) , m_length(0) { m_length = resource->uncompressed_size; m_buffer = (unsigned char *)malloc(m_length); uLongf destLen = m_length; int result = uncompress(m_buffer, &destLen, resource->data, resource->compressed_size); SHADY_ASSERT(result == Z_OK); SHADY_ASSERT(destLen == resource->uncompressed_size); } ResourceAccess::~ResourceAccess() { free(m_buffer); } const char * ResourceAccess::name() { return m_resource->name; } unsigned char * ResourceAccess::data() { return m_buffer; } size_t ResourceAccess::size() { return m_length; } chromono-1.1.3/src/loadingtask.h0000644000175000017500000000217015125741141014751 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_LOADINGTASK_H #define SHADYPOSTPROC_LOADINGTASK_H #include "shadypostproc.h" class LoadingTask { public: LoadingTask() {} virtual ~LoadingTask() {} virtual void loading_task_run() = 0; }; #endif /* SHADYPOSTPROC_LOADINGTASK_H */ chromono-1.1.3/src/sounds.h0000644000175000017500000000357215125741141013773 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_SOUNDS_H #define SHADYPOSTPROC_SOUNDS_H namespace Sound { enum Effect { BUTTON_PRESS, BUTTON_RELEASE, TOGGLE_SWITCH_ON, TOGGLE_SWITCH_OFF, MOVABLE_SPHERE_PRESS, MOVABLE_SPHERE_RELEASE, MAIN_MENU_STREAM_SPEEDUP, //MAIN_MENU_STREAM_RUNNING, MAIN_MENU_STREAM_SLOWDOWN, LEVEL_COMPLETE_NO_STARS, LEVEL_COMPLETE_1_STAR, LEVEL_COMPLETE_2_STARS, LEVEL_COMPLETE_3_STARS, //LEVEL_COMPLETE_NEW_HIGHSCORE, PAGE_TRANSITION, GAMEPLAY_PAUSED, GAMEPLAY_RESUMED, UNLOCK_LEVEL, LEVEL_LOCKED_MESSAGE_BOX, //SPHERE_HITS_SPHERE, SPHERE_HITS_WALL, COLOR_CHANGES_TO_WRONG, COLOR_CHANGES_TO_RIGHT, CHAIN_BREAKS, MUSIC_ALVEG, MUSIC_KASA90, MUSIC_SNAPPER, MUSIC_SUBD, NO_SOUND, // will never be a valid sound COUNT, // last element = number of sounds }; }; #endif /* SHADYPOSTPROC_SOUNDS_H */ chromono-1.1.3/src/highscoresscreen.cpp0000644000175000017500000001245015125741141016344 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "highscoresscreen.h" #include "game.h" #include "colors.h" #include "util.h" HighScoresScreen::HighScoresScreen(Game *game, Page *parent, RGB color, const char *title, enum FontSize size, Resource *resource) : Page(game, Icons::BACK) , parent(parent) , color(color) , title(title) , size(size) , pressed(false) , last_mouse_pos(0.0, 0.0) , offset(0.0, 0.0) , max_offset_y(0.0) , velocity() , textfile(resource) , textlines() , ticks_since_last_move(0) { char *p = (char*)textfile.data(); if (p == NULL) { SHADY_DEBUG_PRINTF("No text file data available"); return; } char *end = p + textfile.size(); while (p < end) { char *end = strchr(p, '\n'); if (end != NULL) { *end = '\0'; textlines.push_back(p); } p = end + 1; } } void HighScoresScreen::render(OpenGLRenderer *renderer) { render_page_title(renderer, title); RGB heading_color = RGB::mix(RGB(0xffffff), color); float border = 60.0; float y = border; y += offset.y; float h = 30.0; std::vector::iterator it; for(it=textlines.begin(); it != textlines.end(); ++it) { bool do_render = (y >= -h && y <= Constants::WORLD_HEIGHT); float opacity = 1.0; if (y < 0.0) { opacity = 0.0; } else if (y < 120.0) { float target_opacity = y / 120.0; float alpha = 1.0; if (offset.y < -20.0) { alpha = 0.0; } else if (offset.y < 0.0) { alpha = 1.0 - (-offset.y / 20.0); } opacity = opacity * alpha + target_opacity * (1.0 - alpha); } else if (y > Constants::WORLD_HEIGHT - 120.0) { float target_opacity = (Constants::WORLD_HEIGHT - y) / 120.0; float alpha = 1.0; if (offset.y > max_offset_y + 20.0) { alpha = 0.0; } else if (offset.y < 0.0) { alpha = 1.0 - (-(max_offset_y-offset.y) / 20.0); } opacity = opacity * alpha + target_opacity * (1.0 - alpha); } char *line = *it; if (line[0] == '=') { // A poor man's markup language ;) if (do_render) { renderer->text_render(line+1, 120.0, y, (enum FontSize)(size + 1), opacity, heading_color); } y -= 10; } else { if (do_render) { renderer->text_render(line, 120.0, y, size, opacity); } } y += h; } float content_height = (y - offset.y); max_offset_y = (Constants::WORLD_HEIGHT - content_height) - border / 2.0; } void HighScoresScreen::handle(Circle1DEvent *event) { if (event->type == Circle1DEvent::TICK) { if (pressed) { ticks_since_last_move++; } else { offset += velocity; velocity *= 0.95; float alpha = 0.5; if (offset.y > 0.0) { offset.y = alpha * offset.y + (1.0 - alpha) * 0.0; velocity = Vec2(0.f, 0.f); } else if (offset.y < max_offset_y) { offset.y = alpha * offset.y + (1.0 - alpha) * max_offset_y; velocity = Vec2(0.f, 0.f); } } } if (event->finger != 0) { return; } Vec2 pos(event->x, event->y); switch (event->type) { case Circle1DEvent::MOUSEDOWN: if (!pressed) { last_mouse_pos = pos; pressed = true; } break; case Circle1DEvent::MOUSEMOTION: if (pressed) { velocity = (pos - last_mouse_pos); offset += velocity; last_mouse_pos = pos; ticks_since_last_move = 0; } break; case Circle1DEvent::MOUSEUP: if (pressed) { if (ticks_since_last_move > 10) { velocity = Vec2(0.0, 0.0); } pressed = false; } break; default: break; } } bool HighScoresScreen::on_back_button() { game->transition_to(parent); return true; } void HighScoresScreen::render_background(OpenGLRenderer *renderer) { renderer->background(color); } void HighScoresScreen::on_exposed() { velocity = offset = Vec2(0.0, 0.0); } chromono-1.1.3/src/util.h0000644000175000017500000000322015125741141013423 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_UTIL_H #define SHADYPOSTPROC_UTIL_H #include "shadypostproc.h" #include class Util { public: /* Number of milliseconds since program start */ static long ticks(); static void format_score_time(long score, char *string, size_t size); /* allocating sprintf */ static std::string format(const char *fmt, ...); }; class Random { /* http://en.wikipedia.org/wiki/Random_number_generation */ public: Random(int w, int z) : w(w), z(z) { } unsigned int next() { z = 36969 * (z & 65535) + (z >> 16); w = 18000 * (w & 65535) + (w >> 16); return (z << 16) + w; /* 32-bit result */ } private: int w; int z; }; #endif /* SHADYPOSTPROC_UTIL_H */ chromono-1.1.3/src/circle1d/0000755000175000017500000000000015125741150013766 5ustar thpthpchromono-1.1.3/src/circle1d/vector.h0000644000175000017500000000715115125741141015445 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef CARPHONE_VECTOR_H #define CARPHONE_VECTOR_H #include "../shadypostproc.h" #include class Vec2 { public: explicit Vec2(float x=0.0, float y=0.0) : x(x), y(y) {} Vec2 operator+(Vec2 other) { return Vec2(x + other.x, y + other.y); } Vec2 &operator+=(Vec2 other) { x += other.x; y += other.y; return *this; } Vec2 &operator-=(Vec2 other) { x -= other.x; y -= other.y; return *this; } Vec2 operator-(Vec2 other) { return Vec2(x - other.x, y - other.y); } Vec2 operator*(float scalar) { return Vec2(x * scalar, y * scalar); } Vec2 operator*(const Vec2 &other) const { return Vec2(x * other.x, y * other.y); } Vec2 &operator*=(float scalar) { x *= scalar; y *= scalar; return *this; } Vec2 operator/(float scalar) { return Vec2(x / scalar, y / scalar); } Vec2 operator/(const Vec2 &other) const { return Vec2(x / other.x, y / other.y); } Vec2 &operator/=(float scalar) { x /= scalar; y /= scalar; return *this; } float length() { return sqrtf(x*x + y*y); } bool operator==(Vec2 other) { return (*this - other).length() < .0001; } Vec2 normalize() { float l = length(); if (l == 0) { return Vec2(0, 0); } else { return *this / l; } } Vec2 rotate(float angle) { float s = sinf(angle); float c = cosf(angle); return Vec2(x*c - y*s, x*s + y*c); } /** * Rotate [count] points in [points] (x, y coordinates) * around [angle] radians around this vector as center **/ void rotate_around(float angle, float *points, int count) { float c = cosf(angle); float s = sinf(angle); for (int i=0; i * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "model.h" #include "../platform.h" #include "../constants.h" #include "../colors.h" #include "../util.h" #include "serialize.h" #include "resources_util.h" static const RGB EDIT_SWATCH[10] = { RGB(), RGB(0.2, 0.7, 0.9), RGB(0xe70b92), RGB(0.4, 0.9, 0.2), RGB(0xc0d700), RGB(0.5, 0.9, 0.7), RGB(0.6, 0.2, 0.6), RGB(0x406849), RGB(0.5, 0.9, 0.7), RGB(0.7, 0.9, 0.5), }; HintDecal::HintDecal(Scene *scene, enum Circle1D::Decal decal, int x, int y) : Circle1DType(Circle1DType::DECAL) , decal(decal) , opacity(1.f) , x(x) , y(y) { if (scene) { scene->add_decal(this); } } Object::Object(Scene *scene, float x, float y, float size, int flags, RGB color) : Circle1DType(Circle1DType::OBJECT) , scene(scene), pos(x, y), last_pos(x, y), size(size), color(color), target_color(color), desired(color), flags(flags), velocity(0, 0), force(0, 0), grabbed(-1), old_mouse_pos(0, 0), mouse(NULL), mouse_joint(NULL), compound(NULL), last_color_update(0) { if (scene) { scene->add_object(this); } } std::string Object::describe() { std::string flags_str = ""; #define DESCRIBE(x) if (flags & x) flags_str += #x " "; DESCRIBE(COLLIDER) DESCRIBE(SLOW) DESCRIBE(NOGRAVITY) DESCRIBE(FIXED) DESCRIBE(COLORABLE) DESCRIBE(NODRAG) DESCRIBE(COLORTRANSFER) DESCRIBE(SWITCHONLY) DESCRIBE(NOAUTOCOLOR) DESCRIBE(BORDERBOUNCE) DESCRIBE(STAYINVIEW) DESCRIBE(CANGRAB) DESCRIBE(NOOVERLAP) DESCRIBE(SHADOWCAST) DESCRIBE(SILENT) DESCRIBE(INVISIBLE) #undef DESCRIBE return Util::format("Object (%.2f, %.2f), size=%.2f, flags=[%s]", pos.x, pos.y, size, flags_str.c_str()); } bool Object::handle(Circle1DEvent *event) { if (event->type == Circle1DEvent::MOUSEDOWN) { Vec2 pos(event->x, event->y); // FIXED objects behave just like NODRAG objects // in terms of mouse dragging, but when CANGRAB is // set, these objects can be (invisibly) grabbed // (this is used for activating switch objects) if ((grabbed == -1) && (this->pos - pos).length() < size && !(flags & NODRAG) && (!(flags & FIXED) || (flags & CANGRAB))) { grabbed = event->finger; if (!(flags & CANGRAB)) { if (!(scene->simulation_running)) { Platform::play(Sound::MOVABLE_SPHERE_PRESS); } } old_mouse_pos = pos; if (!(flags & FIXED)) { mouse = new Object(scene, this->pos.x, this->pos.y, 10, Object::FIXED | Object::INVISIBLE); mouse_joint = new Joint(scene, this, mouse, Joint::MOUSE); } return true; } } else if (event->type == Circle1DEvent::MOUSEMOTION) { if (grabbed == event->finger) { Vec2 pos(event->x, event->y); Vec2 rel = pos - old_mouse_pos; if (mouse) { mouse->pos += rel; } old_mouse_pos = pos; return true; } } else if (event->type == Circle1DEvent::MOUSEUP) { if (grabbed == event->finger) { if (!(flags & CANGRAB)) { if (!(scene->simulation_running)) { Platform::play(Sound::MOVABLE_SPHERE_RELEASE); } } if (mouse) { scene->remove_object(mouse); delete mouse; mouse = NULL; } if (mouse_joint) { scene->remove_object(mouse_joint); delete mouse_joint; mouse_joint = NULL; } grabbed = -1; return true; } } else if (event->type == Circle1DEvent::TICK) { simulate(); } return false; } void Object::take_color(Object *b) { if (last_color_update < scene->time - 10) { if (!target_color.equals(b->target_color)) { // Do not play sounds if the scene is simulating if (!(scene->simulation_running)) { if (!(flags & (NOAUTOCOLOR | SILENT))) { if (b->target_color.equals(desired)) { Platform::play(Sound::COLOR_CHANGES_TO_RIGHT); } else { Platform::play(Sound::COLOR_CHANGES_TO_WRONG); } } } } last_color_update = scene->time; } if ((flags & NOAUTOCOLOR) == 0) { target_color = b->target_color; } } void Object::handle_collision(Object *b) { Object *a = this; Vec2 dist = (a->pos - b->pos); if ((dist.x*dist.x + dist.y*dist.y) < (a->size + b->size)*(a->size + b->size)) { float diff = (a->size + b->size) - dist.length(); Vec2 a_dir = (b->pos - a->pos).normalize(); Vec2 b_dir = dist.normalize(); if (a->flags & NOOVERLAP || b->flags & NOOVERLAP) { // Move the other object out of the way (the one that is not fixed) // Assumption: We only set NOOVERLAP on FIXED objects float alpha = 0.1; if (a->flags & FIXED) { b->pos = b->pos * alpha + (a->pos - b_dir * (a->size + b->size)) * (1.0 - alpha); } else { a->pos = a->pos * alpha + (b->pos - a_dir * (a->size + b->size)) * (1.0 - alpha); } // Apply a slightly larger force to the objects float force = diff*std::min(a->size, b->size) * 0.6; a->apply_force(b_dir*force); b->apply_force(a_dir*force); } else { float force = diff*2.9*std::min(a->size, b->size)/10.; a->apply_force(b_dir*force); b->apply_force(a_dir*force); } if ((a->flags & COLORABLE) && (b->flags & COLORABLE)) { if ((b->flags & COLORTRANSFER) != 0 && !(b->target_color.isgray())) { a->take_color(b); } else if ((a->flags & COLORTRANSFER) != 0 && (!a->target_color.isgray())) { b->take_color(a); } } else if ((a->flags & COLORABLE) != 0 && !(b->target_color.isgray())) { a->take_color(b); } else if ((b->flags & COLORABLE) != 0 && !(a->target_color.isgray())) { b->take_color(a); } } } void Object::simulate() { if (!(flags & (Object::NOGRAVITY | Object::FIXED))) { /* Gravity force */ force += Vec2(0, 16.2) * weight() / 2000.; } velocity += force / weight() * 100.; velocity *= .9; if (flags & Object::SLOW) { velocity *= .5; } pos += velocity; force = Vec2(0, 0); if (flags & (Object::BORDERBOUNCE | Object::STAYINVIEW)) { float bounce = 0.; float xmin = 0, ymin = 0; float xmax = Constants::WORLD_WIDTH, ymax = Constants::WORLD_HEIGHT; if (flags & Object::BORDERBOUNCE) { xmin += size; ymin += size; xmax -= size; ymax -= size; bounce = -0.8; } bool bounced = false; if (pos.x < xmin) { velocity.x *= bounce; pos.x = xmin; if (last_pos.x > xmin) { bounced = true; } } if (pos.x > xmax) { velocity.x *= bounce; pos.x = xmax; if (last_pos.x < xmax) { bounced = true; } } if (pos.y < ymin) { velocity.y *= bounce; pos.y = ymin; if (last_pos.y > ymin) { bounced = true; } } if (pos.y > ymax) { velocity.y *= bounce; pos.y = ymax; if (last_pos.y < ymax) { bounced = true; } } if (bounced && size >= 30) { // XXX: Volume based on velocity.length() if (!(scene->simulation_running)) { Platform::play(Sound::SPHERE_HITS_WALL); } } } color.fade_to(target_color); last_pos = pos; } void Object::restack_on_top() { scene->remove_object(this); scene->add_object(this); } Joint::Joint(Scene *scene, Object *a, Object *b, int flags) : Circle1DType(Circle1DType::JOINT), scene(scene), a(a), b(b), flags(flags), knot_at(0.0), knot_color(), distance((a->pos - b->pos).length()) { scene->add_object(this); } Joint::~Joint() { } std::string Joint::describe() { std::string flags_str = ""; #define DESCRIBE(x) if (flags & x) flags_str += #x " "; DESCRIBE(RUBBERBAND) DESCRIBE(STRONG) DESCRIBE(BREAKABLE) DESCRIBE(BROKEN) DESCRIBE(FIXED) DESCRIBE(HAS_KNOT) DESCRIBE(IS_RAIL) DESCRIBE(MOUSE) DESCRIBE(UNTANGLE) #undef DESCRIBE return Util::format("Joint flags=[%s]", flags_str.c_str()); } void Joint::simulate() { if (flags & Joint::BROKEN) { return; } if (flags & Joint::UNTANGLE) { // Untangle joints don't have any physical effect return; } float current_distance = (a->pos - b->pos).length(); float diff = distance - current_distance; if (fabsf(diff) < 0.001) { return; } if ((flags & Joint::BREAKABLE) && fabsf(diff) > fabsf(distance) * 4.) { flags |= Joint::BROKEN; if (!(scene->simulation_running)) { Platform::play(Sound::CHAIN_BREAKS); } return; } Vec2 a_dir = (b->pos - a->pos).normalize(); Vec2 b_dir = (a->pos - b->pos).normalize(); if (flags & Joint::FIXED) { if (a->flags & Object::FIXED) { b->move(a->pos + a_dir * distance); } else if (b->flags & Object::FIXED) { a->move(b->pos + b_dir * distance); } else { Vec2 center = Vec2::mean(a->pos, b->pos); a->move(center + b_dir*distance/2.); b->move(center + a_dir*distance/2.); } return; } float strength = fabsf(diff) * 2.; if (flags & Joint::RUBBERBAND) { strength *= .2; } if (flags & Joint::STRONG) { strength *= 3.; } if (flags & Joint::MOUSE) { Vec2 center = Vec2::mean(a->pos, b->pos); if (!(a->flags & Object::FIXED)) { a->move(center + b_dir*distance/2.); } if (!(b->flags & Object::FIXED)) { b->move(center + a_dir*distance/2.); } } if (diff < 0.) { /* diff must be made smaller */ a->apply_force(a_dir*strength); b->apply_force(b_dir*strength); } else { /* diff must be made bigger */ if (!(flags & Joint::RUBBERBAND)) { a->apply_force(b_dir*strength); b->apply_force(a_dir*strength); } } } Circle1DBehavior::Circle1DBehavior(Scene *scene) : Circle1DType(Circle1DType::BEHAVIOR) , scene(scene) { scene->add_behavior(this); } static bool lines_intersect(Vec2 p1, Vec2 p2, Vec2 p3, Vec2 p4) { // Check if line (p1->p2) intersects with line (p3->p4) // http://paulbourke.net/geometry/pointlineplane/ float nn = (p4.y-p3.y)*(p2.x-p1.x)-(p4.x-p3.x)*(p2.y-p1.y); if (nn == 0) { return false; } float za = (p4.x-p3.x)*(p1.y-p3.y)-(p4.y-p3.y)*(p1.x-p3.x); float ua = za / nn; float zb = (p2.x-p1.x)*(p1.y-p3.y)-(p2.y-p1.y)*(p1.x-p3.x); float ub = zb / nn; float epsilon = 0.01; float min = 0.0 + epsilon; float max = 1.0 - epsilon; return (min < ua && ua < max && min < ub && ub < max); } bool Scene::checkUntanglement() { if (untangle_joints.size() == 0) { // Objective reached return true; } bool result = true; std::list::iterator jit; for (jit = untangle_joints.begin(); jit != untangle_joints.end(); ++jit) { (*jit)->knot_color = RGB(1.0, 1.0, 1.0); } // check joint tangling for (jit = untangle_joints.begin(); jit != untangle_joints.end(); ++jit) { Joint *a = *jit; std::list::iterator jit2; for (jit2 = jit, ++jit2; jit2 != untangle_joints.end(); ++jit2) { Joint *b = *jit2; if (lines_intersect(a->a->pos, a->b->pos, b->a->pos, b->b->pos)) { a->knot_color = b->knot_color = RGB(1.0, 0.0, 0.0); result = false; } } } return result; } void Scene::background_color_from_content() { if (background_color_set) { return; } std::list::iterator it; for (it=objects.begin(); it!=objects.end(); ++it) { Object *o = *it; if (!(o->flags & Object::COLORABLE) && !(o->color.isgray())) { background_color = RGB::mix(RGB(0x000000), o->color); return; } } background_color = RGB::background(); background_color_set = true; } void Scene::save(const std::string &filename) { SerializeBuffer sav; sav << time; sav << background_color << int(background_color_set); sav << int(objects.size()); std::list::iterator it; for (it=objects.begin(); it!=objects.end(); ++it) { Object *o = *it; sav << o->pos << o->size << o->flags; sav << o->color << o->target_color << o->desired; sav << o->last_pos << o->velocity << o->force; } sav << int(joints.size()); std::list::iterator jit; for (jit=joints.begin(); jit!=joints.end(); ++jit) { Joint *j = *jit; sav << object_id(j->a) << object_id(j->b) << j->flags << j->distance; } sav << int(decals.size()); std::list::iterator hit; for (hit=decals.begin(); hit!=decals.end(); ++hit) { HintDecal *h = *hit; sav << int(h->decal) << h->x << h->y; } sav << int(behaviors.size()); std::list::iterator bit; for (bit=behaviors.begin(); bit!=behaviors.end(); ++bit) { Circle1DBehavior *b = *bit; Circle1DBehaviorIO *io = Circle1DBehaviorRegistration::lookup(b->name()); if (io) { sav << b->name(); io->save(this, b, sav); } else { sav << ""; } } sav.write_file(filename); } void Scene::load(const std::string &filename) { SerializeBuffer sav; sav.read_file(filename); if (!sav.available()) { SHADY_DEBUG_PRINTF("Could not load %s\n", filename.c_str()); return; } reset(); sav >> time; sav >> background_color; background_color_set = sav.read_int32(); int objects; sav >> objects; for (int i=0; i> pos >> size >> flags; Object *o = new Object(this, pos.x, pos.y, size, flags); sav >> o->color >> o->target_color >> o->desired; sav >> o->last_pos >> o->velocity >> o->force; } int joints; sav >> joints; for (int i=0; i> a_id >> b_id >> flags >> distance; Joint *j = new Joint(this, object_from_id(a_id), object_from_id(b_id), flags); j->distance = distance; } int decals; sav >> decals; for (int i=0; i> id >> x >> y; new HintDecal(this, Circle1D::Decal(id), x, y); } int behaviors; sav >> behaviors; for (int i=0; i> name; Circle1DBehaviorIO *io = Circle1DBehaviorRegistration::lookup(name); if (io) { io->load(this, sav); } } } int Scene::object_id(Object *o) { int i = 0; for (auto &object: objects) { if (o == object) { return i; } i++; } SHADY_ASSERT(false); return -1; } int Scene::joint_id(Joint *j) { int i = 0; for (auto &joint: joints) { if (j == joint) { return i; } i++; } SHADY_ASSERT(false); return -1; } int Scene::behavior_id(Circle1DBehavior *b) { int i = 0; for (auto &behavior: behaviors) { if (b == behavior) { return i; } i++; } SHADY_ASSERT(false); return -1; } int Scene::decal_id(HintDecal *d) { int i = 0; for (auto &decal: decals) { if (d == decal) { return i; } i++; } SHADY_ASSERT(false); return -1; } Object * Scene::object_from_id(int id) { if (id < 0) { return NULL; } auto it = objects.begin(); while (id--) { SHADY_ASSERT(it != objects.end()); it++; } return *it; } Joint * Scene::joint_from_id(int id) { if (id < 0) { return NULL; } auto it = joints.begin(); while (id--) { SHADY_ASSERT(it != joints.end()); it++; } return *it; } Circle1DBehavior * Scene::behavior_from_id(int id) { if (id < 0) { return NULL; } auto it = behaviors.begin(); while (id--) { SHADY_ASSERT(it != behaviors.end()); it++; } return *it; } HintDecal * Scene::decal_from_id(int id) { if (id < 0) { return NULL; } auto it = decals.begin(); while (id--) { SHADY_ASSERT(it != decals.end()); it++; } return *it; } void Scene::handle_editing(Circle1DEvent *event) { Vec2 pos(event->x, event->y); Vec2 rel(pos - editing_old_mouse_pos); if (event->type == Circle1DEvent::KEYDOWN) { switch (event->finger) { case Circle1DEvent::DELETE: if (edit_object) { remove_object(edit_object); edit_object = NULL; } else if (edit_joint) { remove_object(edit_joint); edit_joint = NULL; } break; case Circle1DEvent::TOGGLE_COLLIDER: if (edit_object) { edit_object->flags ^= Object::COLLIDER; object_flags_changed(edit_object); } break; case Circle1DEvent::TOGGLE_GRAVITY: if (edit_object) { edit_object->flags ^= Object::NOGRAVITY; object_flags_changed(edit_object); } break; case Circle1DEvent::TOGGLE_BORDERBOUNCE: if (edit_object) { edit_object->flags ^= Object::BORDERBOUNCE; object_flags_changed(edit_object); } break; case Circle1DEvent::TOGGLE_FIXED: if (edit_object) { edit_object->flags ^= Object::FIXED; object_flags_changed(edit_object); } else if (edit_joint) { edit_joint->flags ^= Joint::FIXED; object_flags_changed(edit_joint); } break; case Circle1DEvent::TOGGLE_SHADOWCAST: if (edit_object) { edit_object->flags ^= Object::SHADOWCAST; object_flags_changed(edit_object); } break; case Circle1DEvent::SET_COLOR: editing_color_index = event->button; break; case Circle1DEvent::SET_TARGET_COLOR: if (edit_object) { edit_object->color = edit_object->target_color = EDIT_SWATCH[editing_color_index]; if (!edit_object->desired.equals(edit_object->target_color)) { edit_object->flags |= Object::COLORABLE; } else { edit_object->flags &= ~Object::COLORABLE; } object_flags_changed(edit_object); } break; case Circle1DEvent::SET_DESIRED_COLOR: if (edit_object) { edit_object->desired = EDIT_SWATCH[editing_color_index]; if (!edit_object->desired.equals(edit_object->target_color)) { edit_object->flags |= Object::COLORABLE; } else { edit_object->flags &= ~Object::COLORABLE; } object_flags_changed(edit_object); } break; default: break; } } else if (event->type == Circle1DEvent::MOUSEMOTION && event->button == 0) { edit_object = object_at(pos); edit_joint = joint_at(pos); } else if (event->button == 1) { switch (event->type) { case Circle1DEvent::MOUSEDOWN: if (!edit_object) { edit_object = new Object(this, pos.x, pos.y, 10); } editing_old_mouse_pos = pos; break; case Circle1DEvent::MOUSEMOTION: if (edit_object) { edit_object->pos += rel; editing_old_mouse_pos = pos; } break; case Circle1DEvent::MOUSEUP: break; default: break; } } else if (event->button == 2) { switch (event->type) { case Circle1DEvent::MOUSEDOWN: if (edit_object) { edit_joint_tmp = new Object(this, pos.x, pos.y, 10); edit_joint = new Joint(this, edit_object, edit_joint_tmp); } break; case Circle1DEvent::MOUSEMOTION: if (edit_joint && edit_joint_tmp) { edit_joint_tmp->pos = pos; edit_object = object_at(edit_joint_tmp->pos); edit_joint->b = edit_object; } break; case Circle1DEvent::MOUSEUP: if (edit_joint && edit_joint_tmp) { if (edit_joint->b == edit_joint_tmp) { remove_object(edit_joint); } else { edit_joint->reset_distance(); } remove_object(edit_joint_tmp); edit_joint_tmp = NULL; } break; default: break; } } else if (event->button == 3) { switch (event->type) { case Circle1DEvent::MOUSEDOWN: if (!edit_object) { edit_object = new Object(this, pos.x, pos.y, 1); editing_old_mouse_pos = pos; } break; case Circle1DEvent::MOUSEMOTION: if (edit_object) { edit_object->size = (pos - edit_object->pos).length(); editing_old_mouse_pos = pos; } break; case Circle1DEvent::MOUSEUP: break; default: break; } } if (event->is_mouse_event()) { editing_label_pos = pos + Vec2(10, 0); } if (edit_object) { editing_label = edit_object->describe(); } else if (edit_joint) { editing_label = edit_joint->describe(); } else { editing_label = ""; } } Object * Scene::object_at(Vec2 pos) { for (auto &o: objects) { if ((pos - o->pos).length() < o->size) { return o; } } return NULL; } Joint * Scene::joint_at(Vec2 pos) { for (auto &j: joints) { Vec2 j_pos = (j->a->pos + j->b->pos) / 2.0; if (((pos - j_pos).length()) < 10.0) { return j; } } return NULL; } void Scene::render(Circle1DRenderer *renderer) { std::list::iterator dit; for (dit = decals.begin(); dit != decals.end(); ++dit) { HintDecal *d = *dit; renderer->decal(d->decal, d->x, d->y, d->opacity); } std::list::iterator oit; if (light_source.enabled) { for (oit = objects.begin(); oit != objects.end(); ++oit) { Object *o = *oit; if (o->flags & Object::SHADOWCAST) { renderer->shadow(light_source.pos, o->pos, o->size); } } renderer->flush_shadows(); } std::list::iterator jit; for (jit = joints.begin(); jit != joints.end(); ++jit) { Joint *j = *jit; if (!(j->flags & (Joint::BROKEN | Joint::MOUSE))) { renderer->line(j); } } renderer->flush_lines(); for (oit = objects.begin(); oit != objects.end(); ++oit) { Object *o = *oit; if (!(o->flags & Object::INVISIBLE)) { renderer->circle(o); } } renderer->flush_circles(); if (editing) { renderer->text_render("[EDITING]", 10, 10, FONT_SMALL, 1.0, EDIT_SWATCH[editing_color_index]); Vec2 pos = editing_label_pos; float w, h; renderer->text_measure(editing_label.c_str(), &w, &h, FONT_TINY); if (pos.x + w > Constants::WORLD_WIDTH) { pos.x = Constants::WORLD_WIDTH - w; } if (pos.y + h > Constants::WORLD_HEIGHT) { pos.y = Constants::WORLD_HEIGHT - h; } renderer->text_render(editing_label.c_str(), pos.x, pos.y, FONT_TINY); } } std::map * Circle1DBehaviorRegistration::m_ios = 0; chromono-1.1.3/src/circle1d/content.cpp0000644000175000017500000022665715125741141016166 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "content.h" #include "behaviors.h" #include "../constants.h" #include "../colors.h" #include #include #include void level1(Scene *scene); void level3(Scene *scene); void level4(Scene *scene); void level5(Scene *scene); void level11(Scene *scene); void level12(Scene *scene); void level13(Scene *scene); void level14(Scene *scene); void level15(Scene *scene); void level15a(Scene *scene); void level16(Scene *scene); void level17(Scene *scene); void level18(Scene *scene); void level19(Scene *scene); void level20(Scene *scene); void level21(Scene *scene); void level22(Scene *scene); void level23(Scene *scene); void level24(Scene *scene); void level30(Scene *scene); void level31(Scene *scene); void level32(Scene *scene); void level40(Scene *scene); void level41(Scene *scene); void level42(Scene *scene); void level50(Scene *scene); void level51(Scene *scene); void level52(Scene *scene); void level60(Scene *scene); void level61(Scene *scene); void level62(Scene *scene); void level62x(Scene *scene); void level70(Scene *scene); void level71(Scene *scene); void level72(Scene *scene); void level80(Scene *scene); void level81(Scene *scene); void level82(Scene *scene); void level90(Scene *scene); void level90x(Scene *scene); void level91(Scene *scene); void level92(Scene *scene); void level25(Scene *scene); void level26(Scene *scene); void level27(Scene *scene); void level35(Scene *scene); void level36(Scene *scene); void level37(Scene *scene); void level38(Scene *scene); void level43(Scene *scene); void level44(Scene *scene); void level45(Scene *scene); void level46(Scene *scene); void level47(Scene *scene); void placeholder_level(Scene *scene) {} void scene_square(Scene *scene); #define PLACEHOLDER {{0, 0, 0}, 0, placeholder_level} LevelInfo levels[] = { /* Introductory Levels */ {{3000, 2000, 1000}, 0, level17}, /* INTRO First level? */ {{1000, 600, 300}, 0, level30}, /* INTRO Level with 2 colors, 1 target */ {{1000, 600, 300}, 0, level31}, /* INTRO Level with 2 colors, 2 targets */ {{3000, 1400, 700}, 6, level80}, /* INTRO level with 4 targets, 1 color */ {{2000, 1200, 600}, 6, level81}, /* INTRO level with 4 targets, 3 colors */ {{1800, 1000, 500}, 6, level82}, /* INTRO level with 8 targets, 2 colors */ {{220, 150, 135}, 12, level50}, /* INTRO level with 2 colors, joints */ {{600, 330, 210}, 12, level51}, /* INTRO level with 2 colors, undraggable items + joints */ {{665, 500, 365}, 12, level52}, /* INTRO level with 3 colors, circle */ // 27 stars up to here /* Some of the first levels created */ {{1500, 1250, 950}, 20, level3}, /* MEDIUM pink, orange, yellow 2 mounted chains */ {{3000, 2000, 1000}, 20, level91}, /* Hanging dragon used to color things */ {{700, 400, 310}, 20, level5}, /* EASY sky + magenta dragon */ /* Chains */ {{450, 300, 180}, 25, level61}, /* EASY Chain level */ {{3000, 2000, 1000}, 27, level35}, /* MEDIUM Chain level */ {{1100, 650, 400}, 30, level60}, /* MEDIUM-HARD colored chain, 3 targets on top */ // 45 stars up to here /* Shapes levels */ {{3000, 2000, 1000}, 35, level90}, /* Red triangle level */ {{3000, 2000, 1000}, 35, level36}, /* RELAXING Chain level 4 */ {{1700, 1200, 900}, 35, level70}, /* MEDIUM-HARD 3 color blue/cyan square */ {{3000, 2000, 1000}, 42, level37}, /* RELAXING Chain level 5 */ {{2400, 1900, 1100}, 45, level4}, /* HARD light and dark green circle */ {{3000, 2000, 1000}, 47, level43}, /* INTRO breakable chain level */ {{3000, 2000, 1000}, 51, level44}, /* MEDIUM breakable chain level */ {{550, 350, 225}, 55, level62}, /* HARD Chain that needs to be "cut" / broken */ // 69 stars up to here /* Timing / Accuracy levels */ {{3000, 2000, 1000}, 60, level92}, /* One, moving left and right */ {{500, 300, 90}, 62, level72}, /* Two, moving up and down */ {{700, 400, 310}, 64, level24}, /* Three, moving up and down */ /* Rails Levels */ {{400, 250, 190}, 66, level23}, /* moving on rails */ {{600, 410, 350}, 68, level32}, /* moving on rails, harder */ {{1200, 900, 700}, 72, level71}, /* horizontal and vertical rails */ // 87 stars up to here /* Multi-Color Levels */ {{3000, 2000, 1000}, 74, level25}, /* EASY 2 paints, 1 target */ {{3000, 2000, 1000}, 76, level26}, /* MEDIUM 2 targets, 3 useful paints, 2 useless / unneeded paints */ {{3000, 2000, 1000}, 79, level27}, /* two-stage multi-color level with unneeded paints */ {{600, 400, 250}, 82, level13}, /* INTRO Introduction of multi-color objects */ {{240, 190, 150}, 85, level15}, /* two-stage multi-color level */ {{2000, 1000, 500}, 87, level15a}, /* two-stage multi-color level with 2 targets */ // 105 stars up to here /* Untangle / Planarity Levels */ {{3000, 2000, 1000}, 89, level45}, {{1500, 900, 500}, 91, level40}, {{1500, 900, 500}, 94, level41}, {{1500, 900, 500}, 96, level42}, {{3000, 2000, 1000}, 98, level46}, {{3000, 2000, 1000}, 100, level47}, // 123 stars up to here /* Special Levels */ {{550, 350, 225}, 85, level62x}, /* HARD Chain that needs to be "cut" / broken */ {{3000, 2000, 1000}, 90, level90x}, /* Red triangle level - HARD! */ {{3000, 2000, 1000}, 95, level38}, /* Chain level 6 (two yellow colorables) */ {{3000, 2000, 1000}, 105, level16}, /* HARD! more moving things (and switches) */ {{3000, 2000, 1000}, 115, level11}, /* MEDIUM-HARD First level with moving things */ {{1200, 480, 320}, 120, level19}, /* HARD multi color level */ //{{3000, 2000, 1000}, 420, level90x}, /* Just for testing the lock icon */ /* Emitter Levels */ //level21, /* INTRO emitting */ //level20, /* MEDIUM-HARD Emitting */ //level22, /* MEDIUM Emitting with timing */ /* XXX - Trash, rebuild/reuse */ //{{3000, 2000, 1000}, 0, level18}, /* INTRO Switch with arrow */ //{{3000, 2000, 1000}, 84, level12}, /* INTRO User learns how to use a switch (and nothing more) */ //{{3000, 2000, 1000}, 84, level14}, /* Level with two switches */ //level1, /* red blue chain */ {{0, 0, 0}, 0, NULL}, // sentinel }; void the_basics_behavior(Object *o); void ropes_behavior(Object *o); void puzzles_behavior(Object *o); void colorize_behavior(Object *o); void untangle_behavior(Object *o); LevelPack packs[] = { // Level IDs here are zero-based indices into the // levels array above. {"The Basics", 0, 8, the_basics_behavior, {100, 200, 60, RGB(0.2, 0.7, 0.9), true}}, {"Ropes", 9, 22, ropes_behavior, {320, 140, 55, RGB(0xe70b92), true}}, {"Rails", 23, 28, puzzles_behavior, {530, 130, 59, RGB(0.4, 0.9, 0.2), true}}, {"Mixers", 29, 34, colorize_behavior, {660, 300, 60, RGB(0xc0d700), true}}, {"Untangle", 35, 40, untangle_behavior, {470, 350, 50, RGB(0.5, 0.9, 0.7), true}}, {"Challenges", 41, 46, NULL, {270, 320, 65, RGB(0.6, 0.2, 0.6), false}}, {NULL, 0, 0, NULL, {0, 0, 0, RGB()}}, // sentinel }; class TheBasicsBehavior : public Circle1DBehavior { public: CIRCLE1D_BEHAVIOR_BODY(TheBasicsBehavior) TheBasicsBehavior(Scene *scene, Object *center) : Circle1DBehavior(scene) , center(center) , moon_size(22) { RGB c = RGB::mix(RGB(0.0, 0.0, 0.0), center->target_color); moons[0] = new Object(scene, 0, 0, moon_size, Object::FIXED, c); moons[1] = new Object(scene, 0, 0, moon_size, Object::FIXED, c); simulate(); } virtual ~TheBasicsBehavior() { } virtual void simulate() { for (int i=0; i<2; i++) { float t = 0.02 * scene->time; float s = sinf(t + M_PI * i); float c = cosf(t + M_PI * i); moons[i]->size = std::max(0.f, moon_size * (1.f + c) / 2.f - 4.f); Vec2 offset(s * 70.0, c * 40.0); moons[i]->pos = center->pos + offset; } } private: Object *center; float moon_size; Object *moons[2]; }; void the_basics_behavior(Object *o) { new TheBasicsBehavior(o->scene, o); } class RopesBehavior : public Circle1DBehavior { public: CIRCLE1D_BEHAVIOR_BODY(RopesBehavior) RopesBehavior(Scene *scene, Object *center) : Circle1DBehavior(scene) , center(center) , handle(NULL) { handle = new Object(scene, center->pos.x + center->size, center->pos.y - center->size - 15, 15, Object::FIXED, RGB::mix(RGB(0x000000), center->target_color)); simulate(); Object *prev = handle; for (int i=0; i<3; i++) { Object *cur = new Object(scene, handle->pos.x,//center->pos.x + center->size, center->pos.y - center->size + 25 * (i + 1), 15, Object::COLLIDER, RGB(0.8, 0.8, 0.9)); new Joint(scene, prev, cur); prev = cur; } } virtual ~RopesBehavior() { } virtual void simulate() { float t = 0.015 * (scene->time + 100); handle->pos.x = center->pos.x + 90.0 * sinf(t); } private: Object *center; Object *handle; }; void ropes_behavior(Object *o) { new RopesBehavior(o->scene, o); } class PuzzlesBehavior : public Circle1DBehavior { public: CIRCLE1D_BEHAVIOR_BODY(PuzzlesBehavior) PuzzlesBehavior(Scene *scene, Object *center) : Circle1DBehavior(scene) , movable(NULL) { movable = new Object(scene, center->pos.x + center->size + 10, center->pos.y - center->size + 20, 15, Object::COLLIDER, RGB::mix(RGB(0x000000), center->target_color)); new AxisConstraintBehavior(scene, movable, true, movable->pos.x, center->pos.y - center->size / 2.0, center->pos.y + center->size / 2.0); } virtual ~PuzzlesBehavior() { } virtual void simulate() { float t = 0.01 * scene->time; movable->apply_force(Vec2(0.0, -20.0 * std::max(0.f, cosf(t)))); } private: Object *movable; }; void puzzles_behavior(Object *o) { new PuzzlesBehavior(o->scene, o); } class ColorizeBehavior : public Circle1DBehavior { public: CIRCLE1D_BEHAVIOR_BODY(ColorizeBehavior) ColorizeBehavior(Scene *scene, Object *center) : Circle1DBehavior(scene) , ticks(0) { objects[0] = new Object(scene, center->pos.x + center->size + 5, center->pos.y - center->size * 0.8, 20, Object::FIXED | Object::COLORABLE | Object::NOAUTOCOLOR, RGB::mix(RGB(0xffffff), center->target_color)); objects[1] = new Object(scene, center->pos.x + center->size + 5, center->pos.y + center->size * 0.8, 20, objects[0]->flags, RGB::mix(RGB(0x000000), center->target_color)); // black taken from build_color_mix objects[0]->desired = objects[1]->desired = RGB(0.2, 0.2, 0.2); new Joint(scene, center, objects[0]); new Joint(scene, center, objects[1]); } virtual ~ColorizeBehavior() { } virtual void simulate() { ticks++; if (ticks == 100) { std::swap(objects[0]->target_color, objects[1]->target_color); ticks = 0; } } private: int ticks; Object *objects[2]; }; void colorize_behavior(Object *o) { new ColorizeBehavior(o->scene, o); } class UntangleBehavior : public Circle1DBehavior { public: CIRCLE1D_BEHAVIOR_BODY(UntangleBehavior) UntangleBehavior(Scene *scene, Object *center) : Circle1DBehavior(scene) , center(center) { RGB color = RGB::mix(RGB(0x000000), center->target_color); a = new Object(scene, center->pos.x - center->size - 40, center->pos.y - center->size - 27, 15, Object::FIXED | Object::COLLIDER, color); b = new Object(scene, center->pos.x - 40, center->pos.y - center->size - 60, 15, Object::FIXED | Object::COLLIDER, RGB()); c = new Object(scene, center->pos.x + center->size - 40, center->pos.y - center->size - 20, 15, Object::FIXED | Object::COLLIDER, color); d = new Object(scene, center->pos.x - 40, center->pos.y - center->size - 10, 15, Object::FIXED | Object::COLLIDER, color); new Joint(scene, a, b, Joint::UNTANGLE); new Joint(scene, b, c, Joint::UNTANGLE); new Joint(scene, d, b, Joint::UNTANGLE); new Joint(scene, a, c, Joint::UNTANGLE); simulate(); } virtual ~UntangleBehavior() { } virtual void simulate() { float t = 0.023 * scene->time; d->pos.y = center->pos.y - center->size - 10 - 20 * (0.5 + 0.5 * sinf(t)); d->pos.x = center->pos.x - 40 + 20 * (0.5 + 0.5 * cosf(t * 0.9)); c->pos.y = center->pos.y - center->size - 20 - 20 * (0.5 + 0.5 * cosf(t * 1.3)); scene->checkUntanglement(); } private: Object *center; Object *a; Object *b; Object *c; Object *d; }; void untangle_behavior(Object *o) { new UntangleBehavior(o->scene, o); } void level36(Scene *scene) { RGB target(0x406849); Object *center = new Object(scene, 400, 240, 50, Object::NOGRAVITY | Object::COLLIDER | Object::BORDERBOUNCE, target); Object *prev[4] = {center, center, center, center}; Vec2 dir[4] = { Vec2(-1, -1), Vec2(-1, +1), Vec2(+1, -1), Vec2(+1, +1), }; for (int i=0; i<2; i++) { for (int j=0; j<4; j++) { int x = center->pos.x + dir[j].x * 100 * (i+2) / (i+1); int y = center->pos.y + dir[j].y * 100 * (i+2) / (i+1); Object *cur = new Object(scene, x, y, 30, Object::COLORABLE | Object::NOGRAVITY | Object::COLLIDER | Object::BORDERBOUNCE | Object::NODRAG); cur->desired = target; new Joint(scene, prev[j], cur); prev[j] = cur; } } } void level37(Scene *scene) { RGB target1(0x2b556d); RGB target2(0xab7425); Object *prev = NULL; for (int i=0; i<15; i++) { int x = 15 + 55 * i; int y = 240 + 220. * sinf((float)i / 14.f * M_PI * 2.0); Object *cur = new Object(scene, x, y, 30, Object::COLORABLE | Object::COLLIDER | Object::NODRAG | Object::NOGRAVITY | Object::BORDERBOUNCE); if (i < 5) { cur->desired = target1; } else if (i > 9) { cur->desired = target2; } else { cur->desired = (i % 2 == 0) ? target1 : target2; } if (prev != NULL) { new Joint(scene, prev, cur, Joint::RUBBERBAND); } prev = cur; } new Object(scene, 300, 140, 50, Object::COLLIDER | Object::NOGRAVITY | Object::STAYINVIEW, target1); new Object(scene, 500, 320, 50, Object::COLLIDER | Object::NOGRAVITY | Object::STAYINVIEW, target2); } void level43(Scene *scene) { RGB black(0x222222); RGB troll(0x009f5e); Object *nail = new Object(scene, 240, 240, 20, Object::FIXED | Object::COLLIDER, black); Object *paint = new Object(scene, 380, 240, 50, Object::BORDERBOUNCE | Object::COLLIDER, troll); std::vector chain = build_chain(scene, nail, paint, 5, Joint::STRONG | Joint::BREAKABLE); (new Object(scene, 630, 40, 50, Object::FIXED | Object::COLORABLE | Object::COLLIDER))->desired = troll; } void level44(Scene *scene) { // 20 RGB black(0x333333); RGB white(0xcccccc); RGB vio(0x571da0); Object *nail = new Object(scene, 400, 0, 20, Object::FIXED | Object::COLLIDER, black); Object *target = new Object(scene, 700, 300, 50, Object::FIXED | Object::COLORABLE | Object::COLLIDER); target->desired = vio; new Object(scene, 270, 170, 80, Object::FIXED | Object::COLLIDER); new Object(scene, 400, 300, 80, Object::FIXED | Object::COLLIDER); new Object(scene, 280, 20, 50, Object::COLLIDER | Object::BORDERBOUNCE | Object::NODRAG, vio); Object *handle = new Object(scene, 250, 370, 40, Object::COLLIDER | Object::BORDERBOUNCE, white); build_chain(scene, nail, handle, 17, Joint::STRONG | Joint::BREAKABLE); } void level38(Scene *scene) { RGB sky(0xc0d700); RGB white(0xdddddd); Object *paint = new Object(scene, 100, 200, 30, Object::COLLIDER | Object::NODRAG | Object::BORDERBOUNCE, sky); Object *handle = new Object(scene, 400, 200, 50, Object::COLLIDER | Object::BORDERBOUNCE, white); build_chain(scene, paint, handle, 16, Joint::STRONG); new Object(scene, 200, 280, 60, Object::COLLIDER | Object::FIXED | Object::NOOVERLAP); (new Object(scene, 400, 80, 60, Object::COLLIDER | Object::COLORABLE | Object::FIXED | Object::NOOVERLAP))->desired = sky; (new Object(scene, 500, 280, 60, Object::COLLIDER | Object::COLORABLE | Object::FIXED | Object::NOOVERLAP))->desired = sky; } void level35(Scene *scene) { RGB pink(0xe70b92); RGB white(0xeeeeee); // Chain level Object *anchor = new Object(scene, 380, 200, 70, Object::FIXED | Object::COLLIDER | Object::NOOVERLAP); new ObjectIsLightSourceBehavior(scene, anchor); (new Object(scene, 240, 30, 60, Object::FIXED | Object::COLLIDER | Object::COLORABLE))->desired = pink; Object *paint = new Object(scene, 300, 200, 30, Object::COLLIDER | Object::BORDERBOUNCE | Object::NODRAG, pink); Object *handle = new Object(scene, 500, 100, 50, Object::COLLIDER | Object::BORDERBOUNCE, white); bezier_chain(scene, paint, handle, Vec2(300, -100), 10, Joint::RUBBERBAND | Joint::STRONG); } void level90(Scene *scene) { RGB color1(0xcc3322); RGB color2(0xffaa55); Object *p1 = new Object(scene, 400, 220, 40, Object::NOGRAVITY | Object::COLLIDER | Object::SHADOWCAST | Object::BORDERBOUNCE, color1); Object *p2 = new Object(scene, 400, 320, 40, Object::NOGRAVITY | Object::COLLIDER | Object::SHADOWCAST | Object::BORDERBOUNCE, color2); new Joint(scene, p1, p2); CenterOfObjectsLightSource *cools = new CenterOfObjectsLightSource(scene); cools->add(p1); cools->add(p2); Object *top = new Object(scene, 400, 80, 15, Object::NOGRAVITY | Object::NODRAG | Object::COLLIDER | Object::COLORABLE | Object::BORDERBOUNCE | Object::SHADOWCAST); top->desired = color1; Object *left = new Object(scene, 210, 400, top->size, top->flags); left->desired = color1; Object *right = new Object(scene, 590, 400, top->size, top->flags); right->desired = color1; Object *from[3] = {top, left, right}; Object *to[3] = {right, top, left}; Object *prev[3] = {from[0], from[1], from[2]}; int steps = 8; for (int i=0; ipos * alpha) + (from[j]->pos * (1.f - alpha)); Object *cur = new Object(scene, pos.x, pos.y, top->size, top->flags); cur->desired = (i < 2 || i > steps-3) ? color1 : color2; new Joint(scene, prev[j], cur); prev[j] = cur; } } for (int j=0; j<3; j++) { new Joint(scene, prev[j], to[j]); } } void level90x(Scene *scene) { RGB color1(0x33cc22); RGB color2(0xff55aa); Object *p2 = new Object(scene, 400, 160, 40, Object::NOGRAVITY | Object::COLLIDER | Object::SHADOWCAST | Object::NODRAG, color2); Object *p1 = new Object(scene, 400, 260, 40, Object::NOGRAVITY | Object::COLLIDER | Object::SHADOWCAST, color1); new Joint(scene, p1, p2); CenterOfObjectsLightSource *cools = new CenterOfObjectsLightSource(scene); cools->add(p1); cools->add(p2); Object *top = new Object(scene, 400, 400, 20, Object::NOGRAVITY | Object::NODRAG | Object::COLLIDER | Object::COLORABLE | Object::BORDERBOUNCE); top->desired = color1; Object *left = new Object(scene, 210, 80, top->size, top->flags); left->desired = color1; Object *right = new Object(scene, 590, 80, top->size, top->flags); right->desired = color1; Object *from[3] = {top, left, right}; Object *to[3] = {right, top, left}; Object *prev[3] = {from[0], from[1], from[2]}; int steps = 8; for (int i=0; ipos * alpha) + (from[j]->pos * (1.f - alpha)); Object *cur = new Object(scene, pos.x, pos.y, top->size, top->flags); cur->desired = (i < 2 || i > steps-3) ? color1 : color2; new Joint(scene, prev[j], cur); prev[j] = cur; } } for (int j=0; j<3; j++) { new Joint(scene, prev[j], to[j]); } } void level91(Scene *scene) { /* Hanging dragon used to color things */ RGB black(0.2, 0.2, 0.2); RGB alpha(0.2, 0.9, 0.5); RGB beta(0.9, 0.9, 0.2); Object *nail = new Object(scene, 400, 50, 20, Object::FIXED, black); Object *a = new Object(scene, 400, 100, 30, Object::COLLIDER | Object::NODRAG, alpha); Object *b = new Object(scene, 360, 150, 30, a->flags, beta); Object *c = new Object(scene, 440, 150, 30, a->flags, beta); Object *d = new Object(scene, 400, 230, 50, Object::COLLIDER, alpha); new Joint(scene, nail, a, Joint::RUBBERBAND | Joint::STRONG); new Joint(scene, a, b, Joint::FIXED); new Joint(scene, a, c, Joint::FIXED); new Joint(scene, b, c, Joint::FIXED); new Joint(scene, b, d, Joint::FIXED); new Joint(scene, c, d, Joint::FIXED); new Joint(scene, a, d, Joint::FIXED); (new Object(scene, 200, 200, 50, Object::COLORABLE | Object::FIXED | Object::COLLIDER))->desired = alpha; (new Object(scene, 600, 200, 50, Object::COLORABLE | Object::FIXED | Object::COLLIDER))->desired = beta; (new Object(scene, 180, 400, 50, Object::COLORABLE | Object::FIXED | Object::COLLIDER))->desired = beta; (new Object(scene, 620, 400, 50, Object::COLORABLE | Object::FIXED | Object::COLLIDER))->desired = alpha; } void level92(Scene *scene) { /* One, moving left and right */ RGB targetcolor(0x11dd44); RGB stopcolor(0x779988); int top_row_y = 220; int left_x = 400 - 200; int right_x = 400 + 200; int size = 50; int tsize = 30; int target_size = 26; int overlap = 5; int pendulum_x_min = left_x + tsize + target_size - overlap; int pendulum_x_max = right_x - tsize - target_size + overlap; Object *target_left = new Object(scene, left_x + 300, top_row_y, target_size, Object::COLORABLE | Object::COLLIDER | Object::FIXED); target_left->desired = targetcolor; new AxisConstraintBehavior(scene, target_left, false, top_row_y, left_x+tsize, right_x-tsize); new XAxisPendulumBehavior(scene, target_left, pendulum_x_min, pendulum_x_max, 0.055, 20.0); new Object(scene, left_x, top_row_y, tsize, Object::FIXED | Object::COLLIDER, stopcolor); new Object(scene, right_x, top_row_y, tsize, Object::FIXED | Object::COLLIDER, stopcolor); new Object(scene, 400, 360, size, Object::COLLIDER | Object::NOGRAVITY | Object::BORDERBOUNCE, targetcolor); } void level80(Scene *scene) { /* INTRO level with 4 targets, 1 color */ RGB color(0xaaffee); (new Object(scene, 200, 100, 50, Object::FIXED | Object::SHADOWCAST | Object::COLLIDER | Object::COLORABLE))->desired = color; (new Object(scene, 600, 100, 50, Object::FIXED | Object::SHADOWCAST | Object::COLLIDER | Object::COLORABLE))->desired = color; (new Object(scene, 200, 380, 50, Object::FIXED | Object::SHADOWCAST | Object::COLLIDER | Object::COLORABLE))->desired = color; (new Object(scene, 600, 380, 50, Object::FIXED | Object::SHADOWCAST | Object::COLLIDER | Object::COLORABLE))->desired = color; Object *c = new Object(scene, 400, 240, 60, Object::BORDERBOUNCE | Object::COLLIDER | Object::NOGRAVITY, color); new ObjectIsLightSourceBehavior(scene, c); } void level81(Scene *scene) { /* INTRO level with 4 targets, 3 colors */ RGB color1(0xee9933); RGB color2(0xee1199); RGB color3(0x9977ee); int flags = Object::FIXED | Object::COLLIDER | Object::COLORABLE; Object *o1 = new Object(scene, 400, 100, 30, flags); new ObjectIsLightSourceBehavior(scene, o1); o1->desired = color1; flags |= Object::SHADOWCAST; (new Object(scene, 220, 100, 50, flags))->desired = color2; (new Object(scene, 400, 380, 40, flags))->desired = color3; (new Object(scene, 610, 380, 60, flags))->desired = color1; flags = Object::BORDERBOUNCE | Object::COLLIDER | Object::NOGRAVITY | Object::SHADOWCAST; new Object(scene, 400, 240, 60, flags, color1); new Object(scene, 600, 160, 60, flags, color2); new Object(scene, 200, 300, 60, flags, color3); } void level82(Scene *scene) { /* INTRO level with 8 targets, 2 colors */ RGB color1(0x460145); RGB color2(0x276786); scene->set_custom_background_color(RGB::mix(RGB(1.0, 1.0, 1.0), color1, 0.4)); for (int i=0; i<8; i++) { int x = 240 + (i / 4) * 500; x += (-i * 30); int y = 100 + (i % 4) * 100; RGB c = ((i % 2) ^ (i / 4)) ? color1 : color2; (new Object(scene, x, y, 50, Object::FIXED | Object::COLLIDER | Object::COLORABLE))->desired = c; } new Object(scene, 380, 350, 60, Object::BORDERBOUNCE | Object::COLLIDER | Object::NOGRAVITY, color1); new Object(scene, 360, 200, 60, Object::BORDERBOUNCE | Object::COLLIDER | Object::NOGRAVITY, color2); } void level72(Scene *scene) { RGB targetcolor(0x1166dd); RGB stopcolor(0xaa9eef); int top_row_y = 120; int bottom_row_y = 480 - 120; int left_x = 400 - 100; int right_x = 400 + 100; int size = 50; int tsize = 30; int target_size = 26; int overlap = 5; int pendulum_y_min = top_row_y + tsize + target_size - overlap; int pendulum_y_max = bottom_row_y - tsize - target_size + overlap; Object *target_left = new Object(scene, left_x, bottom_row_y - 100, target_size, Object::COLORABLE | Object::COLLIDER | Object::FIXED); target_left->desired = targetcolor; new AxisConstraintBehavior(scene, target_left, true, left_x, top_row_y+tsize, bottom_row_y-tsize); new YAxisPendulumBehavior(scene, target_left, pendulum_y_min, pendulum_y_max, 0.02, 20.0); Object *target_right = new Object(scene, right_x, bottom_row_y - 110, target_size, Object::COLORABLE | Object::COLLIDER | Object::FIXED); target_right->desired = targetcolor; new AxisConstraintBehavior(scene, target_right, true, right_x, top_row_y+tsize, bottom_row_y-tsize); new YAxisPendulumBehavior(scene, target_right, pendulum_y_min, pendulum_y_max, 0.028, 14.0); new Object(scene, left_x, top_row_y, tsize, Object::FIXED | Object::COLLIDER, stopcolor); new Object(scene, left_x, bottom_row_y, tsize, Object::FIXED | Object::COLLIDER, stopcolor); new Object(scene, right_x, top_row_y, tsize, Object::FIXED | Object::COLLIDER, stopcolor); new Object(scene, right_x, bottom_row_y, tsize, Object::FIXED | Object::COLLIDER, stopcolor); new Object(scene, 400, 240, size, Object::COLLIDER | Object::NOGRAVITY | Object::BORDERBOUNCE, targetcolor); } void level71(Scene *scene) { RGB yellow(0.8, 0.9, 0.3); RGB cyan(0.1, 0.8, 0.9); RGB magenta(0.6, 0.3, 0.9); for (int i=0; i<6; i++) { Object *target = new Object(scene, 185 + i*90, 240, 60, Object::FIXED | Object::COLLIDER | Object::COLORABLE); switch (i % 3) { case 0: target->desired = yellow; break; case 1: target->desired = cyan; break; case 2: target->desired = magenta; break; } } int rails_top = 105; int rails_bottom = 240 + (240 - rails_top); int rails_left = 100; int rails_right = 700; Object *movable2 = new Object(scene, 120, 0, 80, Object::NOGRAVITY | Object::COLLIDER, cyan); new AxisConstraintBehavior(scene, movable2, false, rails_top, rails_left, rails_right); Object *movable3 = new Object(scene, 320, 0, 80, Object::NOGRAVITY | Object::COLLIDER, magenta); new AxisConstraintBehavior(scene, movable3, false, rails_top, rails_left, rails_right); // movable 2 must always be left of movable 3 new XAxisOrderConstraint(scene, movable2, movable3); Object *movable1 = new Object(scene, 500, 0, 80, Object::NOGRAVITY | Object::COLLIDER, yellow); new AxisConstraintBehavior(scene, movable1, false, rails_bottom, rails_left, rails_right); Object *movable4 = new Object(scene, 680, 0, 80, Object::NOGRAVITY | Object::COLLIDER, cyan); new AxisConstraintBehavior(scene, movable4, false, rails_bottom, rails_left, rails_right); // movable 1 must always be left of movable 4 new XAxisOrderConstraint(scene, movable1, movable4); } void level70(Scene *scene) { RGB blue1(0x1eafe5); RGB blue2(0x0df3d5); RGB blue3(0x003b84); Object *paint1 = new Object(scene, 400, 200, 40, Object::COLLIDER | Object::NOGRAVITY | Object::BORDERBOUNCE | Object::SHADOWCAST, blue1); Object *paint2 = new Object(scene, 350, 280, 40, Object::COLLIDER | Object::NOGRAVITY | Object::BORDERBOUNCE | Object::SHADOWCAST, blue2); Object *paint3 = new Object(scene, 450, 280, 40, Object::COLLIDER | Object::NOGRAVITY | Object::BORDERBOUNCE | Object::SHADOWCAST, blue3); CenterOfObjectsLightSource *cools = new CenterOfObjectsLightSource(scene); cools->add(paint1); cools->add(paint2); cools->add(paint3); new Joint(scene, paint1, paint2); new Joint(scene, paint2, paint3); new Joint(scene, paint1, paint3); Object *grid[7][7]; for (int x=0; x<7; x++) { for (int y=0; y<7; y++) { if (x == 0 || x == 6 || y == 0 || y == 6) { float xp = 400 + 60 * (x - 3); float yp = 240 + 60 * (y - 3); Object *o = new Object(scene, xp, yp, 20, Object::NOGRAVITY | Object::COLLIDER | Object::COLORABLE | Object::NODRAG | Object::BORDERBOUNCE | Object::SHADOWCAST); if ((std::abs(x - y) < 2) || (std::abs(x - (6-y)) < 2)) { o->desired = blue3; } else if (x > y) { o->desired = blue2; } else { o->desired = blue1; } grid[x][y] = o; } } } for (int x=0; x<6; x++) { new Joint(scene, grid[x][0], grid[x+1][0]); new Joint(scene, grid[x][6], grid[x+1][6]); new Joint(scene, grid[0][x], grid[0][x+1]); new Joint(scene, grid[6][x], grid[6][x+1]); } /* MEDIUM-HARD 3 color blue/cyan square*/ } void level62x(Scene *scene) { RGB black(0.2, 0.2, 0.2); RGB white(0.8, 0.8, 0.8); RGB alpha(0.9, 0.4, 0.2); RGB beta(0.5, 0.2, 0.9); Object *nail1 = new Object(scene, 100, 50, 20, Object::FIXED, black); Object *nail2 = new Object(scene, 700, 50, 20, Object::FIXED, black); int width = (nail2->pos.x - nail1->pos.x); int steps = 7; float spacing2 = width / (steps + 1); Object *prev = nail1; for (int i=0; ipos.x + (i+1) * spacing2, 50, 20, Object::COLLIDER | Object::NODRAG | Object::BORDERBOUNCE, (i < steps / 2) ? alpha : beta); if (i == 0) { new Joint(scene, prev, cur); Object *handle1 = new Object(scene, cur->pos.x, cur->pos.y + 100, 50, Object::BORDERBOUNCE | Object::COLLIDER, white); new Joint(scene, handle1, cur, Joint::STRONG); } else { new Joint(scene, prev, cur, Joint::STRONG); } prev = cur; } Object *handle1 = new Object(scene, prev->pos.x, prev->pos.y + 100, 50, Object::BORDERBOUNCE | Object::COLLIDER, white); new Joint(scene, handle1, prev, Joint::STRONG); new Joint(scene, prev, nail2); Object *target1 = new Object(scene, 300, 450, 60, Object::FIXED | Object::COLLIDER | Object::COLORABLE); target1->desired = alpha; Object *target2 = new Object(scene, 500, 450, 60, Object::FIXED | Object::COLLIDER | Object::COLORABLE); target2->desired = beta; } void level62(Scene *scene) { RGB black(0.2, 0.2, 0.2); RGB white(0.8, 0.8, 0.8); RGB alpha(0.2, 0.4, 0.9); RGB beta(0.4, 0.9, 0.2); Object *nail1 = new Object(scene, 100, 50, 20, Object::FIXED, black); Object *nail2 = new Object(scene, 700, 50, 20, Object::FIXED, black); int width = (nail2->pos.x - nail1->pos.x); int steps = 7; float spacing2 = width / (steps + 1); Object *prev = nail1; for (int i=0; ipos.x + (i+1) * spacing2, 50, 20, Object::COLLIDER | Object::NODRAG | Object::BORDERBOUNCE, (i < steps / 2) ? alpha : beta); if (i == 0) { new Joint(scene, prev, cur, Joint::BREAKABLE); Object *handle1 = new Object(scene, cur->pos.x, cur->pos.y + 100, 50, Object::BORDERBOUNCE | Object::COLLIDER, white); new Joint(scene, handle1, cur, Joint::STRONG); } else { new Joint(scene, prev, cur, Joint::STRONG); } prev = cur; } Object *handle1 = new Object(scene, prev->pos.x, prev->pos.y + 100, 50, Object::BORDERBOUNCE | Object::COLLIDER, white); new Joint(scene, handle1, prev, Joint::STRONG); new Joint(scene, prev, nail2, Joint::BREAKABLE); Object *target1 = new Object(scene, 300, 450, 60, Object::FIXED | Object::COLLIDER | Object::COLORABLE); target1->desired = beta; Object *target2 = new Object(scene, 500, 450, 60, Object::FIXED | Object::COLLIDER | Object::COLORABLE); target2->desired = alpha; } void level61(Scene *scene) { RGB white(0.7, 0.7, 0.7); RGB green(0.9, 0.5, 0.1); RGB red(0.9, 0.1, 0.5); RGB blue(0.7, 0.9, 0.2); new Object(scene, 100, 220, 70, Object::FIXED | Object::COLLIDER, white); new Object(scene, 250, 220, 70, Object::FIXED | Object::COLLIDER, white); new Object(scene, 400, 220, 70, Object::FIXED | Object::COLLIDER, white); new Object(scene, 550, 220, 70, Object::FIXED | Object::COLLIDER, white); new Object(scene, 700, 220, 70, Object::FIXED | Object::COLLIDER, white); Object *first = NULL; Object *prev = NULL; int count = 15; for (int i=0; ipos.x, first->pos.y + 30, 20, Object::COLLIDER | Object::BORDERBOUNCE | Object::NODRAG, red); new Joint(scene, first, paint1); Object *paint2 = new Object(scene, prev->pos.x, prev->pos.y + 30, 20, Object::COLLIDER | Object::BORDERBOUNCE | Object::NODRAG, blue); new Joint(scene, prev, paint2); new Object(scene, first->pos.x, 450, 30, Object::FIXED | Object::COLLIDER, white); new Object(scene, prev->pos.x, 450, 30, Object::FIXED | Object::COLLIDER, white); Object *target1 = new Object(scene, first->pos.x + 100, 400, 30, Object::COLLIDER | Object::COLORABLE | Object::BORDERBOUNCE | Object::NODRAG); target1->desired = red; Object *target2 = new Object(scene, prev->pos.x - 100, 400, 30, Object::COLLIDER | Object::COLORABLE | Object::BORDERBOUNCE | Object::NODRAG); target2->desired = blue; } void level60(Scene *scene) { RGB black(0.1, 0.1, 0.1); RGB grey(0.3, 0.3, 0.3); RGB white(0.8, 0.8, 0.8); Object *nail1 = new Object(scene, 100, 20, 10, Object::FIXED, black); Object *holder1 = new Object(scene, 100, 150, 40, Object::COLLIDER | Object::NODRAG, grey); new Joint(scene, nail1, holder1, Joint::FIXED); Object *handle1 = new Object(scene, 100, 230, 60, Object::COLLIDER, white); new Joint(scene, holder1, handle1); Object *nail2 = new Object(scene, 700, 20, 10, Object::FIXED, black); Object *holder2 = new Object(scene, 700, 150, 40, Object::COLLIDER | Object::NODRAG, grey); new Joint(scene, nail2, holder2, Joint::FIXED); Object *handle2 = new Object(scene, 700, 230, 60, Object::COLLIDER, white); new Joint(scene, holder2, handle2); RGB colors[] = { grey, grey, grey, RGB(0.7, 0.9, 0.5), // RGB(0.9, 0.7, 0.5), // RGB(0.5, 0.7, 0.9), // grey, grey, grey, }; Object *prev = holder1; for (int i=0; i<9; i++) { Object *cur = new Object(scene, 170 + i * 57, 160, 10, Object::COLLIDER | Object::NODRAG, colors[i]); new Joint(scene, prev, cur, Joint::FIXED); prev = cur; } new Joint(scene, prev, holder2, Joint::FIXED); Object *target1 = new Object(scene, 300, 100, 40, Object::FIXED | Object::COLLIDER | Object::COLORABLE); target1->desired = colors[3]; Object *target2 = new Object(scene, 400, 80, 40, Object::FIXED | Object::COLLIDER | Object::COLORABLE); target2->desired = colors[4]; Object *target3 = new Object(scene, 500, 100, 40, Object::FIXED | Object::COLLIDER | Object::COLORABLE); target3->desired = colors[5]; } void level50(Scene *scene) { RGB yellow(0.8, 0.6, 0.3); RGB blue(0.3, 0.3, 0.8); Object *target1 = new Object(scene, 600, 80, 70, Object::COLLIDER | Object::FIXED | Object::COLORABLE); target1->desired = yellow; Object *target2 = new Object(scene, 600, 400, 70, Object::COLLIDER | Object::FIXED | Object::COLORABLE); target2->desired = blue; Object *paint1 = new Object(scene, 200, 300, 50, Object::COLLIDER | Object::NOGRAVITY | Object::BORDERBOUNCE, yellow); Object *paint2 = new Object(scene, 200, 180, 50, Object::COLLIDER | Object::NOGRAVITY | Object::BORDERBOUNCE, blue); new Joint(scene, paint1, paint2, Joint::FIXED); } void level51(Scene *scene) { RGB greenish(0.6, 0.9, 0.1); RGB veilchen(0xd909b9); int flags = Object::COLLIDER | Object::FIXED | Object::COLORABLE; Object *target1 = new Object(scene, 300, 90, 50, flags); target1->desired = greenish; Object *target2 = new Object(scene, 300, 190, 50, flags); target2->desired = veilchen; Object *target3 = new Object(scene, 300, 290, 50, flags); target3->desired = greenish; Object *target4 = new Object(scene, 300, 390, 50, flags); target4->desired = veilchen; flags = Object::COLLIDER | Object::NOGRAVITY | Object::BORDERBOUNCE; Object *paint1 = new Object(scene, 400, 240, 50, flags | Object::NODRAG, greenish); Object *paint2 = new Object(scene, 570, 240, 50, flags, veilchen); new Joint(scene, paint1, paint2, Joint::FIXED); } void level52(Scene *scene) { RGB orange(0xffa300); RGB lime(0x00ff8a); RGB red(0xc30909); scene->light_source.enabled = true; scene->light_source.pos = Vec2(400, 480); int flags = Object::COLLIDER | Object::NOGRAVITY | Object::BORDERBOUNCE | Object::SHADOWCAST; new Object(scene, 330, 340, 50, flags, orange); new Object(scene, 400, 340, 50, flags, lime); new Object(scene, 470, 340, 50, flags, red); Object *prev = NULL; for (int i=0; i<8; i++) { flags = Object::COLORABLE | Object::COLLIDER | Object::NOGRAVITY | Object::BORDERBOUNCE | Object::NODRAG | Object::SHADOWCAST; Object *target1 = new Object(scene, 400 + 300 * cosf((float)i/7. * M_PI), 400 - 350 * sinf((float)i/7. * M_PI), 30, flags); if (i == 0 || i == 7) { target1->desired = red; } else { target1->desired = (i%2 == 0) ? lime : orange; } if (prev != NULL) { new Joint(scene, prev, target1); } prev = target1; } } void level45(Scene *scene) { UntangleLevel u(scene); new HintDecal(scene, Circle1D::UNTANGLE, 350, 350); Object *a = u ^ Vec2(300, 170); Object *b = u ^ Vec2(500, 170); Object *c = u ^ Vec2(350, 300); Object *d = u ^ Vec2(450, 300); u << b << d << a << b << c << a >> false; } void level46(Scene *scene) { UntangleLevel u(scene, RGB(0.9, 0.9, 0.7)); Object *a = u ^ Vec2(393, 73); Object *b = u ^ Vec2(459, 408); Object *c = u ^ Vec2(574, 208); Object *d = u ^ Vec2(251, 336); Object *e = u ^ Vec2(524, 114); Object *f = u ^ Vec2(342, 402); Object *g = u ^ Vec2(282, 134); Object *h = u ^ Vec2(563, 344); Object *i = u ^ Vec2(217, 227); u << a << b << c << d << e << f << g << h >> true; u << b << i << c >> false; u << h << i << e >> false; u << g << e >> true; u || a || g || h || b; } void level47(Scene *scene) { UntangleLevel u(scene, RGB(0.4, 0.9, 0.4)); Object *a = u ^ Vec2(615, 331); Object *b = u ^ Vec2(467, 426); Object *c = u ^ Vec2(493, 77) ; Object *d = u ^ Vec2(297, 427); Object *e = u ^ Vec2(339, 73) ; Object *f = u ^ Vec2(383, 440); Object *g = u ^ Vec2(184, 157); Object *h = u ^ Vec2(556, 411); Object *i = u ^ Vec2(619, 161); Object *j = u ^ Vec2(174, 247); Object *k = u ^ Vec2(183, 328); Object *l = u ^ Vec2(624, 245); Object *m = u ^ Vec2(218, 404); u << a << b << c << d << e << f << g << h << i << j << k >> true; u << c << m << e >> false; u << a << k << l << b >> false; u << m << l << g >> false; u << j << k << i >> false; u || c || e; } void level42(Scene *scene) { UntangleLevel u(scene, RGB(0.9, 0.5, 0.7)); Object *a = u^Vec2(335, 87); Object *b = u^Vec2(276, 275); Object *c = u^Vec2(403, 207); Object *d = u^Vec2(552, 258); Object *e = u^Vec2(331, 375); Object *f = u^Vec2(548, 133); Object *g = u^Vec2(515, 361); Object *h = u^Vec2(241, 185); u << a << c << e << d >> true; u << c << f << e >> false; u << c << b << g << h << f >> false; u || b || d || f || h; } void level41(Scene *scene) { UntangleLevel untangle(scene, RGB(0.5, 0.9, 0.7)); Object *a = untangle ^ Vec2(298, 386); Object *b = untangle ^ Vec2(339, 149); Object *c = untangle ^ Vec2(199, 62); Object *d = untangle ^ Vec2(603, 70); Object *e = untangle ^ Vec2(473, 150); Object *f = untangle ^ Vec2(519, 385); untangle << a << d << b << e << c << f << b << e << a >> false; untangle << a << b << c >> false; untangle << d << e << f >> false; } void level40(Scene *scene) { UntangleLevel untangle(scene, RGB(0.9, 0.7, 0.5)); float angle = 0.0; float radius = 100.0; for (int i=0; i<5; i++) { angle += 145.0 / 180.0 * M_PI; untangle << Vec2(400 + radius * sinf(angle), 240 + radius * cosf(angle)); } untangle >> true; } void level31(Scene *scene) { RGB alpha(0xaacc88); RGB beta(0xee66cc); Object *target = new Object(scene, 400, 240 + 160, 70, Object::FIXED | Object::COLORABLE | Object::COLLIDER); target->desired = alpha; Object *target2 = new Object(scene, 400, 240 - 160, 70, Object::FIXED | Object::COLORABLE | Object::COLLIDER); target2->desired = beta; new Object(scene, 700, 240 - 100, 60, Object::NOGRAVITY | Object::COLLIDER | Object::BORDERBOUNCE, beta); new Object(scene, 100, 240 + 100, 60, Object::NOGRAVITY | Object::COLLIDER | Object::BORDERBOUNCE, alpha); } void level30(Scene *scene) { RGB alpha(0xaa9977); RGB beta(0x557799); scene->set_custom_background_color(alpha); Object *target = new Object(scene, 600, 240, 50, Object::FIXED | Object::COLORABLE | Object::COLLIDER); target->desired = alpha; new Object(scene, 300, 240 - 120, 60, Object::NOGRAVITY | Object::COLLIDER | Object::BORDERBOUNCE, beta); new Object(scene, 300, 240 + 120, 60, Object::NOGRAVITY | Object::COLLIDER | Object::BORDERBOUNCE, alpha); } void level24(Scene *scene) { RGB topleft(0x8727a7); RGB topcenter(0x7a3fc4); RGB topright(0xc43fb6); RGB bottomleft = topcenter; RGB bottomcenter = topright; RGB bottomright = topleft; RGB targetleft(0x7090f0); RGB targetcenter(0x3060e0); RGB targetright(0x001090); int top_row_y = 90; int bottom_row_y = 480 - 90; int left_x = 400 - 200; int center_x = 400; int right_x = 400 + 200; int size = 45; int target_size = 26; int overlap = 5; int pendulum_y_min = top_row_y + size + target_size - overlap; int pendulum_y_max = bottom_row_y - size - target_size + overlap; Object *target_left = new Object(scene, left_x, bottom_row_y - 100, target_size, Object::COLORABLE | Object::COLLIDER | Object::FIXED); target_left->desired = targetleft; new AxisConstraintBehavior(scene, target_left, true, left_x, top_row_y+size, bottom_row_y-size); new YAxisPendulumBehavior(scene, target_left, pendulum_y_min, pendulum_y_max, 0.01); Object *target_center = new Object(scene, center_x, top_row_y + 120, target_size, Object::COLORABLE | Object::COLLIDER | Object::FIXED); target_center->desired = targetcenter; new AxisConstraintBehavior(scene, target_center, true, center_x, top_row_y+size, bottom_row_y-size); new YAxisPendulumBehavior(scene, target_center, pendulum_y_min, pendulum_y_max, 0.006, 10.0); Object *target_right = new Object(scene, right_x, bottom_row_y - 110, target_size, Object::COLORABLE | Object::COLLIDER | Object::FIXED); target_right->desired = targetright; new AxisConstraintBehavior(scene, target_right, true, right_x, top_row_y+size, bottom_row_y-size); new YAxisPendulumBehavior(scene, target_right, pendulum_y_min, pendulum_y_max, 0.008, 14.0); new Object(scene, left_x, top_row_y, size, Object::FIXED | Object::COLLIDER, topleft); new Object(scene, left_x, bottom_row_y, size, Object::FIXED | Object::COLLIDER, bottomleft); new Object(scene, center_x, top_row_y, size, Object::FIXED | Object::COLLIDER, topcenter); new Object(scene, center_x, bottom_row_y, size, Object::FIXED | Object::COLLIDER, bottomcenter); new Object(scene, right_x, top_row_y, size, Object::FIXED | Object::COLLIDER, topright); new Object(scene, right_x, bottom_row_y, size, Object::FIXED | Object::COLLIDER, bottomright); new Object(scene, left_x+10, 180, size, Object::COLLIDER | Object::NOGRAVITY | Object::BORDERBOUNCE, targetcenter); new Object(scene, center_x-10, 240, size, Object::COLLIDER | Object::NOGRAVITY | Object::BORDERBOUNCE, targetright); new Object(scene, right_x-10, 250, size, Object::COLLIDER | Object::NOGRAVITY | Object::BORDERBOUNCE, targetleft); } void level32(Scene *scene) { RGB yellow(0.9, 0.3, 0.2); RGB magenta(0.3, 0.9, 0.2); for (int i=0; i<8; i++) { Object *target = new Object(scene, 85 + i*90, 240, 40, Object::FIXED | Object::COLLIDER | Object::COLORABLE); target->desired = (i%2==0)?yellow:magenta; } int rails_top = 170; int rails_bottom = 240 + (240 - rails_top); int rails_left = 100; int rails_right = 700; Object *movable2 = new Object(scene, 220, 0, 40, Object::NOGRAVITY | Object::COLLIDER, magenta); new AxisConstraintBehavior(scene, movable2, false, rails_top, rails_left, rails_right); Object *movable4 = new Object(scene, 580, 0, 40, Object::NOGRAVITY | Object::COLLIDER, yellow); new AxisConstraintBehavior(scene, movable4, false, rails_bottom, rails_left, rails_right); } void level23(Scene *scene) { RGB yellow(0.6, 0.65, 0.2); RGB magenta(0.1, 0.4, 0.7); Object *target = new Object(scene, 220, 240, 60, Object::FIXED | Object::COLLIDER | Object::COLORABLE); target->desired = yellow; Object *target2 = new Object(scene, 340, 240, 60, Object::FIXED | Object::COLLIDER | Object::COLORABLE); target2->desired = magenta; Object *target3 = new Object(scene, 460, 240, 60, Object::FIXED | Object::COLLIDER | Object::COLORABLE); target3->desired = yellow; Object *target4 = new Object(scene, 580, 240, 60, Object::FIXED | Object::COLLIDER | Object::COLORABLE); target4->desired = magenta; Object *movable2 = new Object(scene, 270, 0, 40, Object::NOGRAVITY | Object::COLLIDER, magenta); new AxisConstraintBehavior(scene, movable2, false, 145, 200, 600); Object *movable4 = new Object(scene, 530, 0, 40, Object::NOGRAVITY | Object::COLLIDER, yellow); new AxisConstraintBehavior(scene, movable4, false, 240 + (240 - 145), 200, 600); } void level22(Scene *scene) { RGB green(0.4, 0.8, 0.4); RGB red(0.8, 0.4, 0.3); RGB black(0.2, 0.2, 0.2); int duration = 1000; int a_to_b_ms = 2000; int b_to_c_ms = 5000; int c_to_d_ms = 7000; Object *switch_for_green = build_switch(scene, 360, 300, green, black); switch_for_green->target_color = black; Object *switch_for_red = build_switch(scene, 520, 300, red, black); switch_for_red->target_color = black; Object *d = new Object(scene, 200, 300, 30, Object::FIXED | Object::COLORABLE, black); EmitterBehavior *c = build_emitter(scene, 200, 100, black, c_to_d_ms, duration, d, true); EmitterBehavior *b = build_emitter(scene, 400, 100, black, b_to_c_ms, duration, c->emitter, true); EmitterBehavior *a = build_emitter(scene, 450, 200, switch_for_green->target_color, a_to_b_ms, duration, b->emitter, true); new SwitchForEmitterBehavior(scene, switch_for_green, a, black, true); new SwitchForEmitterBehavior(scene, switch_for_red, a, black, true); new Joint(scene, switch_for_green, a->emitter); new Joint(scene, switch_for_red, a->emitter); b->emitter->desired = red; b->emitter->flags |= Object::COLORABLE; c->emitter->desired = green; c->emitter->flags |= Object::COLORABLE; d->desired = red; } void level21(Scene *scene) { RGB cyan(0.2, 0.7, 0.9); RGB red(0.9, 0.2, 0.4); Object *target = new Object(scene, 600, 240, 80, Object::FIXED | Object::COLORABLE | Object::NOAUTOCOLOR); target->desired = cyan; EmitterBehavior *emitter1 = build_emitter(scene, 200, 240, cyan, 0, 3000, target, false); Object *switch_object = build_switch(scene, 200, 240, cyan, red); new SwitchForEmitterBehavior(scene, switch_object, emitter1, red); } void level20(Scene *scene) { RGB green(0.4, 0.9, 0.2); RGB red(0.9, 0.2, 0.4); RGB blue(0.2, 0.4, 0.9); Object *target = new Object(scene, 400, 240, 80, Object::FIXED | Object::COLORABLE | Object::NOAUTOCOLOR); target->desired = green; EmitterBehavior *emitter1 = build_emitter(scene, 90, 260, green, 0, 3000, target, false); Object *switch_object = build_switch(scene, 90, 260, green, red); new SwitchForEmitterBehavior(scene, switch_object, emitter1, red); build_emitter(scene, 800-60, 60, blue, 1300, 1300, target); } void level19(Scene *scene) { scene->set_custom_background_color(Colors::COLOR_MIX_BACKGROUND_COLOR); RGB green(0.4, 0.9, 0.2); RGB red(0.9, 0.2, 0.4); RGB blue(0.2, 0.4, 0.9); RGB c_a = red; RGB c_b = green; RGB c_c = blue; RGB c_d = green; RGB c_i = blue; RGB c_j = blue; RGB c_k = red; RGB c_l = green; RGB c_e = RGB::mix(c_a, c_b); RGB c_f = RGB::mix(c_c, c_d); RGB c_g = RGB::mix(c_i, c_j); RGB c_h = RGB::mix(c_k, c_l); RGB c_m = RGB::mix(c_e, c_f); RGB c_n = RGB::mix(c_e, c_h); RGB c_o = RGB::mix(c_g, c_h); Object *a = build_color_mix(scene, 200, 120, true); Object *b = build_color_mix(scene, 200, 200, true); Object *c = build_color_mix(scene, 200, 280, true); Object *d = build_color_mix(scene, 200, 360, true); Object *e = build_color_mix(scene, 300, 180); Object *f = build_color_mix(scene, 300, 300); Object *g = build_color_mix(scene, 500, 180); Object *h = build_color_mix(scene, 500, 300); Object *i = build_color_mix(scene, 600, 120, true); Object *j = build_color_mix(scene, 600, 200, true); Object *k = build_color_mix(scene, 600, 280, true); Object *l = build_color_mix(scene, 600, 360, true); Object *m = build_color_target(scene, 400, 120, c_m); Object *n = build_color_target(scene, 400, 240, c_n); Object *o = build_color_target(scene, 400, 360, c_o); new ColorCombinationBehavior(scene, e, a, b); new ColorCombinationBehavior(scene, f, c, d); new ColorCombinationBehavior(scene, g, i, j); new ColorCombinationBehavior(scene, h, k, l); new ColorCombinationBehavior(scene, m, e, f); new ColorCombinationBehavior(scene, n, e, h); new ColorCombinationBehavior(scene, o, g, h); build_paint_target(scene, 100, 120, red); build_paint_target(scene, 100, 240, green); build_paint_target(scene, 100, 360, blue); build_paint_target(scene, 700, 120, red); build_paint_target(scene, 700, 240, green); build_paint_target(scene, 700, 360, blue); } void level25(Scene *scene) { RGB ca(0x88aa00); RGB cb(0x660000); new HintDecal(scene, Circle1D::COLOR_LEFT, 200, 370); new HintDecal(scene, Circle1D::COLOR_RIGHT, 600, 370); RGB target = RGB::add(ca, cb); Object *a = build_color_mix(scene, 300, 300, true); Object *b = build_color_mix(scene, 500, 300, true); Object *c = build_color_target(scene, 400, 200, target); c->size = 70; scene->set_custom_background_color(Colors::COLOR_MIX_BACKGROUND_COLOR); new BackgroundColorFromObjectBehavior(scene, c); new ColorCombinationBehavior(scene, c, a, b, ColorCombinationBehavior::ADD); build_paint_target(scene, 100, 360, ca)->size = 60; build_paint_target(scene, 700, 360, cb)->size = 60; } void level26(Scene *scene) { RGB c1(0xff0000); RGB c2(0x00ff00); RGB c3(0x0000ff); RGB c4(0xff00ff); RGB c5(0x00ffff); RGB c6(0xffff00); RGB target1 = RGB::mix(c2, c5); Object *a1 = build_color_mix(scene, 200, 300, true); Object *a2 = build_color_mix(scene, 300, 300, true); Object *a3 = build_color_target(scene, 250, 200, target1); new ColorCombinationBehavior(scene, a3, a1, a2, ColorCombinationBehavior::MIX); RGB target2 = RGB::mix(c1, c6); Object *b1 = build_color_mix(scene, 500, 300, true); Object *b2 = build_color_mix(scene, 600, 300, true); Object *b3 = build_color_target(scene, 550, 200, target2); new ColorCombinationBehavior(scene, b3, b1, b2, ColorCombinationBehavior::MIX); build_paint_target(scene, 100, 200, c1); build_paint_target(scene, 100, 300, c2); build_paint_target(scene, 100, 400, c3); build_paint_target(scene, 700, 200, c4); build_paint_target(scene, 700, 300, c5); build_paint_target(scene, 700, 400, c6); scene->set_custom_background_color(Colors::COLOR_MIX_BACKGROUND_COLOR); } void level27(Scene *scene) { RGB c1(0xff0000); RGB c2(0x00ff00); RGB c3(0x0000ff); RGB c4(0xff00ff); RGB c5(0x00ffff); RGB c6(0xffff00); RGB target1 = RGB::mix(c1, c2); RGB target2 = RGB::mix(c3, c4); RGB target3 = RGB::mix(c5, c6); build_simple_combiner(scene, target1, 400, 200, 300, 170, 500, 170); build_simple_combiner(scene, target2, 340, 300, 200, 200, 200, 300); build_simple_combiner(scene, target3, 460, 300, 600, 200, 600, 300); int offset = 140; build_paint_target(scene, 100, 240 - offset, c1); build_paint_target(scene, 100, 240, c2); build_paint_target(scene, 100, 240 + offset, c3); build_paint_target(scene, 700, 240 - offset, c4); build_paint_target(scene, 700, 240, c5); build_paint_target(scene, 700, 240 + offset, c6); scene->set_custom_background_color(Colors::COLOR_MIX_BACKGROUND_COLOR); } void level18(Scene *scene) { RGB green(0.4, 0.9, 0.2); RGB red(0.9, 0.2, 0.4); RGB lemon(0.7, 0.9, 0.2); /* Arrow */ for (int i=0; i<4; i++) { new Object(scene, 240, 700-(330+i*30), 20, Object::FIXED); new Object(scene, 240-(3-i)*20, 700-(390+i*20), 20, Object::FIXED); new Object(scene, 240+(3-i)*20, 700-(390+i*20), 20, Object::FIXED); } Object *gravity_switch = build_switch(scene, 240, 120, green, red); Object *falling = new Object(scene, 600, 140, 60, Object::NOGRAVITY | Object::NODRAG | Object::COLLIDER, lemon); new SwitchForGravity(scene, gravity_switch, falling); Object *target = new Object(scene, 600, 340, 60, Object::FIXED | Object::COLLIDER | Object::COLORABLE); target->desired = lemon; } void level17(Scene *scene) { RGB cyan(0.2, 0.7, 0.9); new HintDecal(scene, Circle1D::INTRO_ARROW, 400, 240); new Object(scene, 200, 240, 60, Object::NOGRAVITY | Object::BORDERBOUNCE | Object::COLLIDER, cyan); Object *target = new Object(scene, 600, 240, 60, Object::FIXED | Object::COLLIDER | Object::COLORABLE); target->desired = cyan; } void level16(Scene *scene) { RGB green(0.4, 0.9, 0.2); RGB red(0.9, 0.2, 0.4); RGB blue(0.2, 0.4, 0.9); Object *switch_a = build_switch(scene, 80, 80, green, red); Object *switch_b = build_switch(scene, 800-80, 480-120, green, red); new HintDecal(scene, Circle1D::ON_OFF, 80, 80+60); new HintDecal(scene, Circle1D::ON_OFF, 800-80, 480-120+60); Object *top_rotater = new Object(scene, 200, 80, 40, Object::FIXED | Object::COLLIDER); SwitchForRotatingBehavior *top_switch = new SwitchForRotatingBehavior(scene, switch_a); top_switch->add_rotate(new RotatingBehavior(scene, 400, 80, top_rotater, 3.0, true, 1.0, 0.3)); Object *bottom_rotater = new Object(scene, 600, 480-80, 40, Object::FIXED | Object::COLLIDER); SwitchForRotatingBehavior *bottom_switch = new SwitchForRotatingBehavior(scene, switch_b); bottom_switch->add_rotate(new RotatingBehavior(scene, 400, 480-80, bottom_rotater, 3.0, true, 1.0, 0.3)); Object *blueball = new Object(scene, 400, 240, 60, Object::NODRAG | Object::NOGRAVITY | Object::COLLIDER, blue); new Joint(scene, top_rotater, blueball); new Joint(scene, bottom_rotater, blueball); Object *target_bottomleft = new Object(scene, 60, 420, 40, Object::FIXED | Object::COLORABLE | Object::COLLIDER); target_bottomleft->desired = blue; Object *target_topright = new Object(scene, 800-60, 480-420, 40, Object::FIXED | Object::COLORABLE | Object::COLLIDER); target_topright->desired = blue; } void level15a(Scene *scene) { RGB red(1.0, 0.2, 0.1); RGB blue(0.1, 0.2, 1.0); RGB green(0.2, 1.0, 0.1); RGB black(0.2, 0.2, 0.2); RGB color_c = RGB::mix(RGB::mix(red, blue), green); RGB color_d = RGB::mix(RGB::mix(red, red), green); Object *target_d = new Object(scene, 200, 140, 80, Object::FIXED | Object::COLLIDER | Object::COLORABLE | Object::NOAUTOCOLOR); target_d->desired = color_d; Object *target_c = new Object(scene, 200, 340, 80, Object::FIXED | Object::COLLIDER | Object::COLORABLE | Object::NOAUTOCOLOR); target_c->desired = color_c; Object *target_a = new Object(scene, 420, 140, 30, Object::FIXED | Object::COLORABLE | Object::COLLIDER | Object::NOAUTOCOLOR | Object::SWITCHONLY, black); target_a->desired = black; Object *target_b = new Object(scene, 420, 340, 30, Object::FIXED | Object::COLORABLE | Object::COLLIDER | Object::NOAUTOCOLOR | Object::SWITCHONLY, black); target_b->desired = black; Object *mix_a = new Object(scene, 550, 80, 30, Object::FIXED | Object::COLORABLE | Object::COLLIDER | Object::SWITCHONLY, black); mix_a->desired = black; Object *mix_b = new Object(scene, 550, 160, 30, Object::FIXED | Object::COLORABLE | Object::COLLIDER | Object::SWITCHONLY, black); mix_b->desired = black; Object *mix_e = new Object(scene, 550, 240, 30, Object::FIXED | Object::COLORABLE | Object::COLLIDER | Object::SWITCHONLY, black); mix_e->desired = black; Object *mix_c = new Object(scene, 550, 320, 30, Object::FIXED | Object::COLORABLE | Object::COLLIDER | Object::SWITCHONLY, black); mix_c->desired = black; Object *mix_d = new Object(scene, 550, 400, 30, Object::FIXED | Object::COLORABLE | Object::COLLIDER | Object::SWITCHONLY, black); mix_d->desired = black; new ColorCombinationBehavior(scene, target_d, target_a, mix_e, ColorCombinationBehavior::MIX); new ColorCombinationBehavior(scene, target_c, target_b, mix_e, ColorCombinationBehavior::MIX); new ColorCombinationBehavior(scene, target_a, mix_a, mix_b, ColorCombinationBehavior::MIX); new ColorCombinationBehavior(scene, target_b, mix_c, mix_d, ColorCombinationBehavior::MIX); new Object(scene, 700, 240 - 120, 50, Object::NOGRAVITY | Object::COLLIDER | Object::BORDERBOUNCE, green); new Object(scene, 700, 240, 50, Object::NOGRAVITY | Object::COLLIDER | Object::BORDERBOUNCE, red); new Object(scene, 700, 240 + 120, 50, Object::NOGRAVITY | Object::COLLIDER | Object::BORDERBOUNCE, blue); scene->set_custom_background_color(Colors::COLOR_MIX_BACKGROUND_COLOR); new BackgroundColorFromObjectBehavior(scene, target_c); } void level15(Scene *scene) { RGB red(1.0, 0.2, 0.1); RGB blue(0.1, 0.2, 1.0); RGB green(0.2, 1.0, 0.1); RGB black(0.2, 0.2, 0.2); RGB a = RGB::mix(red, blue); RGB b = RGB::mix(blue, green); RGB c = RGB::mix(a, b); Object *target_c = new Object(scene, 290, 240, 80, Object::FIXED | Object::COLLIDER | Object::COLORABLE | Object::NOAUTOCOLOR); target_c->desired = c; Object *target_a = new Object(scene, 420, 140, 30, Object::FIXED | Object::COLORABLE | Object::COLLIDER | Object::NOAUTOCOLOR | Object::SWITCHONLY, black); target_a->desired = black; Object *target_b = new Object(scene, 420, 340, 30, Object::FIXED | Object::COLORABLE | Object::COLLIDER | Object::NOAUTOCOLOR | Object::SWITCHONLY, black); target_b->desired = black; new ColorCombinationBehavior(scene, target_c, target_a, target_b, ColorCombinationBehavior::MIX); Object *mix_a = new Object(scene, 550, 80, 30, Object::FIXED | Object::COLORABLE | Object::COLLIDER | Object::SWITCHONLY, black); mix_a->desired = black; Object *mix_b = new Object(scene, 550, 200, 30, Object::FIXED | Object::COLORABLE | Object::COLLIDER | Object::SWITCHONLY, black); mix_b->desired = black; new ColorCombinationBehavior(scene, target_a, mix_a, mix_b, ColorCombinationBehavior::MIX); Object *mix_c = new Object(scene, 550, 280, 30, Object::FIXED | Object::COLORABLE | Object::COLLIDER | Object::SWITCHONLY, black); mix_c->desired = black; Object *mix_d = new Object(scene, 550, 400, 30, Object::FIXED | Object::COLORABLE | Object::COLLIDER | Object::SWITCHONLY, black); mix_d->desired = black; new ColorCombinationBehavior(scene, target_b, mix_c, mix_d, ColorCombinationBehavior::MIX); new Object(scene, 700, 240 - 120, 50, Object::NOGRAVITY | Object::COLLIDER | Object::BORDERBOUNCE, green); new Object(scene, 700, 240, 50, Object::NOGRAVITY | Object::COLLIDER | Object::BORDERBOUNCE, red); new Object(scene, 700, 240 + 120, 50, Object::NOGRAVITY | Object::COLLIDER | Object::BORDERBOUNCE, blue); scene->set_custom_background_color(Colors::COLOR_MIX_BACKGROUND_COLOR); new BackgroundColorFromObjectBehavior(scene, target_c); } void level14(Scene *scene) { RGB green(0.4, 0.9, 0.1); RGB red(0.9, 0.3, 0.4); RGB desired(0.3, 0.1, 0.4); new HintDecal(scene, Circle1D::ON_OFF, 150, 260); Object *switch_object1 = build_switch(scene, 150, 190, green, red); Object *switch_object2 = build_switch(scene, 150, 340, green, red); Object *paint = new Object(scene, 420, 200, 30, Object::COLLIDER | Object::FIXED, desired); Object *rotater = new Object(scene, 600, 200, 30, Object::FIXED); SwitchForRotatingBehavior *switch1 = new SwitchForRotatingBehavior(scene, switch_object1); switch1->add_rotate(new RotatingBehavior(scene, 500, 100, rotater, 1.5, true)); SwitchForRotatingBehavior *switch2 = new SwitchForRotatingBehavior(scene, switch_object2); switch2->add_rotate(new RotatingBehaviorAround(scene, rotater, paint, 1.5)); new Joint(scene, rotater, paint); Object *target = new Object(scene, 400, 400, 80, Object::COLLIDER | Object::FIXED | Object::COLORABLE); target->desired = desired; } void level13(Scene *scene) { scene->set_custom_background_color(Colors::COLOR_MIX_BACKGROUND_COLOR); RGB red(0.6, 0.2, 0.3); RGB blue(0.3, 0.2, 0.6); RGB green(0.2, 0.6, 0.3); RGB black(0.2, 0.2, 0.2); Object *target = new Object(scene, 400, 140, 80, Object::FIXED | Object::COLORABLE | Object::NOAUTOCOLOR | Object::COLLIDER); target->desired = RGB::add(red, green); Object *left = new Object(scene, 500, 300, 30, Object::FIXED | Object::COLORABLE | Object::COLLIDER | Object::SWITCHONLY, black); left->desired = black; Object *right = new Object(scene, 530, 180, 30, Object::FIXED | Object::COLORABLE | Object::COLLIDER | Object::SWITCHONLY, black); right->desired = black; new ColorCombinationBehavior(scene, target, left, right, ColorCombinationBehavior::ADD); Object *target2 = new Object(scene, 300, 300, 80, Object::FIXED | Object::COLORABLE | Object::NOAUTOCOLOR | Object::COLLIDER); target2->desired = RGB::add(blue, red); Object *left2 = new Object(scene, 400, 400, 30, Object::FIXED | Object::COLORABLE | Object::COLLIDER | Object::SWITCHONLY, black); left2->desired = black; new ColorCombinationBehavior(scene, target2, left, left2, ColorCombinationBehavior::ADD); new Object(scene, 700, 240-150, 50, Object::NOGRAVITY | Object::COLLIDER | Object::BORDERBOUNCE, red); new Object(scene, 700, 240, 50, Object::NOGRAVITY | Object::COLLIDER | Object::BORDERBOUNCE, blue); new Object(scene, 700, 240+150, 50, Object::NOGRAVITY | Object::COLLIDER | Object::BORDERBOUNCE, green); } void level12(Scene *scene) { RGB green(0.1, 0.6, 0.2); RGB red(0.6, 0.2, 0.2); RGB yellow(0.8, 0.7, 0.1); new HintDecal(scene, Circle1D::ON_OFF, 400, 270); Object *target = new Object(scene, 160, 200, 30, Object::FIXED | Object::COLLIDER | Object::COLORABLE); target->desired = yellow; SwitchForRotatingBehavior *rotating_switch = new SwitchForRotatingBehavior(scene); Object *spoke = NULL; for (int i=0; i<12; i++) { float x = 120.0 * sinf((float)i*30.0 / 180.0 * M_PI); float y = 120.0 * cosf((float)i*30.0 / 180.0 * M_PI); Object *o = new Object(scene, 400+x, 240+y, 40, Object::FIXED | Object::COLLIDER); if (i == 3) { spoke = o; } rotating_switch->add_rotate(new RotatingBehavior(scene, 400, 240, o, 0.8)); } rotating_switch->set_switch(build_switch(scene, 400, 220, green, red)); Object *last = spoke; for (int i=0; i<5; i++) { Object *o = new Object(scene, 580, 240+20*i, 10, Object::COLLIDER | Object::NODRAG); if (last != NULL) { new Joint(scene, last, o, Joint::RUBBERBAND | Joint::FIXED); } last = o; } Object *o = new Object(scene, 580, 240+20* /*i=*/5+30, 40, Object::COLLIDER | Object::NODRAG, yellow); new Joint(scene, last, o, Joint::RUBBERBAND | Joint::STRONG | Joint::FIXED); } void level11(Scene *scene) { RGB green(0.2, 0.7, 0.4); RGB blue(0.5, 0.6, 0.8); RGB red(0.8, 0.4, 0.4); new HintDecal(scene, Circle1D::PENDULUM, 600, 100); Object *a = new Object(scene, 300, 240, 30, Object::FIXED | Object::COLLIDER | Object::COLORABLE | Object::SHADOWCAST); //new ObjectIsLightSourceBehavior(scene, a); a->desired = green; new RotatingBehavior(scene, 200, 240, a, 2.0); Object *nail = new Object(scene, 400, 10, 10, Object::FIXED); Object *handle = new Object(scene, 400, 400, 40, Object::SHADOWCAST | Object::COLLIDER); Object *b = new Object(scene, 400, 240, 30, Object::COLLIDER | Object::NODRAG | Object::COLORABLE | Object::COLORTRANSFER | Object::SHADOWCAST); b->desired = red; Object *redpaint = new Object(scene, 90, 40, 30, Object::COLLIDER | Object::FIXED, red); new ObjectIsLightSourceBehavior(scene, redpaint); new Joint(scene, nail, b, Joint::STRONG); new Joint(scene, b, handle, Joint::STRONG); Object *c = new Object(scene, 630, 240, 30, Object::FIXED | Object::COLLIDER | Object::SHADOWCAST, green); new RotatingBehavior(scene, 700, 240, c, 1.0); Object *d = new Object(scene, 450, 240, 30, Object::FIXED | Object::COLLIDER | Object::SHADOWCAST, blue); new RotatingBehavior(scene, 600, 200, d, 3.0); } void scene_square(Scene *scene) { int radius = 60; Object *a = new Object(scene, 10, 10, radius, Object::COLLIDER); Object *b = new Object(scene, 10, 150, radius, Object::COLLIDER); Object *c = new Object(scene, 150, 150, radius, Object::COLLIDER); Object *d = new Object(scene, 150, 10, radius, Object::COLLIDER); Object *e = new Object(scene, 80, 80, 130, Object::COLLIDER); a->compound = b->compound = c->compound = d->compound = e; new Joint(scene, a, b, Joint::FIXED); new Joint(scene, b, c, Joint::FIXED); new Joint(scene, c, d, Joint::FIXED); new Joint(scene, d, a, Joint::FIXED); new Joint(scene, a, c, Joint::FIXED); new Joint(scene, b, d, Joint::FIXED); new Joint(scene, a, e, Joint::FIXED); new Joint(scene, b, e, Joint::FIXED); new Joint(scene, c, e, Joint::FIXED); new Joint(scene, d, e, Joint::FIXED); } void level3(Scene *scene) { RGB red1(0.9, 0.5, 0.1); RGB red2(0.9, 0.1, 0.5); RGB red3(0.7, 0.9, 0.2); int x = 80; int y = 80; int i; Object *o = new Object(scene, x, y, 20, Object::FIXED | Object::COLLIDER | Object::COLORABLE); o->desired = red1; for (i=0; i<20; i++) { x += 30; Object *n = new Object(scene, x, y, (i%10 != 9)?15:20, ((i%10 != 9)?Object::NODRAG:Object::FIXED) | Object::COLLIDER | Object::COLORABLE); n->desired = (i%3 == 0)?red3:red2; if (i%10 == 9) n->desired = red1; new Joint(scene, o, n, Joint::STRONG | Joint::RUBBERBAND); o = n; } new Object(scene, 30, 480-30, 100, Object::NOGRAVITY | Object::COLLIDER | Object::STAYINVIEW, red2); new Object(scene, 400-15, 480-30, 60, Object::NOGRAVITY | Object::COLLIDER | Object::STAYINVIEW, red1); new Object(scene, 800-30, 480-30, 100, Object::NOGRAVITY | Object::COLLIDER | Object::STAYINVIEW, red3); } void level1(Scene *scene) { int i; RGB red(0.7, 0.2, 0.1); RGB green(0.2, 0.4, 0.0); RGB blue(0.1, 0.2, 0.7); #if 0 /* Level borders for scaling test */ new Object(scene, 0, 0, 20, Object::FIXED); new Object(scene, 800, 0, 20, Object::FIXED); new Object(scene, 0, 480, 20, Object::FIXED); new Object(scene, 800, 480, 20, Object::FIXED); #endif new Object(scene, 230, 200, 40, Object::COLLIDER | Object::NODRAG); new Object(scene, 340, 200, 40, Object::COLLIDER | Object::NODRAG); new Object(scene, 460, 200, 40, Object::COLLIDER | Object::NODRAG); /* Player's controller */ //new Object(scene, 400, 100, 80, Object::COLLIDER | Object::NOGRAVITY, green); /* Target objects (need to be colored) */ for (i=0; i<4; i++) { Object *o = new Object(scene, 200+120*i, 400, 80, Object::FIXED | Object::COLLIDER | Object::COLORABLE); o->desired = red; } for (i=0; i<3; i++) { Object *o = new Object(scene, 190+80+120*i, 100, 80, Object::FIXED | Object::COLLIDER | Object::COLORABLE); o->desired = blue; } /* Chain of colored objects */ Object *o = NULL; for (i=0; i<18; i++) { bool is_red = ((i%4==0) && i < 13) || (i == 17); int flags = Object::COLLIDER; if (!is_red) { flags |= Object::NODRAG; } RGB color = is_red?red:blue; Object *n = new Object(scene, 120+30*i, 300, 10, flags, color); if (o) { new Joint(scene, o, n, Joint::RUBBERBAND);// | Joint::BREAKABLE); } o = n; } } void level4(Scene *scene) { int i; RGB lightgreen(0.3, 0.8, 0.2); RGB darkgreen(0.05, 0.4, 0.1); Object *last = NULL; Object *first = NULL; for (i=0; i<36; i++) { Object *o = new Object(scene, 400+100*sinf(M_PI*(float)(i*10)/180.f), 240+100*cosf(M_PI*(float)(i*10)/180.f), 15, Object::COLLIDER | Object::NOGRAVITY | Object::COLORABLE | Object::NODRAG | Object::BORDERBOUNCE); o->desired = ((i%6) > 3) ? lightgreen : darkgreen; if (first == NULL) { first = o; } if (last != NULL) { new Joint(scene, o, last, Joint::RUBBERBAND); } last = o; } new Joint(scene, last, first, Joint::RUBBERBAND); Object *a = new Object(scene, 400, 200, 40, Object::COLLIDER | Object::NOGRAVITY | Object::BORDERBOUNCE | Object::SHADOWCAST, lightgreen); Object *b = new Object(scene, 400, 280, 40, Object::COLLIDER | Object::NOGRAVITY | Object::BORDERBOUNCE | Object::SHADOWCAST, darkgreen); CenterOfObjectsLightSource *cools = new CenterOfObjectsLightSource(scene); cools->add(a); cools->add(b); } void level5(Scene *scene) { RGB sky(0.3, 0.6, 0.9); RGB magenta(0.7, 0.3, 0.8); Object *a, *b, *c, *d; (a = new Object(scene, 300, 240, 30, Object::COLLIDER | Object::NOGRAVITY | Object::COLORABLE | Object::BORDERBOUNCE))->desired = sky; (b = new Object(scene, 400, 180, 30, Object::COLLIDER | Object::NOGRAVITY | Object::COLORABLE | Object::BORDERBOUNCE))->desired = magenta; (c = new Object(scene, 500, 240, 30, Object::COLLIDER | Object::NOGRAVITY | Object::COLORABLE | Object::BORDERBOUNCE))->desired = sky; (d = new Object(scene, 400, 300, 30, Object::COLLIDER | Object::NOGRAVITY | Object::COLORABLE | Object::BORDERBOUNCE))->desired = magenta; new Joint(scene, a, b, Joint::FIXED); new Joint(scene, b, c, Joint::FIXED); new Joint(scene, c, a, Joint::FIXED); new Joint(scene, d, c, Joint::FIXED); new Joint(scene, d, a, Joint::FIXED); new Joint(scene, b, d, Joint::FIXED); new Object(scene, 200, 400, 100, Object::FIXED | Object::COLLIDER, sky); new Object(scene, 600, 240, 100, Object::FIXED | Object::COLLIDER, magenta); new Object(scene, 200, 100, 100, Object::FIXED | Object::COLLIDER, sky); } chromono-1.1.3/src/circle1d/content.h0000644000175000017500000000340015125741141015606 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef CARPHONE_CONTENT_H #define CARPHONE_CONTENT_H #include "shadypostproc.h" #include "model.h" typedef void (*level_func)(Scene*); struct LevelInfo { long stars_time[3]; // time goal for achieving stars int required_stars; // stars required to unlock this level level_func constructor; // constructor for this level }; typedef void (*level_pack_behavior_func)(Object *o); struct LevelPack { const char *name; // name of the level pack int first_level; // first level in this level pack int last_level; // last level in this level pack level_pack_behavior_func behavior_func; // animation in menu struct { int x; int y; int size; RGB color; bool connected_to_previous; } layout; }; typedef void (*level_pack_select_func)(LevelPack *pack, void *user_data); extern LevelInfo levels[]; extern LevelPack packs[]; #endif /* CARPHONE_CONTENT_H */ chromono-1.1.3/src/circle1d/behaviors.h0000644000175000017500000007533015125741141016131 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef CIRCLE1D_BEHAVIORS_H #define CIRCLE1D_BEHAVIORS_H #include "content.h" #include "../constants.h" #include "../colors.h" #include "../platform.h" #include #include #include class ObjectIsLightSourceBehavior : public Circle1DBehavior { public: CIRCLE1D_BEHAVIOR_BODY(ObjectIsLightSourceBehavior) ObjectIsLightSourceBehavior(Scene *scene, Object *o) : Circle1DBehavior(scene) , o(o) { scene->light_source.enabled = true; scene->light_source.pos = o->pos; } virtual ~ObjectIsLightSourceBehavior() { } virtual void simulate() { scene->light_source.pos = o->pos; } private: Object *o; friend class ObjectIsLightSourceBehaviorIO; }; class ObjectIsLightSourceBehaviorIO : public Circle1DBehaviorIO { public: virtual void save(Scene *scene, Circle1DBehavior *behavior, SerializeBuffer &buffer) { ObjectIsLightSourceBehavior *b = dynamic_cast(behavior); int oid = scene->object_id(b->o); buffer << oid; } virtual Circle1DBehavior *load(Scene *scene, SerializeBuffer &buffer) { int oid; buffer >> oid; return new ObjectIsLightSourceBehavior(scene, scene->object_from_id(oid)); } }; CIRCLE1D_BEHAVIOR_REGISTER(ObjectIsLightSourceBehavior, ObjectIsLightSourceBehaviorIO) class CenterOfObjectsLightSource : public Circle1DBehavior { public: CIRCLE1D_BEHAVIOR_BODY(CenterOfObjectsLightSource) CenterOfObjectsLightSource(Scene *scene) : Circle1DBehavior(scene) , objects() { } void add(Object *object) { objects.push_back(object); scene->light_source.enabled = true; simulate(); } virtual ~CenterOfObjectsLightSource() { } virtual void simulate() { Vec2 center(0, 0); for (size_t i=0; ipos; } center /= objects.size(); scene->light_source.pos = center; } private: std::vector objects; friend class CenterOfObjectsLightSourceIO; }; class CenterOfObjectsLightSourceIO : public Circle1DBehaviorIO { public: virtual void save(Scene *scene, Circle1DBehavior *behavior, SerializeBuffer &buffer) { CenterOfObjectsLightSource *c = dynamic_cast(behavior); int count = c->objects.size(); buffer << count; for (int i=0; iobject_id(c->objects[i]); } } virtual Circle1DBehavior *load(Scene *scene, SerializeBuffer &buffer) { int count = buffer.read_int32(); CenterOfObjectsLightSource *result = new CenterOfObjectsLightSource(scene); for (int i=0; iadd(scene->object_from_id(buffer.read_int32())); } return result; } }; CIRCLE1D_BEHAVIOR_REGISTER(CenterOfObjectsLightSource, CenterOfObjectsLightSourceIO) class RotatingBehavior : public Circle1DBehavior { public: CIRCLE1D_BEHAVIOR_BODY(RotatingBehavior) RotatingBehavior(Scene *scene, int cx, int cy, Object *o, float velocity=2.0, bool draw_spoke=false, float sx=1.0, float sy=1.0) : Circle1DBehavior(scene) , cx(cx) , cy(cy) , sx(sx) , sy(sy) , o(o) , phase(0) , radius(0) , velocity(velocity) , running(true) { // Debug: Show center of rotation + draw joint if (draw_spoke) { new Joint(scene, o, new Object(scene, cx, cy, 10, Object::FIXED)); } float x = (o->pos.x - cx); float y = (o->pos.y - cy); phase = atan2f(y, x); radius = sqrtf(x*x + y*y); } virtual ~RotatingBehavior() { } virtual void simulate() { if (running) { phase += velocity / 180.0 * M_PI; } o->pos.x = cx + sx * radius * cosf(phase); o->pos.y = cy + sy * radius * sinf(phase); } void set_running(bool running) { this->running = running; } virtual bool save(SerializeBuffer &buffer) { return false; } protected: int cx; int cy; float sx; float sy; Object *o; float phase; float radius; float velocity; bool running; friend class RotatingBehaviorIO; }; class RotatingBehaviorIO : public Circle1DBehaviorIO { public: virtual void save(Scene *scene, Circle1DBehavior *behavior, SerializeBuffer &buffer) { RotatingBehavior *r = dynamic_cast(behavior); int oid = scene->object_id(r->o); buffer << r->cx << r->cy << r->sx << r->sy << oid << r->phase << r->radius << r->velocity << int(r->running); } virtual Circle1DBehavior *load(Scene *scene, SerializeBuffer &buffer) { int cx, cy, object_id, running; float sx, sy, phase, radius, velocity; buffer >> cx >> cy >> sx >> sy >> object_id >> phase >> radius >> velocity >> running; RotatingBehavior *result = new RotatingBehavior(scene, cx, cy, scene->object_from_id(object_id), velocity, false, sx, sy); result->phase = phase; result->radius = radius; result->velocity = velocity; result->running = running; return result; } }; CIRCLE1D_BEHAVIOR_REGISTER(RotatingBehavior, RotatingBehaviorIO) class RotatingBehaviorAround : public RotatingBehavior { public: CIRCLE1D_BEHAVIOR_BODY(RotatingBehaviorAround) RotatingBehaviorAround(Scene *scene, Object *center, Object *o, float velocity=2.0) : RotatingBehavior(scene, center->pos.x, center->pos.y, o, velocity) , center(center) { } virtual ~RotatingBehaviorAround() { } virtual void simulate() { cx = center->pos.x; cy = center->pos.y; RotatingBehavior::simulate(); } private: Object *center; }; class SwitchForRotatingBehavior : public Circle1DBehavior { public: CIRCLE1D_BEHAVIOR_BODY(SwitchForRotatingBehavior) SwitchForRotatingBehavior(Scene *scene, Object *switch_object=NULL, bool is_on=false) : Circle1DBehavior(scene) , rotates() , switch_object(switch_object) , is_on(is_on) { } virtual ~SwitchForRotatingBehavior() { } virtual void simulate() { if (switch_object == NULL) { return; } bool new_on = switch_object->target_color.equals(switch_object->desired); if (new_on != is_on) { std::vector::iterator it; for (it=rotates.begin(); it != rotates.end(); ++it) { (*it)->set_running(new_on); } is_on = new_on; } } void set_switch(Object *switch_object) { this->switch_object = switch_object; } void add_rotate(RotatingBehavior *rotate) { rotates.push_back(rotate); rotate->set_running(is_on); } private: std::vector rotates; Object *switch_object; bool is_on; }; class SwitchForGravity : public Circle1DBehavior { public: CIRCLE1D_BEHAVIOR_BODY(SwitchForGravity) SwitchForGravity(Scene *scene, Object *switch_object, Object *target_object) : Circle1DBehavior(scene) , switch_object(switch_object) , target_object(target_object) , is_on(!(target_object->flags & Object::NOGRAVITY)) { } virtual void simulate() { bool new_on = switch_object->target_color.equals(switch_object->desired); if (new_on != is_on) { if (new_on) { target_object->flags &= ~(Object::NOGRAVITY); } else { target_object->flags |= Object::NOGRAVITY; } is_on = new_on; } } private: Object *switch_object; Object *target_object; bool is_on; }; class ColorCombinationBehavior : public Circle1DBehavior { public: CIRCLE1D_BEHAVIOR_BODY(ColorCombinationBehavior) enum Method { MIX, ADD, }; ColorCombinationBehavior(Scene *scene, Object *target, Object *a, Object *b, enum Method method=MIX) : Circle1DBehavior(scene) , target(target) , a(a) , b(b) , method(method) { // TODO: a and b should have SWITCHONLY flags new Joint(scene, a, target); new Joint(scene, b, target); } virtual ~ColorCombinationBehavior() { } virtual void simulate() { switch (method) { case MIX: target->target_color = RGB::mix(a->target_color, b->target_color); break; case ADD: target->target_color = RGB::add(a->target_color, b->target_color); break; } } private: Object *target; Object *a; Object *b; enum Method method; friend class ColorCombinationBehaviorIO; }; class ColorCombinationBehaviorIO : public Circle1DBehaviorIO { public: virtual void save(Scene *scene, Circle1DBehavior *behavior, SerializeBuffer &buffer) { ColorCombinationBehavior *c = dynamic_cast(behavior); int target_id = scene->object_id(c->target); int a_id = scene->object_id(c->a); int b_id = scene->object_id(c->b); buffer << target_id << a_id << b_id << int(c->method); } virtual Circle1DBehavior *load(Scene *scene, SerializeBuffer &buffer) { int target_id, a_id, b_id, method; buffer >> target_id >> a_id >> b_id >> method; return new ColorCombinationBehavior(scene, scene->object_from_id(target_id), scene->object_from_id(a_id), scene->object_from_id(b_id), ColorCombinationBehavior::Method(method)); } }; CIRCLE1D_BEHAVIOR_REGISTER(ColorCombinationBehavior, ColorCombinationBehaviorIO) class SwitchToggleBehavior : public Circle1DBehavior { public: CIRCLE1D_BEHAVIOR_BODY(SwitchToggleBehavior) SwitchToggleBehavior(Scene *scene, Object *switch_object, RGB green, RGB red) : Circle1DBehavior(scene) , switch_object(switch_object) , green(green) , red(red) , grabbed(false) { } virtual ~SwitchToggleBehavior() { } virtual void simulate() { bool new_grabbed = (switch_object->grabbed != -1); if (new_grabbed != grabbed) { grabbed = new_grabbed; if (grabbed) { if (switch_object->target_color.equals(green)) { switch_object->target_color = red; Platform::play(Sound::TOGGLE_SWITCH_OFF); } else { switch_object->target_color = green; Platform::play(Sound::TOGGLE_SWITCH_ON); } } } } private: Object *switch_object; RGB green; RGB red; bool grabbed; }; Object * build_switch(Scene *scene, int x, int y, RGB green, RGB red) { Object *switch_object = new Object(scene, x, y, 30, Object::COLORABLE | Object::FIXED | Object::COLLIDER | Object::SWITCHONLY | Object::CANGRAB, red); switch_object->desired = green; #if 0 Object *green_object = new Object(scene, x-30, y+30, 20, Object::COLLIDER, green); new Joint(scene, switch_object, green_object, Joint::RUBBERBAND); Object *red_object = new Object(scene, x+30, y+30, 20, Object::COLLIDER, red); new Joint(scene, switch_object, red_object, Joint::RUBBERBAND); #endif new SwitchToggleBehavior(scene, switch_object, green, red); return switch_object; } Object * build_color_mix(Scene *scene, int x, int y, bool is_leaf=false) { RGB black(0.2, 0.2, 0.2); int flags = Object::FIXED | Object::COLORABLE | Object::COLLIDER | Object::SWITCHONLY; if (!is_leaf) { flags |= Object::NOAUTOCOLOR; } Object *mix = new Object(scene, x, y, 30, flags, black); mix->desired = black; return mix; } Object * build_color_target(Scene *scene, int x, int y, RGB color) { Object *target = new Object(scene, x, y, 40, Object::FIXED | Object::COLLIDER | Object::COLORABLE | Object::NOAUTOCOLOR); target->desired = color; return target; } Object * build_paint_target(Scene *scene, int x, int y, RGB color) { return new Object(scene, x, y, 40, Object::NOGRAVITY | Object::COLLIDER | Object::BORDERBOUNCE, color); } class EmitterBehavior : public Circle1DBehavior { public: CIRCLE1D_BEHAVIOR_BODY(EmitterBehavior) EmitterBehavior(Scene *scene, Object *emitter, Joint *joint, Object *target, bool auto_emit, Circle1DTime interval, Circle1DTime duration) : Circle1DBehavior(scene) , emitter(emitter) , joint(joint) , target(target) , auto_emit(auto_emit) , interval(interval) , duration(duration) , last_emission(-duration) , colorized(true) { } virtual ~EmitterBehavior() { } bool emit(bool force=false) { if (!force && (last_emission + duration >= scene->time)) { // Can't emit new one until current one has arrived return false; } last_emission = scene->time; colorized = false; return true; } virtual void simulate() { Circle1DTime now = scene->time; if (!colorized && (last_emission + duration < now)) { // arrived - color target to emitter target target->target_color = emitter->target_color; colorized = true; } if (auto_emit && (last_emission + interval < now)) { emit(); } joint->knot_color = emitter->target_color; joint->knot_at = 1.0 - ((float)(now - last_emission) / (float)duration); } public: Object *emitter; private: Joint *joint; Object *target; bool auto_emit; Circle1DTime interval; Circle1DTime duration; Circle1DTime last_emission; bool colorized; }; EmitterBehavior * build_emitter(Scene *scene, int x, int y, RGB color, int interval_ms, int duration_ms, Object *target, bool auto_emit=true) { // Right now we don't support more than one knot! SHADY_ASSERT(!auto_emit || duration_ms <= interval_ms); Object *emitter = new Object(scene, x, y, 30, Object::FIXED, color); Joint *joint = new Joint(scene, emitter, target, Joint::HAS_KNOT); return new EmitterBehavior(scene, emitter, joint, target, auto_emit, interval_ms / Constants::TICK_MS, duration_ms / Constants::TICK_MS); } class SwitchForEmitterBehavior : public Circle1DBehavior { public: CIRCLE1D_BEHAVIOR_BODY(SwitchForEmitterBehavior) SwitchForEmitterBehavior(Scene *scene, Object *switch_object, EmitterBehavior *emitter_object, RGB color_after_emit, bool copy_color_on_emit=false) : Circle1DBehavior(scene) , switch_object(switch_object) , emitter_object(emitter_object) , color_after_emit(color_after_emit) , copy_color_on_emit(copy_color_on_emit) { } virtual ~SwitchForEmitterBehavior() { } virtual void simulate() { if (switch_object->color.equals(switch_object->desired)) { if (emitter_object->emit()) { if (copy_color_on_emit) { // When emitting, copy the switch color to the emitter emitter_object->emitter->target_color = switch_object->target_color; } switch_object->target_color = color_after_emit; } } } private: Object *switch_object; EmitterBehavior *emitter_object; RGB color_after_emit; bool copy_color_on_emit; }; class CopyColorBehavior : public Circle1DBehavior { public: CIRCLE1D_BEHAVIOR_BODY(CopyColorBehavior) CopyColorBehavior(Scene *scene, Object *from, Object *to) : Circle1DBehavior(scene) , from(from) , to(to) { } virtual ~CopyColorBehavior() { } virtual void simulate() { to->target_color = from->target_color; } private: Object *from; Object *to; }; class AxisConstraintBehavior : public Circle1DBehavior { public: CIRCLE1D_BEHAVIOR_BODY(AxisConstraintBehavior) AxisConstraintBehavior(Scene *scene, Object *constrained, bool major_is_xaxis, int major_axis_value, int minor_min, int minor_max, bool make_joint=true) : Circle1DBehavior(scene) , constrained(constrained) , major_is_xaxis(major_is_xaxis) , major_axis_value(major_axis_value) , minor_min(minor_min) , minor_max(minor_max) , topleft(0, 0) , bottomright(0, 0) { float size = 10; float overlap = 4; int minvalue = minor_min-constrained->size-size+overlap; int maxvalue = minor_max+constrained->size+size-overlap; float x1, y1, x2, y2; if (major_is_xaxis) { x1 = x2 = major_axis_value; y1 = minvalue; y2 = maxvalue; topleft = Vec2(major_axis_value, minor_min); bottomright = Vec2(major_axis_value, minor_max); } else { y1 = y2 = major_axis_value; x1 = minvalue; x2 = maxvalue; topleft = Vec2(minor_min, major_axis_value); bottomright = Vec2(minor_max, major_axis_value); } if (make_joint) { new Joint(scene, new Object(scene, x1, y1, size, Object::FIXED), new Object(scene, x2, y2, size, Object::FIXED), Joint::IS_RAIL); } simulate(); } virtual ~AxisConstraintBehavior() { } virtual void simulate() { constrained->pos.x = std::max(topleft.x, std::min(bottomright.x, constrained->pos.x)); constrained->pos.y = std::max(topleft.y, std::min(bottomright.y, constrained->pos.y)); } private: Object *constrained; bool major_is_xaxis; int major_axis_value; int minor_min; int minor_max; Vec2 topleft; Vec2 bottomright; friend class AxisConstraintBehaviorIO; }; class AxisConstraintBehaviorIO : public Circle1DBehaviorIO { public: virtual void save(Scene *scene, Circle1DBehavior *behavior, SerializeBuffer &buffer) { AxisConstraintBehavior *a = dynamic_cast(behavior); buffer << scene->object_id(a->constrained) << int(a->major_is_xaxis) << a->major_axis_value << a->minor_min << a->minor_max; } virtual Circle1DBehavior *load(Scene *scene, SerializeBuffer &buffer) { int oid, major_is_xaxis, major_axis_value, minor_min, minor_max; buffer >> oid >> major_is_xaxis >> major_axis_value >> minor_min >> minor_max; return new AxisConstraintBehavior(scene, scene->object_from_id(oid), major_is_xaxis, major_axis_value, minor_min, minor_max, false); } }; CIRCLE1D_BEHAVIOR_REGISTER(AxisConstraintBehavior, AxisConstraintBehaviorIO) class XAxisOrderConstraint : public Circle1DBehavior { public: CIRCLE1D_BEHAVIOR_BODY(XAxisOrderConstraint) XAxisOrderConstraint(Scene *scene, Object *left, Object *right) : Circle1DBehavior(scene) , left(left) , right(right) { } virtual ~XAxisOrderConstraint() { } virtual void simulate() { if (left->pos.x > right->pos.x) { float center = (left->pos.x + right->pos.x) / 2.f; left->pos.x = center - 1.f; right->pos.x = center + 1.f; } } private: Object *left; Object *right; friend class XAxisOrderConstraintIO; }; class XAxisOrderConstraintIO : public Circle1DBehaviorIO { public: virtual void save(Scene *scene, Circle1DBehavior *behavior, SerializeBuffer &buffer) { XAxisOrderConstraint *x = dynamic_cast(behavior); buffer << scene->object_id(x->left) << scene->object_id(x->right); } virtual Circle1DBehavior *load(Scene *scene, SerializeBuffer &buffer) { int left_id, right_id; buffer >> left_id >> right_id; return new XAxisOrderConstraint(scene, scene->object_from_id(left_id), scene->object_from_id(right_id)); } }; CIRCLE1D_BEHAVIOR_REGISTER(XAxisOrderConstraint, XAxisOrderConstraintIO) class YAxisPendulumBehavior : public Circle1DBehavior { public: CIRCLE1D_BEHAVIOR_BODY(YAxisPendulumBehavior) YAxisPendulumBehavior(Scene *scene, Object *object, int ymin, int ymax, float factor=1.0, float phase=0.0) : Circle1DBehavior(scene) , object(object) , ymin(ymin) , ymax(ymax) , factor(factor) , phase(phase) { } virtual ~YAxisPendulumBehavior() { } virtual void simulate() { float value = sinf(phase + scene->time * factor); float center = (ymin + ymax) / 2.0; float radius = (ymax - ymin) / 2.0; object->pos.y = center + radius * value; } private: Object *object; int ymin; int ymax; float factor; float phase; friend class YAxisPendulumBehaviorIO; }; class YAxisPendulumBehaviorIO : public Circle1DBehaviorIO { public: virtual void save(Scene *scene, Circle1DBehavior *behavior, SerializeBuffer &buffer) { YAxisPendulumBehavior *y = dynamic_cast(behavior); buffer << scene->object_id(y->object) << y->ymin << y->ymax << y->factor << y->phase; } virtual Circle1DBehavior *load(Scene *scene, SerializeBuffer &buffer) { int oid, ymin, ymax; float factor, phase; buffer >> oid >> ymin >> ymax >> factor >> phase; return new YAxisPendulumBehavior(scene, scene->object_from_id(oid), ymin, ymax, factor, phase); } }; CIRCLE1D_BEHAVIOR_REGISTER(YAxisPendulumBehavior, YAxisPendulumBehaviorIO) class XAxisPendulumBehavior : public Circle1DBehavior { public: CIRCLE1D_BEHAVIOR_BODY(XAxisPendulumBehavior) XAxisPendulumBehavior(Scene *scene, Object *object, int xmin, int xmax, float factor=1.0, float phase=0.0) : Circle1DBehavior(scene) , object(object) , xmin(xmin) , xmax(xmax) , factor(factor) , phase(phase) { } virtual ~XAxisPendulumBehavior() { } virtual void simulate() { float value = sinf(phase + scene->time * factor); float center = (xmin + xmax) / 2.0; float radius = (xmax - xmin) / 2.0; object->pos.x = center + radius * value; } private: Object *object; int xmin; int xmax; float factor; float phase; friend class XAxisPendulumBehaviorIO; }; class XAxisPendulumBehaviorIO : public Circle1DBehaviorIO { public: virtual void save(Scene *scene, Circle1DBehavior *behavior, SerializeBuffer &buffer) { XAxisPendulumBehavior *x = dynamic_cast(behavior); buffer << scene->object_id(x->object) << x->xmin << x->xmax << x->factor << x->phase; } virtual Circle1DBehavior *load(Scene *scene, SerializeBuffer &buffer) { int oid, xmin, xmax; float factor, phase; buffer >> oid >> xmin >> xmax >> factor >> phase; return new XAxisPendulumBehavior(scene, scene->object_from_id(oid), xmin, xmax, factor, phase); } }; CIRCLE1D_BEHAVIOR_REGISTER(XAxisPendulumBehavior, XAxisPendulumBehaviorIO) class UntangleLevel { public: UntangleLevel(Scene *scene, RGB color=RGB(0.5, 0.7, 0.9)) : scene(scene) , first(NULL) , previous(NULL) , color(color) { } Object *operator^(Vec2 pos) { return new Object(scene, pos.x, pos.y, 40, Object::NOGRAVITY | Object::BORDERBOUNCE | Object::COLLIDER, color); } UntangleLevel &operator<<(Vec2 pos) { return (*this) << ((*this) ^ pos); } UntangleLevel &operator<<(Object *current) { if (previous) { new Joint(scene, previous, current, Joint::UNTANGLE); } if (!first) { first = current; } previous = current; return *this; } void operator>>(bool loop) { if (loop && first && previous && first != previous) { new Joint(scene, previous, first, Joint::UNTANGLE); } first = NULL; previous = NULL; } UntangleLevel &operator||(Object *o) { o->flags |= Object::NODRAG; o->target_color = o->color = RGB(); return *this; } private: Scene *scene; Object *first; Object *previous; RGB color; }; std::vector build_chain(Scene *scene, Object *from_object, Object *to_object, int count, int flags, int object_flags=0) { std::vector result; Vec2 a_to_b = (from_object->pos - to_object->pos).normalize(); Vec2 a = from_object->pos - a_to_b * from_object->size; Vec2 b = to_object->pos + a_to_b * to_object->size; Object *last = from_object; for (int i=0; i result; Object *last = from_object; for (int i=0; ipos * position + ctrl * (1.0 - position); Vec2 b = ctrl * position + to_object->pos * (1.0 - position); Vec2 p = a * position + b * (1.0 - position); Object *current = new Object(scene, p.x, p.y, 10, Object::NODRAG | Object::COLLIDER | Object::SHADOWCAST); result.push_back(current); new Joint(scene, last, current, flags); last = current; } new Joint(scene, last, to_object, flags); } class BackgroundColorFromObjectBehavior : public Circle1DBehavior { public: CIRCLE1D_BEHAVIOR_BODY(BackgroundColorFromObjectBehavior) BackgroundColorFromObjectBehavior(Scene *scene, Object *o) : Circle1DBehavior(scene) , o(o) { simulate(); } virtual ~BackgroundColorFromObjectBehavior() { } virtual void simulate() { scene->background_color = RGB::mix(RGB(0x000000), o->color); } private: Object *o; friend class BackgroundColorFromObjectBehaviorIO; }; class BackgroundColorFromObjectBehaviorIO : public Circle1DBehaviorIO { public: virtual void save(Scene *scene, Circle1DBehavior *behavior, SerializeBuffer &buffer) { BackgroundColorFromObjectBehavior *b = dynamic_cast(behavior); int oid = scene->object_id(b->o); buffer << oid; } virtual Circle1DBehavior *load(Scene *scene, SerializeBuffer &buffer) { int oid; buffer >> oid; return new BackgroundColorFromObjectBehavior(scene, scene->object_from_id(oid)); } }; CIRCLE1D_BEHAVIOR_REGISTER(BackgroundColorFromObjectBehavior, BackgroundColorFromObjectBehaviorIO) Object * build_simple_combiner(Scene *scene, RGB target, int x, int y, int x1, int y1, int x2, int y2, ColorCombinationBehavior::Method method=ColorCombinationBehavior::MIX) { Object *o1 = build_color_mix(scene, x1, y1, true); Object *o2 = build_color_mix(scene, x2, y2, true); Object *o3 = build_color_target(scene, x, y, target); new ColorCombinationBehavior(scene, o3, o1, o2, method); return o3; } #endif /* CIRCLE1D_BEHAVIORS_H */ chromono-1.1.3/src/circle1d/rgb.h0000644000175000017500000000513215125741141014712 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef CIRCLE1D_RGB_H #define CIRCLE1D_RGB_H #include "math.h" #include struct RGB { explicit RGB(int value) : r((float)((value >> 16) & 0xff) / 255.) , g((float)((value >> 8) & 0xff) / 255.) , b((float)((value >> 0) & 0xff) / 255.) { } explicit RGB(float r=0.5, float g=0.5, float b=0.5) : r(r), g(g), b(b) {} static RGB background() { return RGB(0.25, 0.34, 0.39); } bool isgray() { return (r == g && g == b); } void fade_to(RGB target) { float alpha = 0.9; r = r * alpha + target.r * (1.-alpha); g = g * alpha + target.g * (1.-alpha); b = b * alpha + target.b * (1.-alpha); } float diff_to(RGB other) { float dr = (r - other.r); float dg = (g - other.g); float db = (b - other.b); return sqrtf(dr*dr + dg*dg + db*db); } bool equals(RGB other) { return diff_to(other) < 0.01; } RGB &operator*=(float factor) { r *= factor; g *= factor; b *= factor; return *this; } static RGB mix(RGB x, RGB y, float alpha=0.5) { float beta = 1.0 - alpha; float r = x.r * alpha + y.r * beta; float g = x.g * alpha + y.g * beta; float b = x.b * alpha + y.b * beta; return RGB(r, g, b); } static RGB add(RGB x, RGB y) { float r = std::min(1.f, x.r + y.r); float g = std::min(1.f, x.g + y.g); float b = std::min(1.f, x.b + y.b); return RGB(r, g, b); } static RGB desaturate(RGB c) { float m = (c.r + c.g + c.b) / 3.0; return RGB(m, m, m); } float r; float g; float b; }; #endif /* CIRCLE1D_RGB_H */ chromono-1.1.3/src/circle1d/event.h0000644000175000017500000000432315125741141015262 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef CIRCLE1D_EVENT_H #define CIRCLE1D_EVENT_H class Circle1DEvent { public: enum Type { NONE = 0, MOUSEDOWN, MOUSEUP, MOUSEMOTION, TICK, KEYDOWN, KEYUP, }; enum Key { IGNORE = 0, SAVE_SCENE, LOAD_SCENE, EDIT, DELETE, TOGGLE_COLLIDER, TOGGLE_GRAVITY, TOGGLE_BORDERBOUNCE, TOGGLE_FIXED, TOGGLE_SHADOWCAST, SET_COLOR, SET_TARGET_COLOR, SET_DESIRED_COLOR, }; Circle1DEvent(enum Type type=NONE, float x=0, float y=0, int finger=0) : type(type) , x(x) , y(y) , finger(finger) , button(0) { } enum Type type; float x; float y; int finger; // multi-touch support, for key events an enum Key int button; // mouse button, for key events extra data bool is_mouse_event() { return type == MOUSEDOWN || type == MOUSEUP || type == MOUSEMOTION; } bool is_key_event() { return type == KEYDOWN || type == KEYUP; } }; class Circle1DEventHandler { public: virtual void handle(Circle1DEvent *event) = 0; }; #endif /* CIRCLE1D_EVENT_H */ chromono-1.1.3/src/circle1d/serialize.cpp0000644000175000017500000001146315125741141016466 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "serialize.h" #include #include #include class SerializeBufferPriv { public: SerializeBufferPriv(); ~SerializeBufferPriv(); void write(const void *data, size_t size); void *read(size_t size); void clear(); void rewind(); size_t length(); void *buffer(); size_t offset(); private: size_t m_buffer_size; char *m_buffer; size_t m_pos; size_t m_length; }; SerializeBufferPriv::SerializeBufferPriv() : m_buffer_size(1024 * 64) , m_buffer((char *)malloc(m_buffer_size)) , m_pos(0) , m_length(0) { } SerializeBufferPriv::~SerializeBufferPriv() { free(m_buffer); } void SerializeBufferPriv::write(const void *data, size_t size) { m_length += size; if (m_buffer_size < m_length) { while (m_buffer_size < m_length) { m_buffer_size *= 2; } m_buffer = (char *)realloc(m_buffer, m_buffer_size); } memcpy(m_buffer + m_pos, data, size); m_pos += size; } void * SerializeBufferPriv::read(size_t size) { SHADY_ASSERT(m_pos + size <= m_length); void *result = m_buffer + m_pos; m_pos += size; return result; } void SerializeBufferPriv::clear() { m_pos = m_length = 0; } void SerializeBufferPriv::rewind() { m_pos = 0; } size_t SerializeBufferPriv::length() { return m_length; } void * SerializeBufferPriv::buffer() { return m_buffer; } size_t SerializeBufferPriv::offset() { return m_pos; } SerializeBuffer::SerializeBuffer() : priv(new SerializeBufferPriv()) { } SerializeBuffer::~SerializeBuffer() { delete priv; } void SerializeBuffer::clear() { priv->clear(); } void SerializeBuffer::rewind() { priv->rewind(); } const char * SerializeBuffer::data(size_t *len) { *len = priv->length(); return (const char *)priv->buffer(); } void SerializeBuffer::write_float32(float value) { // TODO endianness conversion priv->write(&value, sizeof(float)); } void SerializeBuffer::write_int32(int32_t value) { // TODO endianness conversion priv->write(&value, sizeof(int32_t)); } void SerializeBuffer::write_int64(int64_t value) { // TODO endianness conversion priv->write(&value, sizeof(int64_t)); } void SerializeBuffer::write_string(const std::string &value) { write_int32(value.length() + 1); priv->write(value.c_str(), value.length() + 1); } float SerializeBuffer::read_float32() { float result = *((float *)priv->read(sizeof(float))); // TODO endianness conversion return result; } int32_t SerializeBuffer::read_int32() { int32_t result = *((int32_t *)priv->read(sizeof(int32_t))); // TODO endianness conversion return result; } int64_t SerializeBuffer::read_int64() { int64_t result = *((int64_t *)priv->read(sizeof(int64_t))); // TODO endianness conversion return result; } std::string SerializeBuffer::read_string() { int32_t length = read_int32(); char *buf = (char *)malloc(length); memcpy(buf, priv->read(length), length); std::string result(buf); free(buf); return result; } size_t SerializeBuffer::offset() { return priv->offset(); } void SerializeBuffer::write_file(const std::string &filename) { std::fstream out; out.open(filename.c_str(), std::fstream::out | std::fstream::binary); out.write((const char *)priv->buffer(), priv->length()); out.close(); } void SerializeBuffer::read_file(const std::string &filename) { std::fstream in; in.open(filename.c_str(), std::fstream::in | std::fstream::binary); if (!in.is_open()) { return; } // Determine file size in.seekg(0, std::fstream::end); size_t len = in.tellg(); // Read data from file char *tmp = (char *)malloc(len); in.seekg(0, std::fstream::beg); in.read(tmp, len); in.close(); // Write data to priv priv->clear(); priv->write(tmp, len); priv->rewind(); free(tmp); } size_t SerializeBuffer::available() { return priv->length() - priv->offset(); } chromono-1.1.3/src/circle1d/renderer.h0000644000175000017500000000353315125741141015751 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef CIRCLE1D_RENDERER_H #define CIRCLE1D_RENDERER_H #include "rgb.h" class Object; class Joint; enum FontSize { FONT_SMALL, FONT_MEDIUM, FONT_LARGE, FONT_XLARGE, FONT_TINY, }; class Circle1DRenderer { public: Circle1DRenderer() {} virtual ~Circle1DRenderer() {} virtual void begin() = 0; virtual void circle(Object *o) = 0; virtual void flush_circles() = 0; virtual void line(Joint *j) = 0; virtual void flush_lines() = 0; virtual void text_measure(const char *text, float *width, float *height, enum FontSize size) = 0; virtual void text_render(const char *text, float x, float y, enum FontSize size, float opacity=1.0, RGB color=RGB(1.0, 1.0, 1.0)) = 0; virtual void decal(int decal, int x, int y, float opacity) = 0; virtual void shadow(Vec2 light, Vec2 sphere, float size) = 0; virtual void flush_shadows() = 0; virtual void finish() = 0; }; #endif /* CIRCLE1D_RENDERER_H */ chromono-1.1.3/src/circle1d/model.h0000644000175000017500000003751515125741141015252 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef CARPHONE_MODEL_H #define CARPHONE_MODEL_H #include "vector.h" #include #include "../constants.h" #include "../platform.h" #include "renderer.h" #include "event.h" #include "rgb.h" #include "serialize.h" #include #include #include #include #include #include class Scene; class Joint; typedef int32_t Circle1DTime; struct LightSource { public: LightSource() : enabled(false) , pos(0, 0) { } bool enabled; Vec2 pos; }; namespace Circle1D { enum Decal { INTRO_ARROW = 0, UNTANGLE, ON_OFF, COLOR_LEFT, COLOR_RIGHT, PENDULUM, EASTEREGG, DECALS_COUNT, /* Must always be last */ }; }; // All types that are passed to the JS engine must subclass from // Circle1DType, for run-time type detection (RTTI can't dynamic // cast from a void * type, so this is the common ancestor). class Circle1DType { public: enum Type { INVALID = 0, OBJECT, JOINT, SCENE, BEHAVIOR, DECAL, }; Circle1DType(enum Type type) : type_tag(type) { } virtual ~Circle1DType() { } enum Type type_tag; }; class HintDecal : public Circle1DType { public: HintDecal(Scene *scene, enum Circle1D::Decal decal, int x, int y); enum Circle1D::Decal decal; float opacity; int x; int y; }; class Object : public Circle1DType { public: enum Flag { COLLIDER = 1 << 0, SLOW = 1 << 1, NOGRAVITY = 1 << 2, FIXED = 1 << 3, COLORABLE = 1 << 4, NODRAG = 1 << 5, COLORTRANSFER = 1 << 6, SWITCHONLY = 1 << 7, // a colorable object that isn't essential for the objective NOAUTOCOLOR = 1 << 8, // a colorable object that isn't changed on collision BORDERBOUNCE = 1 << 9, // stay fully in view and bounce from border STAYINVIEW = 1 << 10, // stay at least partially in view CANGRAB = 1 << 11, // can be grabbed, i.e. for switches that need to react to events NOOVERLAP = 1 << 12, // for fixed objects in chain levels to prevent "chain go through" SHADOWCAST = 1 << 13, // object will cast shadows when rendering shadow effect SILENT = 1 << 14, // no sounds INVISIBLE = 1 << 15, // will not be drawn (for mouse joint) }; Object(Scene *scene, float x, float y, float size, int flags=0, RGB color=RGB()); bool handle(Circle1DEvent *event); bool objectiveReached() { if (grabbed != -1) { // Don't finish level until all touches are gone return false; } if ((flags & COLORABLE) != 0 && (flags & SWITCHONLY) == 0) { return desired.equals(color); } return true; } float weight() { return size*size*M_PI; } bool can_drag() { return ((!(flags & NODRAG)) && (!(flags & FIXED))); } void simulate(); void restack_on_top(); std::string describe(); void apply_force(Vec2 direction) { if (!(flags & Object::FIXED)) { force += direction; } } void move(Vec2 destination) { if (!(flags & Object::FIXED)) { pos = destination; } } void take_color(Object *b); static void handle_collisions(std::list &objects) { std::list::iterator a; for (a=objects.begin(); a!=objects.end(); ++a) { // OPTIMIZATIONS std::list::iterator b = a; for (++b; b!=objects.end(); ++b) { // OPTIMIZATIONS if ((*a)->compound != (*b) && (*b)->compound != (*a)) { (*a)->handle_collision(*b); } } } } void handle_collision(Object *b); public: Scene *scene; Vec2 pos; Vec2 last_pos; float size; RGB color; RGB target_color; RGB desired; // desired color int flags; private: Vec2 velocity; Vec2 force; public: int grabbed; private: Vec2 old_mouse_pos; Object *mouse; Joint *mouse_joint; Object *compound; Circle1DTime last_color_update; private: friend class Joint; friend class Scene; friend void scene_square(Scene*); }; class Joint : public Circle1DType { public: enum Flag { RUBBERBAND = 1 << 0, STRONG = 1 << 1, BREAKABLE = 1 << 2, BROKEN = 1 << 3, FIXED = 1 << 4, HAS_KNOT = 1 << 5, // knot that "transports" color IS_RAIL = 1 << 6, // rail - display in darker color MOUSE = 1 << 7, // only for mouse joints (drag stuff) UNTANGLE = 1 << 8, // untangle joint - no force, but color + objectiveReached() check }; Joint(Scene *scene, Object *a, Object *b, int flags=0); ~Joint(); void simulate(); void reset_distance() { distance = (a->pos - b->pos).length(); } std::string describe(); public: Scene *scene; Object *a; Object *b; int flags; float knot_at; RGB knot_color; private: float distance; friend class Scene; }; class Circle1DBehavior : public Circle1DType { public: Circle1DBehavior(Scene *scene); virtual ~Circle1DBehavior() {} virtual void simulate() = 0; virtual const char *name() = 0; protected: Scene *scene; }; class Circle1DBehaviorIO { public: virtual void save(Scene *scene, Circle1DBehavior *behavior, SerializeBuffer &buffer) = 0; virtual Circle1DBehavior *load(Scene *scene, SerializeBuffer &buffer) = 0; }; class Circle1DBehaviorRegistration { public: Circle1DBehaviorRegistration(std::string name, Circle1DBehaviorIO *io) { if (!m_ios) { m_ios = new std::map(); } (*m_ios)[name] = io; } static Circle1DBehaviorIO *lookup(std::string name) { if (m_ios) { return (*m_ios)[name]; } else { return 0; } } private: static std::map *m_ios; }; #define CIRCLE1D_BEHAVIOR_BODY(klass) virtual const char *name() { return #klass; } #define CIRCLE1D_BEHAVIOR_REGISTER(klass, io) static Circle1DBehaviorRegistration \ _registration_##klass(#klass, new io()); class Scene : public Circle1DType, public Circle1DEventHandler { public: Scene() : Circle1DType(Circle1DType::SCENE) , time(0), simulation_running(false) , background_color(RGB::background()) , background_color_set(false) , light_source() , editing(false) , editing_label() , editing_label_pos() , editing_old_mouse_pos() , edit_object(NULL) , edit_joint(NULL) , edit_joint_tmp(NULL) , editing_color_index(0) , objects(), joints(), fixed_joints(), untangle_joints(), colliders() , behaviors() , decals() { } ~Scene() { reset(); } void reset() { std::list::iterator jit; for (jit = joints.begin(); jit != joints.end(); ++jit) { Joint *j = *jit; delete j; } joints.clear(); fixed_joints.clear(); untangle_joints.clear(); std::list::iterator oit; for (oit = objects.begin(); oit != objects.end(); ++oit) { Object *o = *oit; delete o; } objects.clear(); colliders.clear(); std::list::iterator bit; for (bit = behaviors.begin(); bit != behaviors.end(); ++bit) { Circle1DBehavior *b = *bit; delete b; } behaviors.clear(); std::list::iterator dit; for (dit = decals.begin(); dit != decals.end(); ++dit) { HintDecal *d = *dit; delete d; } decals.clear(); time = 0; background_color = RGB::background(); background_color_set = false; light_source.enabled = false; light_source.pos = Vec2(0, 0); } void object_flags_changed(Object *o) { remove_object(o); add_object(o); } void object_flags_changed(Joint *o) { remove_object(o); add_object(o); } void add_object(Object *o) { objects.push_back(o); if (o->flags & Object::COLLIDER) { colliders.push_back(o); } } void add_object(Joint *o) { joints.push_back(o); if (o->flags & Joint::FIXED) { fixed_joints.push_back(o); } if (o->flags & Joint::UNTANGLE) { untangle_joints.push_back(o); } } void remove_object(Object *o) { // TODO: Behaviors might have references to the object objects.remove(o); if (o->flags & Object::COLLIDER) { colliders.remove(o); } } void remove_object(Joint *o) { joints.remove(o); if (o->flags & Joint::FIXED) { fixed_joints.remove(o); } if (o->flags & Joint::UNTANGLE) { untangle_joints.remove(o); } } void add_behavior(Circle1DBehavior *b) { behaviors.push_back(b); } void remove_behavior(Circle1DBehavior *b) { behaviors.remove(b); } void add_decal(HintDecal *d) { decals.push_back(d); } void remove_decal(HintDecal *d) { decals.remove(d); } void render(Circle1DRenderer *renderer); bool checkUntanglement(); bool objectiveReached() { if (editing) { return false; } bool result = checkUntanglement(); std::list::iterator oit; for (oit = objects.begin(); oit != objects.end(); ++oit) { if (!((*oit)->objectiveReached())) { return false; } } return result; } void simulate(int iterations=1) { simulation_running = true; Circle1DEvent event(Circle1DEvent::TICK); for (int i=0; itype == Circle1DEvent::KEYDOWN) { switch (event->finger) { case Circle1DEvent::SAVE_SCENE: save("level.chromono"); break; case Circle1DEvent::LOAD_SCENE: load("level.chromono"); break; case Circle1DEvent::EDIT: editing = !editing; break; default: break; } } if (editing) { handle_editing(event); return; } std::list::reverse_iterator oit; // Must distribute events in reverse order, so that for overlapping // objects the "frontmost" (as rendered) item gets the event first for (oit = objects.rbegin(); oit != objects.rend(); ++oit) { if ((*oit)->handle(event)) { break; } } if (event->type == Circle1DEvent::TICK) { std::list::iterator jit; for (int i=0; i<20; i++) { for (jit = fixed_joints.begin(); jit != fixed_joints.end(); ++jit) { (*jit)->simulate(); } } for (jit = joints.begin(); jit != joints.end(); ++jit) { (*jit)->simulate(); } std::list::iterator bit; for (bit=behaviors.begin(); bit != behaviors.end(); ++bit) { (*bit)->simulate(); } time += 1; Object::handle_collisions(colliders); } } public: Circle1DTime time; bool simulation_running; RGB background_color; bool background_color_set; LightSource light_source; bool editing; std::string editing_label; Vec2 editing_label_pos; Vec2 editing_old_mouse_pos; Object *edit_object; Joint *edit_joint; Object *edit_joint_tmp; int editing_color_index; private: /* real contents */ std::list objects; std::list joints; /* derived from above contents for faster access */ std::list fixed_joints; std::list untangle_joints; std::list colliders; /* enabled behaviors */ std::list behaviors; /* visible decals */ std::list decals; }; #endif /* CARPHONE_MODEL_H */ chromono-1.1.3/src/circle1d/serialize.h0000644000175000017500000000665515125741141016142 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef CIRCLE1D_SERIALIZE_H #define CIRCLE1D_SERIALIZE_H #include #include #include "rgb.h" #include "vector.h" #include class SerializeBufferPriv; class SerializeBuffer { public: SerializeBuffer(); ~SerializeBuffer(); void clear(); void rewind(); const char *data(size_t *len); SerializeBuffer &operator<<(float value) { write_float32(value); return *this; } SerializeBuffer &operator<<(int32_t value) { write_int32(value); return *this; } SerializeBuffer &operator<<(int64_t value) { write_int64(value); return *this; } SerializeBuffer &operator<<(const std::string &value) { write_string(value); return *this; } SerializeBuffer &operator<<(RGB value) { write_rgb(value); return *this; } SerializeBuffer &operator<<(Vec2 value) { write_vec2(value); return *this; } void write_float32(float value); void write_int32(int32_t value); void write_int64(int64_t value); void write_string(const std::string &value); void write_rgb(RGB value) { write_float32(value.r); write_float32(value.g); write_float32(value.b); } void write_vec2(Vec2 value) { write_float32(value.x); write_float32(value.y); } SerializeBuffer &operator>>(float &value) { value = read_float32(); return *this; } SerializeBuffer &operator>>(int32_t &value) { value = read_int32(); return *this; } SerializeBuffer &operator>>(int64_t &value) { value = read_int64(); return *this; } SerializeBuffer &operator>>(std::string &value) { value = read_string(); return *this; } SerializeBuffer &operator>>(RGB &value) { value = read_rgb(); return *this; } SerializeBuffer &operator>>(Vec2 &value) { value = read_vec2(); return *this; } size_t offset(); size_t available(); float read_float32(); int32_t read_int32(); int64_t read_int64(); std::string read_string(); RGB read_rgb() { float r = read_float32(); float g = read_float32(); float b = read_float32(); return RGB(r, g, b); } Vec2 read_vec2() { float x = read_float32(); float y = read_float32(); return Vec2(x, y); } void write_file(const std::string &filename); void read_file(const std::string &filename); private: SerializeBufferPriv *priv; }; #endif /* CIRCLE1D_SERIALIZE_H */ chromono-1.1.3/src/mixer.cpp0000644000175000017500000003325415125741141014137 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "mixer.h" #include "platform.h" #include "constants.h" #include "resources.h" #include #include #define MIXER_MAX_CHANNELS 4 #define MIXER_BACKGROUNDS 2 #include static size_t decode_ogg_in_memory(const unsigned char *encoded_ogg, size_t encoded_ogg_length_bytes, int *channels, int *sample_rate, short **decoded_samples) { OggVorbis_File ovf; memset(&ovf, 0, sizeof(ovf)); ov_callbacks callbacks; memset(&callbacks, 0, sizeof(callbacks)); if (ov_open_callbacks(NULL, &ovf, (char *)encoded_ogg, encoded_ogg_length_bytes, callbacks) == 0) { vorbis_info *info = ov_info(&ovf, -1); *channels = info->channels; *sample_rate = info->rate; size_t pos = 0; size_t allocated_size = 0; *decoded_samples = NULL; while (true) { if (allocated_size == pos) { allocated_size += allocated_size + 1024; *decoded_samples = (short *)realloc(*decoded_samples, allocated_size); } long res = ov_read(&ovf, ((char *)*decoded_samples) + pos, allocated_size - pos, Platform::is_big_endian(), 2, 1, 0); if (res < 0) { free(*decoded_samples); return 0; } else if (res > 0) { pos += res; } else { break; } } *decoded_samples = (short *)realloc(*decoded_samples, pos); ov_clear(&ovf); return pos / sizeof(short); } return 0; } class Buffer { public: Buffer(Resource *resource) { ResourceAccess access(resource); len = decode_ogg_in_memory(access.data(), access.size(), &channels, &sample_rate, &data); } ~Buffer() { free(data); } short get(float pos) { if (pos >= len || pos < 0.0) { return 0.0; } float alpha = fmod(pos, 1.0); int cur = (int)pos; if (alpha == 0.0) { return data[cur]; } int nxt = (cur + 1 < len) ? (cur + 1) : cur; return (data[cur] * (1.0 - alpha) + data[nxt] * alpha); } short *data; int len; int channels; int sample_rate; }; class Playback { public: Playback(); ~Playback(); Playback(const Playback &other); Playback &operator=(const Playback &other); void start(Buffer *buffer, float rate=1.0, float volume=1.0, bool loop=false); void stop(); void tick(); void fill(short *stream, int len); void set_rate(float rate) { this->rate = rate; } float get_rate() { return rate; } void set_volume(float volume) { this->volume = volume; } float get_volume() { return volume; } void set_loop(bool loop) { this->loop = loop; } float get_loop() { return loop; } long position() { return current_pos * 1000 / 22050; } long duration() { return buffer->len * 1000 / 22050; } void start_fade_out() { if (fadeout == -1) { fadeout = 50; } } void stop_fade_out() { fadeout = -1; } bool finished() { return (buffer == NULL || current_pos > buffer->len || fadeout == 0); } bool is_buffer(Buffer *buffer) { return this->buffer == buffer; } private: Buffer *buffer; float current_pos; float current_rate; float current_volume; float rate; float volume; bool loop; int fadeout; }; class Player { public: Player(); ~Player(); void music(Buffer *buffer, float rate=1.0, float volume=1.0); void sfx(Buffer *buffer, float rate=1.0, float volume=1.0); void tick(); // current amplitude, used for visualization float amplitude; private: static void audio_func(short *stream, int len, void *user_data); void fill(short *stream, int len); float mix(short *dst, short *src, int len); Platform::Mutex mutex; // Two backgrounds for fading between them Playback background[MIXER_BACKGROUNDS]; Playback effects[MIXER_MAX_CHANNELS]; }; class MixerPriv { public: MixerPriv(); ~MixerPriv(); float get_amplitude() { return player.amplitude; } Buffer *buffers[Sound::COUNT]; Player player; bool sound_effects_enabled; }; static struct { enum Sound::Effect effect; Resource *resource; } RESOURCE_MAPPING[] = { {Sound::LEVEL_LOCKED_MESSAGE_BOX, RESOURCE(sound_level_locked_message_box_ogg)}, {Sound::BUTTON_RELEASE, RESOURCE(sound_button_release_ogg)}, {Sound::LEVEL_COMPLETE_NO_STARS, RESOURCE(sound_level_complete_ogg)}, {Sound::LEVEL_COMPLETE_1_STAR, RESOURCE(sound_level_complete_ogg)}, {Sound::LEVEL_COMPLETE_2_STARS, RESOURCE(sound_level_complete_ogg)}, {Sound::LEVEL_COMPLETE_3_STARS, RESOURCE(sound_level_complete_ogg)}, {Sound::TOGGLE_SWITCH_OFF, RESOURCE(sound_toggle_switch_off_ogg)}, {Sound::PAGE_TRANSITION, RESOURCE(sound_page_transition_ogg)}, {Sound::COLOR_CHANGES_TO_WRONG, RESOURCE(sound_color_changes_to_wrong_ogg)}, {Sound::MOVABLE_SPHERE_RELEASE, RESOURCE(sound_movable_sphere_release_ogg)}, {Sound::MOVABLE_SPHERE_PRESS, RESOURCE(sound_movable_sphere_press_ogg)}, {Sound::COLOR_CHANGES_TO_RIGHT, RESOURCE(sound_color_changes_to_right_ogg)}, {Sound::TOGGLE_SWITCH_ON, RESOURCE(sound_toggle_switch_on_ogg)}, {Sound::CHAIN_BREAKS, RESOURCE(sound_chain_breaks_ogg)}, {Sound::SPHERE_HITS_WALL, RESOURCE(sound_sphere_hits_wall_ogg)}, {Sound::BUTTON_PRESS, RESOURCE(sound_button_press_ogg)}, {Sound::MUSIC_ALVEG, RESOURCE(music_alveg_ogg)}, {Sound::MUSIC_KASA90, RESOURCE(music_kasa90_ogg)}, {Sound::MUSIC_SNAPPER, RESOURCE(music_snapper_ogg)}, {Sound::MUSIC_SUBD, RESOURCE(music_subd_ogg)}, }; MixerPriv::MixerPriv() : player() , sound_effects_enabled(true) { for (int i=0; iplay(sound, Constants::EFFECT_VOLUME); } Mixer::Mixer() : priv(new MixerPriv) { Platform::register_effect(mixer_effect, this); } Mixer::~Mixer() { Platform::register_effect(NULL, NULL); delete priv; } void Mixer::play(enum Sound::Effect effect, float volume) { if (priv->sound_effects_enabled) { float rate = 1.0; priv->player.sfx(priv->buffers[effect], rate, volume); } } void Mixer::loop(enum Sound::Effect music, float volume, float rate) { priv->player.music(priv->buffers[music], rate, volume); } void Mixer::tick() { priv->player.tick(); } Playback::Playback() : buffer(NULL) , current_pos(0.0) , current_rate(1.0) , current_volume(1.0) , rate(1.0) , volume(1.0) , loop(false) , fadeout(0) { } Playback::Playback(const Playback &other) : buffer(other.buffer) , current_pos(other.current_pos) , current_rate(other.current_rate) , current_volume(other.current_volume) , rate(other.rate) , volume(other.volume) , loop(other.loop) , fadeout(other.fadeout) { } Playback & Playback::operator=(const Playback &other) { this->buffer = other.buffer; this->current_pos = other.current_pos; this->current_rate = other.current_rate; this->current_volume = other.current_volume; this->rate = other.rate; this->volume = other.volume; this->loop = other.loop; this->fadeout = other.fadeout; return *this; } void Playback::start(Buffer *buffer, float rate, float volume, bool loop) { this->buffer = buffer; this->current_pos = 0.0; this->current_rate = this->rate = rate; this->current_volume = this->volume = volume; this->loop = loop; this->fadeout = -1; } void Playback::stop() { this->loop = false; this->fadeout = 0; } Playback::~Playback() { } void Playback::fill(short *stream, int len) { float factor = volume; if (fadeout >= 0) { factor *= (float)fadeout / 100.0; } for (int i=0; iget(current_pos) * factor; current_pos += current_rate; if (loop) { if (current_pos >= buffer->len - 1) { current_pos = 0.0; } } } } void Playback::tick() { float alpha = 0.95; current_rate = alpha * current_rate + (1.0 - alpha) * rate; current_volume = alpha * current_volume + (1.0 - alpha) * volume; if (fadeout > 0) { fadeout--; } } void Player::audio_func(short *stream, int len, void *user_data) { Player *player = (Player*)user_data; player->fill(stream, len); } Player::Player() : amplitude(0) { Platform::register_audio(Player::audio_func, this); } Player::~Player() { Platform::register_audio(NULL, NULL); } void Player::sfx(Buffer *buffer, float rate, float volume) { if (buffer == NULL) { return; } int i = 0; if (auto lock = MutexLock(mutex)) { for (i=0; iis_buffer(buffer)) { // Music is already playing - just update rate/volume a->stop_fade_out(); a->set_loop(true); a->set_rate(rate); a->set_volume(volume); } else { // Move old background music from "a" to "b" and fade out, // then start new music on "a" (or stop "a" if fading out) background[1] = background[0]; b->start_fade_out(); if (buffer != NULL) { a->start(buffer, rate, volume, true); } else { a->stop(); } } } } void Player::tick() { if (auto lock = MutexLock(mutex)) { for (int i=0; i amplitude_new) { amplitude_new = ampl; } } } amplitude = amplitude_new; } float Player::mix(short *dst, short *src, int len) { const int max = (1 << 15) - 1; const int min = -(1 << 15); int amplitude = 0; for (int i=0; i max) { s = max; } if (s > amplitude) { amplitude = s; } dst[i] = s; } return (float)amplitude / (float)max; } void Mixer::set_sound_effects_enabled(bool enabled) { priv->sound_effects_enabled = enabled; } float Mixer::get_amplitude() { return priv->get_amplitude(); } chromono-1.1.3/src/performance.h0000644000175000017500000000245115125741141014754 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_PERFORMANCE_H #define SHADYPOSTPROC_PERFORMANCE_H #include "shadypostproc.h" class Performance { public: Performance(); void frame(); float framerate() { return m_frame_rate; } void set_show_fps(bool show_fps) { m_show_fps = show_fps; } private: long m_last_reset; long m_frames; float m_frame_rate; bool m_show_fps; }; #endif /* SHADYPOSTPROC_PERFORMANCE_H */ chromono-1.1.3/src/pressable.h0000644000175000017500000000526215125741141014436 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_PRESSABLE_H #define SHADYPOSTPROC_PRESSABLE_H #include "shadypostproc.h" #include "circle1d.h" class Pressable { public: Pressable(); virtual ~Pressable(); bool handle(Circle1DEvent *event); virtual bool contains(Vec2 pos) = 0; /* Return true here to avoid release sound */ virtual bool on_pressed() = 0; private: int finger; }; class GamePressable : public Pressable { public: GamePressable(Game *game, game_lambda_t callback) : Pressable() , game(game) , callback(callback) { } virtual ~GamePressable() { } virtual bool on_pressed() { callback(game); return false; } protected: Game *game; game_lambda_t callback; }; class PressableRect : public GamePressable { public: PressableRect(Game *game, game_lambda_t callback, float x, float y, float w, float h) : GamePressable(game, callback) , x(x) , y(y) , w(w) , h(h) { } PressableRect(Game *game, game_lambda_t callback, Vec2 pos, float size) : GamePressable(game, callback) , x(pos.x) , y(pos.y) , w(size) , h(size) { } virtual ~PressableRect() { } virtual bool contains(Vec2 pos) { return (pos.x >= x && pos.x <= (x + w) && pos.y >= y && pos.y <= (y + h)); } Vec2 pos() { return Vec2(x, y); } void setPos(Vec2 pos) { x = pos.x; y = pos.y; } private: float x; float y; float w; float h; }; #endif /* SHADYPOSTPROC_PRESSABLE_H */ chromono-1.1.3/src/changewatch.cpp0000644000175000017500000000267515125741141015272 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "changewatch.h" #include "opengl_renderer.h" #include ChangeWatch::ChangeWatch(void *handle, size_t len) : handle(handle) , len(len) , cached(malloc(len)) { memcpy(cached, handle, len); } ChangeWatch::ChangeWatch(const ChangeWatch &other) : handle(other.handle) , len(other.len) , cached(malloc(len)) { memcpy(cached, handle, len); } ChangeWatch::~ChangeWatch() { free(cached); } bool ChangeWatch::needs_update() { if (memcmp(handle, cached, len) != 0) { memcpy(cached, handle, len); return true; } return false; } chromono-1.1.3/src/page.cpp0000644000175000017500000000615315125741141013725 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "page.h" #include "game.h" static void game_back_button(Game *game) { game->back_button(); } /** * About the back_pressable position: * * Consider everything to the left and top of the back button * area to also be a feedback area for the back button (this * allows easier navigation by just pressing at the top left * corner of the screen) - especially important in selector * * for event handling: * pressable_pos = -game->get_offset() * pressable_size = (button margin + button size) * * for rendering: * render_pos = (pressable_pos + button margin) * render_size = button size **/ Page::Page(Game *game, enum Icons::Icon back) : game(game) , back(back) , back_pressable(game, game_back_button, -game->get_offset(), Constants::BACK_BUTTON_SIZE + Constants::BACK_BUTTON_MARGIN) { } void Page::handle_page(Circle1DEvent *event) { if (back != Icons::NONE) { if (back_pressable.handle(event)) { return; } } handle(event); } void Page::render_page(OpenGLRenderer *renderer) { back_pressable.setPos(-game->get_offset()); render_background(renderer); render(renderer); if (back != Icons::NONE) { Vec2 pos = back_pressable.pos() + Vec2(Constants::BACK_BUTTON_MARGIN, Constants::BACK_BUTTON_MARGIN); renderer->icon(back, pos.x, pos.y, Constants::BACK_BUTTON_SIZE, Constants::BACK_BUTTON_SIZE, RGB(1.0, 1.0, 1.0), 0.1); } } void Page::render_background(OpenGLRenderer *renderer) { renderer->background(RGB::background()); } void Page::render_text_center(OpenGLRenderer *renderer, const char *text, enum FontSize size, float *y, float opacity) { float text_w, text_h; renderer->text_measure(text, &text_w, &text_h, size); float x = (Constants::WORLD_WIDTH - text_w) / 2.0; renderer->text_render(text, x, *y, size, opacity); (*y) += text_h; } void Page::render_page_title(OpenGLRenderer *renderer, const char *text) { Vec2 offset = game->get_offset(); float w, h; renderer->text_measure(text, &w, &h, FONT_LARGE); renderer->text_render(text, (Constants::WORLD_WIDTH - w) / 2.0, 10.0 - offset.y, FONT_LARGE); } chromono-1.1.3/src/mixer.h0000644000175000017500000000315615125741141013602 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_MIXER_H #define SHADYPOSTPROC_MIXER_H #include "shadypostproc.h" #include "sounds.h" class MixerPriv; class Mixer { public: Mixer(); virtual ~Mixer(); // Play a single sound effect once void play(enum Sound::Effect effect, float volume=1.0); // Set the current background music loop void loop(enum Sound::Effect music, float volume=1.0, float rate=1.0); // Update properties, clean up things, etc.. void tick(); // Called from Game to enable/disable sound effects void set_sound_effects_enabled(bool enabled); // Get current amplitude for visualization float get_amplitude(); private: MixerPriv *priv; }; #endif /* SHADYPOSTPROC_MIXER_H */ chromono-1.1.3/src/main.cpp0000644000175000017500000002630715125741141013740 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "shadypostproc.h" #include "game.h" #include "util.h" #if defined(BUILD_FOR_WII) # include "opengx_shaders.h" #endif #include #include #include class PlatformPriv { public: PlatformPriv(); ~PlatformPriv(); bool process(Circle1DEventHandler *handler); void add_controller(int joystick_index); static void audio_callback(void *userdata, Uint8 *stream, int len); SDL_Window *window; int width; int height; private: audio_func_t audio_func; void *audio_func_user_data; SDL_GameController *controller; friend class Platform; }; static PlatformPriv *platform_priv = NULL; void PlatformPriv::audio_callback(void *userdata, Uint8 *stream, int len) { PlatformPriv *priv = (PlatformPriv*)userdata; if (priv->audio_func) { priv->audio_func((short*)stream, len/sizeof(short), priv->audio_func_user_data); } } PlatformPriv::PlatformPriv() : audio_func(NULL) , audio_func_user_data(NULL) , controller(NULL) { #if defined(BUILD_FOR_WII) setup_opengx_shaders(); setenv("OPENGX_DEBUG", "warnings", 1); #endif SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER); SDL_AudioSpec desired; memset(&desired, 0, sizeof(desired)); desired.freq = 22050; desired.format = SDL_BYTEORDER == SDL_BIG_ENDIAN ? AUDIO_S16MSB : AUDIO_S16LSB; desired.channels = 1; desired.samples = Constants::DEFAULT_AUDIO_BUFFER; desired.callback = PlatformPriv::audio_callback; desired.userdata = this; SDL_OpenAudio(&desired, NULL); int num_joysticks = SDL_NumJoysticks(); for (int i = 0; i < num_joysticks; i++) { if (SDL_IsGameController(i)) { add_controller(i); } } platform_priv = this; } PlatformPriv::~PlatformPriv() { if (controller) { SDL_GameControllerClose(controller); } SDL_CloseAudio(); SDL_Quit(); } bool PlatformPriv::process(Circle1DEventHandler *handler) { static Circle1DEvent evt; static SDL_Event event; while (SDL_PollEvent(&event)) { if (event.type == SDL_KEYDOWN || event.type == SDL_KEYUP) { bool valid = true; evt.button = 0; switch (event.key.keysym.sym) { case SDLK_s: evt.finger = Circle1DEvent::SAVE_SCENE; break; case SDLK_l: evt.finger = Circle1DEvent::LOAD_SCENE; break; case SDLK_e: evt.finger = Circle1DEvent::EDIT; break; case SDLK_d: evt.finger = Circle1DEvent::DELETE; break; case SDLK_c: evt.finger = Circle1DEvent::TOGGLE_COLLIDER; break; case SDLK_g: evt.finger = Circle1DEvent::TOGGLE_GRAVITY; break; case SDLK_b: evt.finger = Circle1DEvent::TOGGLE_BORDERBOUNCE; break; case SDLK_f: evt.finger = Circle1DEvent::TOGGLE_FIXED; break; case SDLK_h: evt.finger = Circle1DEvent::TOGGLE_SHADOWCAST; break; case SDLK_q: // Shortcut useful during development exit(0); break; case SDLK_0: evt.button++; case SDLK_9: evt.button++; case SDLK_8: evt.button++; case SDLK_7: evt.button++; case SDLK_6: evt.button++; case SDLK_5: evt.button++; case SDLK_4: evt.button++; case SDLK_3: evt.button++; case SDLK_2: evt.button++; case SDLK_1: evt.finger = Circle1DEvent::SET_COLOR; break; case SDLK_i: // "inner" color evt.finger = Circle1DEvent::SET_DESIRED_COLOR; break; case SDLK_k: // target "kolor" evt.finger = Circle1DEvent::SET_TARGET_COLOR; break; default: valid = false; break; } if (valid) { evt.type = (event.type == SDL_KEYDOWN) ? Circle1DEvent::KEYDOWN : Circle1DEvent::KEYUP; handler->handle(&evt); } } if (event.type == SDL_KEYDOWN) { switch (event.key.keysym.sym) { case SDLK_ESCAPE: return false; break; default: break; } } else if (event.type == SDL_QUIT) { return false; } else if (event.type == SDL_MOUSEBUTTONDOWN || event.type == SDL_MOUSEBUTTONUP || event.type == SDL_MOUSEMOTION) { evt.finger = 0; if (event.type == SDL_MOUSEBUTTONDOWN) { evt.type = Circle1DEvent::MOUSEDOWN; evt.x = event.button.x; evt.y = event.button.y; evt.finger = event.button.which; evt.button = event.button.button; } else if (event.type == SDL_MOUSEMOTION) { evt.type = Circle1DEvent::MOUSEMOTION; evt.x = event.motion.x; evt.y = event.motion.y; evt.finger = 0; evt.button = 0; for (int i=0; i<3; i++) { if (event.motion.state & (1 << i)) { evt.button = i + 1; break; } } } else if (event.type == SDL_MOUSEBUTTONUP) { evt.type = Circle1DEvent::MOUSEUP; evt.x = event.button.x; evt.y = event.button.y; evt.finger = event.button.which; evt.button = event.button.button; } handler->handle(&evt); } else if (event.type == SDL_WINDOWEVENT) { if (event.window.event == SDL_WINDOWEVENT_RESIZED) { width = event.window.data1; height = event.window.data2; static_cast(handler)->resize(width, height); } } else if (event.type == SDL_CONTROLLERDEVICEADDED) { add_controller(event.cdevice.which); } else if (event.type == SDL_CONTROLLERBUTTONDOWN) { switch (event.cbutton.button) { case SDL_CONTROLLER_BUTTON_BACK: return false; } } } return true; } void PlatformPriv::add_controller(int joystick_index) { if (!controller) { controller = SDL_GameControllerOpen(joystick_index); } } bool Platform::is_big_endian() { return SDL_BYTEORDER == SDL_BIG_ENDIAN; } void Platform::register_audio(audio_func_t audio_func, void *user_data) { platform_priv->audio_func = audio_func; platform_priv->audio_func_user_data = user_data; } void Platform::set_playing(bool enabled) { SDL_PauseAudio(!enabled); } void Platform::set_fullscreen(bool fullscreen) { SDL_SetWindowFullscreen(platform_priv->window, fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0); } const char * Platform::storage_folder() { #if defined(BUILD_FOR_WII) const char *folder = "/apps/chromono/"; ::mkdir(folder, 0777); return folder; #else char *folder = NULL; if (folder == NULL) { // https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html const char *home = getenv("XDG_CONFIG_HOME"); if (home != NULL) { std::string tmp = Util::format("%s/chromono", home); folder = strdup(tmp.c_str()); } if (folder == NULL) { home = getenv("HOME"); if (home != NULL) { std::string tmp = Util::format("%s/.config/chromono", home); folder = strdup(tmp.c_str()); } } if (folder != NULL) { #if defined(_WIN32) ::mkdir(folder); #else ::mkdir(folder, 0777); #endif } } return folder; #endif } class MutexPriv { public: MutexPriv() : mutex(SDL_CreateMutex()) {} ~MutexPriv() { SDL_DestroyMutex(mutex); } bool lock() { return SDL_LockMutex(mutex) == 0; } void unlock() { SDL_UnlockMutex(mutex); } private: SDL_mutex *mutex; MutexPriv(const MutexPriv &) = delete; MutexPriv &operator=(const MutexPriv &) = delete; }; Platform::Mutex::Mutex() : priv(std::make_unique()) { } Platform::Mutex::~Mutex() { } bool Platform::Mutex::lock() { return priv->lock(); } void Platform::Mutex::unlock() { priv->unlock(); } long Util::ticks() { return SDL_GetTicks(); } #if defined(_WIN32) # include #endif int main(int argc, char *argv[]) { PlatformPriv priv; priv.window = SDL_CreateWindow("chro.mono", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, #if defined(BUILD_FOR_WII) 640, 480, #else Constants::WORLD_WIDTH, Constants::WORLD_HEIGHT, #endif SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE); #if defined(USE_OPENGL_ES) SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); #else SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); #endif SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0); SDL_GLContext glcontext = SDL_GL_CreateContext(priv.window); #if defined(_WIN32) glewInit(); #endif SDL_GetWindowSize(priv.window, &(priv.width), &(priv.height)); Game game; game.resize(priv.width, priv.height); while (true) { if (!platform_priv->process(&game)) { break; } game.render(); SDL_GL_SwapWindow(priv.window); } SDL_GL_DeleteContext(glcontext); return 0; } chromono-1.1.3/src/resultsscreen.cpp0000644000175000017500000001304615125741141015711 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "resultsscreen.h" #include "game.h" #include "colors.h" #include "constants.h" #include "util.h" static void action_restart_level(Game *g) { g->restart_level(); } static void action_to_selector(Game *g) { g->to_selector(false); } static void action_to_next_level(Game *g) { g->to_next_level(); } static ChoiceScreenButton buttons[] = { ChoiceScreenButton("Restart", Icons::RESTART, action_restart_level), ChoiceScreenButton("To Menu", Icons::GRID, action_to_selector), ChoiceScreenButton("Next Level", Icons::PLAY, action_to_next_level), }; ResultsScreen::ResultsScreen(Game *game, LevelManager *level_manager, ScoreManager *score_manager) : ChoiceScreen(game, buttons, ARRAY_LENGTH(buttons)) , m_level_manager(level_manager) , m_score_manager(score_manager) , m_level(-1) , m_score(-1) , m_new_highscore(-1) , m_played_stars_sound(false) , m_background_render_cache_data(game) { } ResultsScreen::~ResultsScreen() { } void ResultsScreen::render(OpenGLRenderer *renderer) { renderer->draw_cached(&m_background_render_cache_data, sizeof(m_background_render_cache_data)); float x, y; LevelInfo *info = m_level_manager->get(m_level); int stars_count = m_score_manager->get_stars_for(m_level, m_score); int stars_size = 180; float stars_rotation = 0.f; float stars_factor = 1.f; if (m_time < 20) { stars_factor = (float)m_time / 20.f; stars_size += 600 * (1.f - stars_factor); stars_rotation = M_PI / 4. * (1.f - stars_factor); } if (!m_played_stars_sound) { switch (stars_count) { case 0: Platform::play(Sound::LEVEL_COMPLETE_NO_STARS); break; case 1: Platform::play(Sound::LEVEL_COMPLETE_1_STAR); break; case 2: Platform::play(Sound::LEVEL_COMPLETE_2_STARS); break; case 3: Platform::play(Sound::LEVEL_COMPLETE_3_STARS); break; default: SHADY_ASSERT(!"unreachable"); break; } m_played_stars_sound = true; } int stars_y = 130; y = stars_y - stars_size / 2; for (int i=0; i<3; i++) { x = (Constants::WORLD_WIDTH - stars_size*3) / 2 + stars_size * i; float opacity = stars_factor; RGB color; if (stars_count > i) { // star color float phase = std::min(1., m_time / (20.0 + 1. * (i+1))); color = RGB::mix(color, Colors::STAR, 1.f - phase); opacity *= 0.9; } else { opacity *= 0.2; } renderer->icon(Icons::STAR, x, y, stars_size, stars_size, color, opacity, stars_rotation); } y = 220; float text_spacing = -4.0; char tmp[1024+44]; char score_time_str[1024]; snprintf(tmp, sizeof(tmp), "Level %d complete", (m_level + 1)); render_text_center(renderer, tmp, FONT_MEDIUM, &y); y += text_spacing; Util::format_score_time(m_score, score_time_str, sizeof(score_time_str)); snprintf(tmp, sizeof(tmp), "Time taken: %s", score_time_str); render_text_center(renderer, tmp, FONT_MEDIUM, &y); y += text_spacing; if (stars_count < 3) { // Show requirement for next better star count Util::format_score_time(info->stars_time[stars_count], score_time_str, sizeof(score_time_str)); snprintf(tmp, sizeof(tmp), "Time needed for %d %s: %s", stars_count + 1, ((stars_count + 1) == 1) ? "star" : "stars", score_time_str); render_text_center(renderer, tmp, FONT_MEDIUM, &y); y += text_spacing; } if (m_new_highscore && stars_count == 3) { snprintf(tmp, sizeof(tmp), "New highscore!"); render_text_center(renderer, tmp, FONT_MEDIUM, &y); y += text_spacing; } // Set visibility of "next level" button buttons[2].visible = game->can_proceed(); ChoiceScreen::render(renderer); } bool ResultsScreen::on_back_button() { game->to_selector(false); return true; } void render_scene_with_overlay_callback(OpenGLRenderer *renderer, void *prepared, void *user_data) { BackgroundRenderCacheData *data = (BackgroundRenderCacheData*)prepared; data->game->get_scene()->render(renderer); renderer->overlay(); } void ResultsScreen::before_render(OpenGLRenderer *renderer) { renderer->prepare_cached(&m_background_render_cache_data, sizeof(m_background_render_cache_data), render_scene_with_overlay_callback, NULL); } void ResultsScreen::on_exposed() { // Invalidate sequence, so background render cache is redrawn m_background_render_cache_data.seq++; } chromono-1.1.3/src/storagemanager.cpp0000644000175000017500000000507415125741141016011 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "storagemanager.h" StorageManager::StorageManager(char *filename) : m_storables() , m_filename(filename) { } StorageManager::~StorageManager() { free(m_filename); } void StorageManager::register_storable(Storable *storable) { m_storables.push_back(storable); } void StorageManager::load_data() { FILE *fp = fopen(m_filename, "rb"); if (fp) { std::list::iterator it; for (it=m_storables.begin(); it != m_storables.end(); ++it) { size_t len = (*it)->storage_requirement(); void *buffer = malloc(len); if (fread(buffer, len, 1, fp) == 1) { if (((*it)->read_from(buffer))) { free(buffer); continue; } } SHADY_DEBUG_PRINTF("Cannot read from %s\n", m_filename); read_defaults(); free(buffer); break; } fclose(fp); } else { read_defaults(); } } void StorageManager::read_defaults() { std::list::iterator it; for (it=m_storables.begin(); it != m_storables.end(); ++it) { (*it)->read_defaults(); } } void StorageManager::save_data() { FILE *fp = fopen(m_filename, "wb"); if (fp != NULL) { std::list::iterator it; for (it=m_storables.begin(); it != m_storables.end(); ++it) { size_t len = (*it)->storage_requirement(); void *buffer = malloc(len); (*it)->write_to(buffer); if (fwrite(buffer, len, 1, fp) != 1) { SHADY_DEBUG_PRINTF("Cannot write to %s\n", m_filename); break; } free(buffer); } fclose(fp); } } chromono-1.1.3/src/colors.h0000644000175000017500000000245615125741141013761 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_COLORS_H #define SHADYPOSTPROC_COLORS_H #include "circle1d.h" namespace Colors { extern const RGB STAR; extern const RGB LOCK; extern const RGB CHECK; extern const RGB CHOICE; extern const RGB COLOR_MIX_BACKGROUND_COLOR; extern const RGB SWITCH_OFF; extern const RGB SWITCH_ON; extern const RGB HELP_BACKGROUND_COLOR; extern const RGB SELECTOR_BACKGROUND_COLOR; }; #endif /* SHADYPOSTPROC_COLORS_H */ chromono-1.1.3/src/resources_util.h0000644000175000017500000000271515125741141015525 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_RESOURCES_UTIL_H #define SHADYPOSTPROC_RESOURCES_UTIL_H #include "shadypostproc.h" #include #define RESOURCE(x) (&(x)) struct Resource { const char *name; const unsigned char *data; size_t compressed_size; size_t uncompressed_size; }; class ResourceAccess { public: ResourceAccess(Resource *resource); ~ResourceAccess(); const char *name(); unsigned char *data(); size_t size(); private: Resource *m_resource; unsigned char *m_buffer; size_t m_length; }; #endif /* SHADYPOSTPROC_RESOURCES_UTIL_H */ chromono-1.1.3/src/optionsscreen.h0000644000175000017500000000325315125741141015347 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_OPTIONSSCREEN_H #define SHADYPOSTPROC_OPTIONSSCREEN_H #include "shadypostproc.h" #include "storagemanager.h" #include "page.h" struct OptionsData { public: OptionsData() : fullscreen(0) , enable_music(1) , enable_sfx(1) { } int fullscreen; int enable_music; int enable_sfx; }; class OptionsScreenPriv; class OptionsScreen : public Page { public: OptionsScreen(Game *game, StorageManager *storage_manager); virtual ~OptionsScreen(); virtual void render(OpenGLRenderer *renderer); virtual void handle(Circle1DEvent *event); virtual bool on_back_button(); OptionsData *get_options(); private: OptionsScreenPriv *priv; }; #endif /* SHADYPOSTPROC_OPTIONSSCREEN_H */ chromono-1.1.3/src/resultsscreen.h0000644000175000017500000000415715125741141015361 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_RESULTSSCREEN_H #define SHADYPOSTPROC_RESULTSSCREEN_H #include "shadypostproc.h" #include "choicescreen.h" #include "levelmanager.h" #include "scoremanager.h" struct BackgroundRenderCacheData { Game *game; int seq; BackgroundRenderCacheData(Game *game) : game(game) , seq(0) {} }; class ResultsScreen : public ChoiceScreen { public: ResultsScreen(Game *game, LevelManager *level_manager, ScoreManager *score_manager); virtual ~ResultsScreen(); virtual void render(OpenGLRenderer *renderer); virtual bool on_back_button(); virtual void before_render(OpenGLRenderer *renderer); virtual void on_exposed(); void set_results(int level, long score, bool new_highscore) { m_time = 0; m_level = level; m_score = score; m_new_highscore = new_highscore; m_played_stars_sound = false; } private: LevelManager *m_level_manager; ScoreManager *m_score_manager; int m_level; long m_score; bool m_new_highscore; bool m_played_stars_sound; BackgroundRenderCacheData m_background_render_cache_data; }; #endif /* SHADYPOSTPROC_RESULTSSCREEN_H */ chromono-1.1.3/src/highscoresscreen.h0000644000175000017500000000352715125741141016016 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_HIGHSCORESSCREEN_H #define SHADYPOSTPROC_HIGHSCORESSCREEN_H #include "shadypostproc.h" #include "page.h" #include "resources_util.h" #include class HighScoresScreen : public Page { public: HighScoresScreen(Game *game, Page *parent, RGB color, const char *title, enum FontSize size, Resource *resource); virtual void render(OpenGLRenderer *renderer); virtual void handle(Circle1DEvent *event); virtual bool on_back_button(); virtual void render_background(OpenGLRenderer *renderer); virtual void on_exposed(); private: Page *parent; RGB color; const char *title; enum FontSize size; bool pressed; Vec2 last_mouse_pos; Vec2 offset; float max_offset_y; Vec2 velocity; ResourceAccess textfile; std::vector textlines; int ticks_since_last_move; }; #endif /* SHADYPOSTPROC_HIGHSCORESSCREEN_H */ chromono-1.1.3/src/game.h0000644000175000017500000001120215125741141013356 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_GAME_H #define SHADYPOSTPROC_GAME_H #include "shadypostproc.h" #include "circle1d.h" #include "opengl_renderer.h" #include "menu.h" #include "storagemanager.h" #include "levelmanager.h" #include "scoremanager.h" #include "performance.h" #include "levelselector.h" #include "resultsscreen.h" #include "pausescreen.h" #include "messagebox.h" #include "gameplay.h" #include "highscoresscreen.h" #include "aboutscreen.h" #include "optionsscreen.h" #include "mixer.h" class GamePriv; class Game : public Circle1DEventHandler { public: Game(); virtual ~Game(); /** * "Public API" to be used by (all/most) frontends **/ /* OpenGL viewport resized */ void resize(int width, int height); /* Render a single frame */ void render(); /* Handle an input event */ void handle(Circle1DEvent *event); /* Game has been paused / put in background */ void paused(); /* Game has been resumed / put to foreground */ void resumed(); /* Back button was pressed, returns true if handled */ bool back_button(); /* Returns true if gameplay is currently active (for Swipe Lock) */ bool is_gameplay() { return current_page == &gameplay; } void show_message(const char *message) { message_box.show(message); } bool is_selector() { return current_page == &level_selector && level_selector.is_grid(); } void start_level(int level); void restart_level(); void to_menu(); void to_results(); void to_pause(); void to_gameplay(); void to_selector(bool show_packs); void to_next_unplayed(); void to_highscores(); void to_about(); void to_copyright(); void to_options(); void to_next_level(); bool can_proceed(); void options_changed(); void start_stop_music(); void scroll_level_selector(int level) { level_selector.scroll_to(level); } OpenGLRenderer *get_renderer() { return renderer; } ScoreManager *get_score_manager() { return &score_manager; } LevelManager *get_level_manager() { return &level_manager; } ResultsScreen *get_results_screen() { return &results_screen; } LevelSelector *get_level_selector() { return &level_selector; } Scene *get_scene() { return &scene; } void set_offset(Vec2 world_offset) { this->world_offset = world_offset; } Vec2 get_offset() { return world_offset; } Page *topmost() { return current_page; } void transition_to(Page *page, game_lambda_t func=NULL); void jump_to(Page *page); float get_sound_opacity() { return 0.5 + std::min(0.5, mixer.get_amplitude() * 10.0); } private: long tick_last; long tick_accumulator; OpenGLRenderer *renderer; Vec2 world_offset; /* Without any OpenGL state */ Performance performance; Scene scene; StorageManager storage_manager; LevelManager level_manager; ScoreManager score_manager; Mixer mixer; Menu menu; LevelSelector level_selector; ResultsScreen results_screen; PauseScreen pause_screen; MessageBox message_box; Gameplay gameplay; HighScoresScreen highscores_screen; AboutScreen about_screen; HighScoresScreen copyright_screen; OptionsScreen options_screen; OptionsData *options; Page *current_page; GamePriv *priv; }; #endif /* SHADYPOSTPROC_GAME_H */ chromono-1.1.3/src/pressable.cpp0000644000175000017500000000361115125741141014765 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "pressable.h" #include "platform.h" Pressable::Pressable() : finger(-1) { } Pressable::~Pressable() { } bool Pressable::handle(Circle1DEvent *event) { Vec2 pos(event->x, event->y); switch (event->type) { case Circle1DEvent::MOUSEDOWN: if (finger == -1 && contains(pos)) { Platform::play(Sound::BUTTON_PRESS); finger = event->finger; return true; } break; case Circle1DEvent::MOUSEMOTION: if (finger == event->finger) { return true; } break; case Circle1DEvent::MOUSEUP: if (finger == event->finger) { if (contains(pos)) { if (!on_pressed()) { Platform::play(Sound::BUTTON_RELEASE); } } finger = -1; return true; } break; default: /* ignore event */ break; } return false; } chromono-1.1.3/src/optionsscreen.cpp0000644000175000017500000001406615125741141015706 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "optionsscreen.h" #include "game.h" #include "circle1d.h" #include "colors.h" class ToggleOption : public Circle1DBehavior { public: CIRCLE1D_BEHAVIOR_BODY(ToggleOption) ToggleOption(Game *game, Scene *scene, Vec2 pos, const char *label, int *target, Storable *storable) : Circle1DBehavior(scene) , game(game) , pos(pos) , label(label) , target(target) , storable(storable) , old_grabbed(-1) , switch_object(NULL) { switch_object = new Object(scene, pos.x, pos.y, 30, Object::FIXED | Object::COLLIDER | Object::CANGRAB, (*target) ? Colors::SWITCH_ON : Colors::SWITCH_OFF); } virtual ~ToggleOption() { } void update_switch(bool force=false) { if (*target) { switch_object->target_color = Colors::SWITCH_ON; } else { switch_object->target_color = Colors::SWITCH_OFF; } if (force) { switch_object->color = switch_object->target_color; } else { game->options_changed(); if (*target) { Platform::play(Sound::TOGGLE_SWITCH_ON); } else { Platform::play(Sound::TOGGLE_SWITCH_OFF); } } } virtual void simulate() { if (switch_object->grabbed != old_grabbed) { if (switch_object->grabbed != -1) { if (*target) { *target = 0; } else { *target = 1; } storable->save_data(); update_switch(); } old_grabbed = switch_object->grabbed; } } Game *game; Vec2 pos; const char *label; int *target; Storable *storable; int old_grabbed; Object *switch_object; }; class OptionsScreenPriv { public: OptionsScreenPriv(Game *game, StorageManager *storage_manager); ~OptionsScreenPriv(); void render(OpenGLRenderer *renderer); void handle(Circle1DEvent *event); bool on_options_loaded(); Game *m_game; OptionsData m_options_data; StorableStruct *m_storable; Scene m_scene; std::list m_toggle_options; }; static bool on_options_load(void *buffer, void *user_data) { OptionsScreenPriv *priv = (OptionsScreenPriv*)user_data; return priv->on_options_loaded(); } OptionsScreenPriv::OptionsScreenPriv(Game *game, StorageManager *storage_manager) : m_game(game) , m_options_data() , m_storable(NULL) , m_scene() , m_toggle_options() { m_storable = new StorableStruct(storage_manager, &m_options_data, sizeof(m_options_data), on_options_load, this); int items = 3; float spacing = 80.0; Vec2 pos(200.0, (Constants::WORLD_HEIGHT - (items - 1) * spacing) / 2.f); m_toggle_options.push_back(new ToggleOption(game, &m_scene, pos, "Fullscreen", &(m_options_data.fullscreen), m_storable)); pos.y += spacing; m_toggle_options.push_back(new ToggleOption(game, &m_scene, pos, "Enable music", &(m_options_data.enable_music), m_storable)); pos.y += spacing; m_toggle_options.push_back(new ToggleOption(game, &m_scene, pos, "Enable sound effects", &(m_options_data.enable_sfx), m_storable)); pos.y += spacing; } OptionsScreenPriv::~OptionsScreenPriv() { delete m_storable; } void OptionsScreenPriv::render(OpenGLRenderer *renderer) { std::list::iterator it; for (it=m_toggle_options.begin(); it != m_toggle_options.end(); ++it) { ToggleOption *top = (*it); float w, h; renderer->text_measure(top->label, &w, &h, FONT_MEDIUM); Vec2 pos = top->switch_object->pos; pos.y -= h / 2.0; pos.x += top->switch_object->size + 15.0; renderer->text_render(top->label, pos.x, pos.y, FONT_MEDIUM); } m_scene.render(renderer); } void OptionsScreenPriv::handle(Circle1DEvent *event) { m_scene.handle(event); } bool OptionsScreenPriv::on_options_loaded() { std::list::iterator it; for (it=m_toggle_options.begin(); it != m_toggle_options.end(); ++it) { ToggleOption *top = (*it); top->update_switch(true); } m_game->options_changed(); // Assume always true for now return true; } OptionsScreen::OptionsScreen(Game *game, StorageManager *storage_manager) : Page(game, Icons::BACK) , priv(new OptionsScreenPriv(game, storage_manager)) { } OptionsScreen::~OptionsScreen() { delete priv; } void OptionsScreen::render(OpenGLRenderer *renderer) { render_page_title(renderer, "Settings"); priv->render(renderer); } void OptionsScreen::handle(Circle1DEvent *event) { priv->handle(event); } bool OptionsScreen::on_back_button() { game->to_menu(); return true; } OptionsData * OptionsScreen::get_options() { return &(priv->m_options_data); } chromono-1.1.3/src/shadypostproc.h0000644000175000017500000000273015125741141015355 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_SHADYPOSTPROC_H #define SHADYPOSTPROC_SHADYPOSTPROC_H #include #include #include #include #include #define USE_DEBUG_PRINTF #if defined(USE_DEBUG_PRINTF) # define SHADY_DEBUG_PRINTF(...) printf(__VA_ARGS__) # define SHADY_ASSERT(x) do { if (!(x)) { SHADY_DEBUG_PRINTF("assertion failed: %s\n", #x); exit(1); } } while(0) #else # define SHADY_DEBUG_PRINTF(...) # define SHADY_ASSERT(x) (void)(x) #endif #define ARRAY_LENGTH(x) (sizeof(x) / sizeof((x)[0])) class Game; typedef void (*game_lambda_t)(Game *); #endif /* SHADYPOSTPROC_SHADYPOSTPROC_H */ chromono-1.1.3/src/circle1d.h0000644000175000017500000000215015125741141014135 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef CIRCLE1D_ALL_HEADERS_H #define CIRCLE1D_ALL_HEADERS_H /* Circle1D includes */ #include "circle1d/content.h" #include "circle1d/model.h" #include "circle1d/renderer.h" #include "circle1d/event.h" #include "circle1d/rgb.h" #endif /* CIRCLE1D_ALL_HEADERS_H */ chromono-1.1.3/src/platform.h0000644000175000017500000000504015125741141014274 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_PLATFORM_H #define SHADYPOSTPROC_PLATFORM_H #include "sounds.h" #include "resources_util.h" #include // len == number of shorts in stream (sizeof(*stream) / sizeof(short)) typedef void (*audio_func_t)(short *stream, int len, void *user_data); typedef void (*effect_func_t)(enum Sound::Effect sound, void *user_data); class MutexPriv; class Platform { public: static bool is_big_endian(); /* Storage */ static const char *storage_folder(); /* Audio */ static void register_audio(audio_func_t audio_func, void *user_data); static void set_playing(bool enabled); /* Sound effects - used by code throughout */ static void play(enum Sound::Effect sound); /* Audio effect handler */ static void register_effect(effect_func_t effect_func, void *user_data); static void set_fullscreen(bool fullscreen); /* Threading */ class Mutex final { public: Mutex(); ~Mutex(); bool lock(); void unlock(); private: std::unique_ptr priv; }; private: static effect_func_t effect_func; static void *effect_func_user_data; }; class MutexLock { public: MutexLock(Platform::Mutex &mutex) : mutex(mutex) , locked(mutex.lock()) { } ~MutexLock() { if (locked) { mutex.unlock(); } } operator bool() const { return locked; } private: MutexLock(const MutexLock &) = delete; MutexLock &operator=(const MutexLock &) = delete; Platform::Mutex &mutex; bool locked; }; #endif /* SHADYPOSTPROC_PLATFORM_H */ chromono-1.1.3/src/choicescreen.cpp0000644000175000017500000000635315125741141015445 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "choicescreen.h" #include "game.h" #include "colors.h" #include "constants.h" ChoiceScreen::ChoiceScreen(Game *game, ChoiceScreenButton *buttons, int count, enum Icons::Icon back) : Page(game, back) , m_time(0) , m_buttons(buttons) , m_count(count) { // Lay out buttons int total_width = 0; for (int i=0; i 0) { total_width += Constants::CHOICE_SCREEN_BUTTON_SPACING; } } int x = (Constants::WORLD_WIDTH - total_width) / 2; for (int i=0; ivisible)) { continue; } renderer->icon(b->icon, b->x, b->y, b->w, b->h, Colors::CHOICE, 0.5); #if 0 float text_w, text_h; renderer->text_measure(b->caption, &text_w, &text_h); renderer->text_render(b->caption, b->x + (b->w - text_w) / 2, b->y + b->h); #endif } } void ChoiceScreen::handle(Circle1DEvent *event) { if (event->type == Circle1DEvent::TICK) { m_time++; return; } Vec2 pos(event->x, event->y); for (int i=0; ivisible) { continue; } switch (event->type) { case Circle1DEvent::MOUSEDOWN: if (b->finger == -1 && b->contains(pos)) { Platform::play(Sound::BUTTON_PRESS); b->finger = event->finger; } break; case Circle1DEvent::MOUSEMOTION: break; case Circle1DEvent::MOUSEUP: if (b->finger == event->finger) { b->finger = -1; if (b->contains(pos)) { Platform::play(Sound::BUTTON_RELEASE); b->action(game); } } break; default: /* do nothing */ break; } } } chromono-1.1.3/src/messagebox.h0000644000175000017500000000271615125741141014614 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_MESSAGEBOX_H #define SHADYPOSTPROC_MESSAGEBOX_H #include "shadypostproc.h" #include "circle1d.h" #include "opengl_renderer.h" #include class MessageBox : public Circle1DEventHandler { public: MessageBox(); virtual ~MessageBox(); void show(const char *message); bool opened() { return m_opened; } void dismiss() { m_opened = false; } void render(OpenGLRenderer *renderer); virtual void handle(Circle1DEvent *event); private: std::string m_message; bool m_opened; }; #endif /* SHADYPOSTPROC_MESSAGEBOX_H */ chromono-1.1.3/src/performance.cpp0000644000175000017500000000256315125741141015313 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "performance.h" #include "util.h" Performance::Performance() : m_last_reset(Util::ticks()) , m_frames(0) , m_frame_rate(0.0) , m_show_fps(false) { } void Performance::frame() { m_frames++; long now = Util::ticks(); long diff = (now - m_last_reset); if (diff > 1000) { m_frame_rate = (float)m_frames * 1000.f / (float)diff; if (m_show_fps) { SHADY_DEBUG_PRINTF("FPS: %.2f\n", m_frame_rate); } m_last_reset = now; m_frames = 0; } } chromono-1.1.3/src/menu.h0000644000175000017500000000522615125741141013422 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_MENU_H #define SHADYPOSTPROC_MENU_H #include "shadypostproc.h" #include "circle1d.h" #include "font.h" #include "icons.h" #include "pressable.h" #include "page.h" #include class Menu; class OpenGLRenderer; class Game; class Button : public Pressable { public: Button(Menu *menu, Object *object, enum Icons::Icon icon, const char *text, game_lambda_t listener); ~Button(); void render(OpenGLRenderer *renderer, float opacity); void set_text(const char *text); virtual bool contains(Vec2 pos); virtual bool on_pressed(); private: float x; float y; float w; float h; Menu *m_menu; Object *m_object; const char *m_text; game_lambda_t m_listener; friend class Menu; }; class FallingObjectsBehavior; class Menu : public Page { public: Menu(Game *game); ~Menu(); Game *get_game() { return game; } Button *add_button(const char *text, enum Icons::Icon icon, RGB color, game_lambda_t listener=NULL); virtual void before_render(OpenGLRenderer *renderer); virtual void render(OpenGLRenderer *renderer); virtual void handle(Circle1DEvent *event); virtual void on_exposed(); virtual void render_background(OpenGLRenderer *renderer); void relayout(OpenGLRenderer *renderer); void queue_relayout() { m_must_relayout = true; } private: Scene m_scene; FallingObjectsBehavior *m_falling_objects; std::vector m_buttons; bool m_must_relayout; long m_time; Button *play_button; bool m_pressed; PressableRect m_button_about; PressableRect m_button_options; }; #endif /* SHADYPOSTPROC_MENU_H */ chromono-1.1.3/src/changewatch.h0000644000175000017500000000255515125741141014734 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_CHANGEWATCH_H #define SHADYPOSTPROC_CHANGEWATCH_H #include "shadypostproc.h" class ChangeWatch { public: ChangeWatch(void *handle, size_t len); ChangeWatch(const ChangeWatch &other); ~ChangeWatch(); bool is(void *handle, size_t len) { return ((this->handle == handle) && (this->len == len)); } bool needs_update(); private: void *handle; size_t len; void *cached; }; #endif /* SHADYPOSTPROC_CHANGEWATCH_H */ chromono-1.1.3/src/pausescreen.h0000644000175000017500000000234015125741141014765 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_PAUSESCREEN_H #define SHADYPOSTPROC_PAUSESCREEN_H #include "shadypostproc.h" #include "choicescreen.h" class PauseScreen : public ChoiceScreen { public: PauseScreen(Game *game); virtual ~PauseScreen(); virtual void render(OpenGLRenderer *renderer); virtual bool on_back_button(); }; #endif /* SHADYPOSTPROC_PAUSESCREEN_H */ chromono-1.1.3/src/platform.cpp0000644000175000017500000000265515125741141014640 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "platform.h" #include "shadypostproc.h" effect_func_t Platform::effect_func = NULL; void * Platform::effect_func_user_data = NULL; void Platform::play(enum Sound::Effect sound) { if (Platform::effect_func != NULL) { Platform::effect_func(sound, effect_func_user_data); } else { SHADY_DEBUG_PRINTF("Would play sound: %d\n", sound); } } void Platform::register_effect(effect_func_t effect_func, void *user_data) { Platform::effect_func_user_data = NULL; Platform::effect_func = effect_func; Platform::effect_func_user_data = user_data; } chromono-1.1.3/src/pausescreen.cpp0000644000175000017500000000334715125741141015330 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "pausescreen.h" #include "game.h" #include "constants.h" static void action_restart_level(Game *g) { g->restart_level(); } static void action_to_selector(Game *g) { g->to_selector(false); } static ChoiceScreenButton buttons[] = { ChoiceScreenButton("Restart", Icons::RESTART, action_restart_level), ChoiceScreenButton("To Menu", Icons::GRID, action_to_selector), }; PauseScreen::PauseScreen(Game *game) : ChoiceScreen(game, buttons, ARRAY_LENGTH(buttons), Icons::PAUSE) { } PauseScreen::~PauseScreen() { } void PauseScreen::render(OpenGLRenderer *renderer) { game->get_scene()->render(renderer); renderer->overlay(); float y = 230; render_text_center(renderer, "Game paused", FONT_XLARGE, &y); ChoiceScreen::render(renderer); } bool PauseScreen::on_back_button() { Platform::play(Sound::GAMEPLAY_RESUMED); game->to_gameplay(); return true; } chromono-1.1.3/src/levelmanager.cpp0000644000175000017500000000276415125741141015457 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "levelmanager.h" LevelManager::LevelManager(Scene *scene) : m_scene(scene) , m_levels() , m_current_level(0) { int i = 0; while (levels[i].constructor != NULL) { m_levels.push_back(&(levels[i])); i++; } start(0); } void LevelManager::start(int level) { SHADY_ASSERT(level >= 0 && level < count()); m_scene->reset(); m_levels[level]->constructor(m_scene); m_scene->background_color_from_content(); m_current_level = level; } LevelInfo * LevelManager::get(int level) { SHADY_ASSERT(level >= 0 && level < count()); return m_levels[level]; } LevelManager::~LevelManager() { } chromono-1.1.3/src/levelselectorpack.h0000644000175000017500000000411415125741141016160 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_LEVELSELECTORPACK_H #define SHADYPOSTPROC_LEVELSELECTORPACK_H #include "shadypostproc.h" #include "circle1d.h" #include "levelselector.h" #include "game.h" #include "constants.h" #include "colors.h" #define MAX_LEVEL_PACKS 10 class PressablePack; class LevelSelectorPack { public: LevelSelectorPack(Game *game, level_pack_select_func select_func, void *select_func_user_data); ~LevelSelectorPack(); void before_render(OpenGLRenderer *renderer); void render(OpenGLRenderer *renderer); void handle(Circle1DEvent *event); LevelPack *find_pack(int level); bool select_pack(int pack_id); Game *game; level_pack_select_func select_func; void *select_func_user_data; LevelManager *level_manager; ScoreManager *score_manager; Scene scene; // State variables const char *title; Object *level_pack_object[MAX_LEVEL_PACKS]; PressablePack *pressable_pack[MAX_LEVEL_PACKS]; int packs_count; // Array of ints for each pack, 0 means not yet instantiated and 1 means // instantiated (to additionally add behaviors when packs are unlocked // during gameplay) int *instantiated_behaviors; }; #endif /* SHADYPOSTPROC_LEVELSELECTORGRID_H */ chromono-1.1.3/src/game.cpp0000644000175000017500000002543115125741141013722 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "shadypostproc.h" #include "game.h" #include "transition.h" #include "constants.h" #include "util.h" #include "colors.h" #include "platform.h" #include "resources.h" class GamePriv : public TransitionListener { public: GamePriv(Game *game) : game(game) , transition() , running(false) , target_page(NULL) , func(NULL) , need_screenshot(false) , state(FADE_OUT) { } virtual ~GamePriv() { } void start_transition(Page *target, game_lambda_t func=NULL) { target_page = target; this->func = func; if (!running) { state = FADE_OUT; running = true; transition.start(Constants::TRANSITION_DURATION_MS, this); } } void on_update(float value) { if (state == FADE_OUT) { transition_value = 0.5 * value; } else { transition_value = 0.5 + 0.5 * value; } } void on_finished() { if (state == FADE_OUT) { on_update(1.0); state = FADE_IN; transition.start(Constants::TRANSITION_DURATION_MS, this); } else { on_update(1.0); running = false; } } Game *game; Transition transition; bool running; float transition_value; Page *target_page; game_lambda_t func; bool need_screenshot; enum State { FADE_OUT, FADE_IN, } state; }; static char * get_storage_filename() { const char *folder = Platform::storage_folder(); if (folder != NULL) { std::string tmp = Util::format("%s/scores", folder); return strdup(tmp.c_str()); } return strdup(".chromono_scores"); } Game::Game() : tick_last(Util::ticks()) , tick_accumulator(0) , renderer(NULL) , world_offset(0.0, 0.0) , performance() , scene() , storage_manager(get_storage_filename()) , level_manager(&scene) , score_manager(&level_manager, &storage_manager) , mixer() , menu(this) , level_selector(this) , results_screen(this, &level_manager, &score_manager) , pause_screen(this) , message_box() , gameplay(this) , highscores_screen(this, &menu, Colors::HELP_BACKGROUND_COLOR, "How to Play", FONT_MEDIUM, RESOURCE(howtoplay_markup)) , about_screen(this) , copyright_screen(this, &about_screen, Colors::COLOR_MIX_BACKGROUND_COLOR, "Legal Notices", FONT_SMALL, RESOURCE(copyrights_markup)) , options_screen(this, &storage_manager) , options(options_screen.get_options()) , current_page(NULL) , priv(new GamePriv(this)) { // Load data from disk storage_manager.load_data(); // Begin sound mixing Platform::set_playing(true); jump_to(&menu); } void Game::resize(int width, int height) { if (renderer) { delete renderer; } renderer = new OpenGLRenderer(this, width, height); } Game::~Game() { delete priv; } void Game::render() { //performance.set_show_fps(true); long now = Util::ticks(); tick_accumulator += (now - tick_last); tick_last = now; while (tick_accumulator > Constants::TICK_MS) { Circle1DEvent evt(Circle1DEvent::TICK); handle(&evt); tick_accumulator -= Constants::TICK_MS; } if (!renderer->ready()) { // ready() returns false if we are still loading return; } if (priv->running) { if (priv->need_screenshot) { current_page->before_render(renderer); renderer->begin_capture(Effect::FRAME_A); renderer->begin(); current_page->render_page(renderer); renderer->finish(); renderer->end_capture(Effect::FRAME_A); if (priv->func != NULL) { priv->func(this); } jump_to(priv->target_page); current_page->before_render(renderer); renderer->begin_capture(Effect::FRAME_B); renderer->begin(); current_page->render_page(renderer); renderer->finish(); renderer->end_capture(Effect::FRAME_B); priv->need_screenshot = false; } renderer->begin(); renderer->transition(priv->transition_value); renderer->finish(); performance.frame(); return; } current_page->before_render(renderer); renderer->begin(); current_page->render_page(renderer); if (message_box.opened()) { renderer->overlay(); message_box.render(renderer); } /* char tmp[1024]; sprintf(tmp, "%.2f FPS", performance.framerate()); renderer->text_render(tmp, 700, 10, FONT_SMALL); */ renderer->finish(); renderer->text_gc(); performance.frame(); } void Game::handle(Circle1DEvent *event) { Vec2 pos = renderer->screen2world(Vec2(event->x, event->y)); event->x = pos.x; event->y = pos.y; if (event->type == Circle1DEvent::TICK) { mixer.tick(); } if (message_box.opened()) { message_box.handle(event); return; } if (priv->running) { priv->transition.handle(event); } else { current_page->handle_page(event); } } void Game::restart_level() { level_manager.start(level_manager.current()); to_gameplay(); } void Game::to_menu() { transition_to(&menu); } void Game::to_results() { jump_to(&results_screen); } void Game::to_pause() { Platform::play(Sound::GAMEPLAY_PAUSED); jump_to(&pause_screen); } void Game::to_gameplay() { if (current_page == &pause_screen || current_page == &results_screen) { jump_to(&gameplay); } else { transition_to(&gameplay); } } void Game::to_selector(bool show_packs) { scroll_level_selector(level_manager.current()); if (show_packs) { level_selector.go_to_pack(); } else { level_selector.go_to_grid(); } transition_to(&level_selector); } void Game::to_next_unplayed() { // How many stars have we already earned int have_stars = score_manager.stars(); // First try: Go to next level that has not been finished yet for (int level=0; levelrequired_stars <= have_stars || Constants::UNLOCK_ALL)) { start_level(level); return; } } // Second try: Go to first level with less than 3 stars for (int level=0; levelrequired_stars <= have_stars || Constants::UNLOCK_ALL)) { start_level(level); return; } } // No unplayed level - go to selector instead to_selector(true); } void Game::to_highscores() { transition_to(&highscores_screen); } void Game::to_about() { transition_to(&about_screen); } void Game::to_copyright() { transition_to(©right_screen); } void Game::to_options() { transition_to(&options_screen); } void switch_to_next_level(Game *game) { LevelManager *level_manager = game->get_level_manager(); LevelSelector *level_selector = game->get_level_selector(); int next_level = level_manager->current() + 1; if (!level_selector->current_pack_contains(next_level)) { game->to_selector(true); return; } if (next_level < level_manager->count()) { game->scroll_level_selector(next_level); level_manager->start(next_level); } } void Game::to_next_level() { transition_to(&gameplay, switch_to_next_level); } bool Game::can_proceed() { int next_level = level_manager.current() + 1; if (next_level < level_manager.count()) { LevelInfo *info = level_manager.get(next_level); return (score_manager.stars() >= info->required_stars || Constants::UNLOCK_ALL); } return false; } void Game::start_level(int level) { scroll_level_selector(level); level_manager.start(level); transition_to(&gameplay); } void Game::paused() { current_page->on_paused(); Platform::set_playing(false); } void Game::resumed() { tick_last = Util::ticks(); Platform::set_playing(true); } bool Game::back_button() { if (message_box.opened()) { message_box.dismiss(); return true; } return current_page->on_back_button(); } void Game::transition_to(Page *page, game_lambda_t func) { priv->need_screenshot = true; priv->transition_value = 0.0; priv->start_transition(page, func); Platform::play(Sound::PAGE_TRANSITION); } void Game::jump_to(Page *page) { if (current_page == page) { return; } current_page = page; current_page->on_exposed(); start_stop_music(); } void Game::options_changed() { Platform::set_fullscreen(options->fullscreen); start_stop_music(); } void Game::start_stop_music() { OptionsData *options = options_screen.get_options(); if (!(options->enable_music)) { mixer.loop(Sound::NO_SOUND, Constants::MUSIC_VOLUME); } else if (current_page == &gameplay) { mixer.loop(Sound::MUSIC_SNAPPER, Constants::MUSIC_VOLUME); } else if (current_page == &pause_screen) { mixer.loop(Sound::MUSIC_SNAPPER, Constants::MUSIC_VOLUME, 0.0); } else if (current_page == &menu) { mixer.loop(Sound::MUSIC_ALVEG, Constants::MUSIC_VOLUME); } else if (current_page == &level_selector) { mixer.loop(Sound::MUSIC_SUBD, Constants::MUSIC_VOLUME); } else if (current_page != NULL) { mixer.loop(Sound::MUSIC_KASA90, Constants::MUSIC_VOLUME); } mixer.set_sound_effects_enabled(options->enable_sfx); } chromono-1.1.3/src/page.h0000644000175000017500000000415615125741141013373 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_PAGE_H #define SHADYPOSTPROC_PAGE_H #include "shadypostproc.h" #include "circle1d.h" #include "icons.h" #include "pressable.h" class OpenGLRenderer; class Game; class Page : public Circle1DEventHandler { public: Page(Game *game, enum Icons::Icon back=Icons::NONE); /* Used by game */ void handle_page(Circle1DEvent *event); void render_page(OpenGLRenderer *renderer); /* Implemented/overridden by subclasses */ virtual void handle(Circle1DEvent *event) = 0; virtual void render(OpenGLRenderer *renderer) = 0; virtual void before_render(OpenGLRenderer *renderer) {} virtual void on_exposed() { } virtual void on_paused() { } virtual bool on_back_button() { return false; } virtual void render_background(OpenGLRenderer *renderer); /* Helper function */ void render_text_center(OpenGLRenderer *renderer, const char *text, enum FontSize size, float *y, float opacity=1.0); void render_page_title(OpenGLRenderer *renderer, const char *text); protected: Game *game; private: enum Icons::Icon back; PressableRect back_pressable; }; #endif /* SHADYPOSTPROC_PAGE_H */ chromono-1.1.3/src/levelselector.cpp0000644000175000017500000001017715125741141015662 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "levelselector.h" #include "levelselectorgrid.h" #include "levelselectorpack.h" static void on_level_pack_selected(LevelPack *pack, void *user_data) { LevelSelector *selector = (LevelSelector*)user_data; selector->select_pack(pack); } static void set_level_selector_state_pack(Game *game) { LevelSelector *selector = game->get_level_selector(); selector->go_to_pack(); } static void set_level_selector_state_grid(Game *game) { LevelSelector *selector = game->get_level_selector(); selector->go_to_grid(); } LevelSelector::LevelSelector(Game *game) : Page(game, Icons::BACK) , pack(new LevelSelectorPack(game, on_level_pack_selected, this)) , grid(new LevelSelectorGrid(game)) , current_pack(&(packs[0])) , star_count_indicator_y(0) , state(PACK) { } LevelSelector::~LevelSelector() { delete grid; } void LevelSelector::scroll_to(int level) { if ((current_pack->first_level < level) || (current_pack->last_level > level)) { LevelPack *new_pack = pack->find_pack(level); if (new_pack != NULL) { select_pack(new_pack, false); } } grid->scroll_to(level); } void LevelSelector::select_pack(LevelPack *pack, bool transition) { current_pack = pack; grid->set_range(pack->first_level, pack->last_level); grid->set_title(pack->name); if (transition) { game->transition_to(this, set_level_selector_state_grid); } } void LevelSelector::render(OpenGLRenderer *renderer) { /* Stars count */ int have_stars = game->get_score_manager()->stars(); char tmp[1024]; snprintf(tmp, sizeof(tmp), "%d", have_stars); int star_w, star_h; star_w = star_h = 30; float text_w, text_h; renderer->text_measure(tmp, &text_w, &text_h, FONT_MEDIUM); float line_h = (text_h > star_h) ? text_h : star_h; Vec2 offset = game->get_offset(); float margin = 20.0; float x = margin - offset.x; star_count_indicator_y = Constants::WORLD_HEIGHT + offset.y - margin - line_h / 2.0; if (state == PACK) { pack->render(renderer); } else if (state == GRID) { grid->render(renderer); } renderer->icon(Icons::STAR, x, star_count_indicator_y - star_h / 2, star_w, star_h, Colors::STAR, 0.9); x += star_w; renderer->text_render(tmp, x, star_count_indicator_y - text_h / 2.0, FONT_MEDIUM); } void LevelSelector::handle(Circle1DEvent *event) { if (event->finger != 0) { /* No multi-touch support in level selector */ return; } if (state == PACK) { pack->handle(event); } else if (state == GRID) { grid->handle(event); } } void LevelSelector::render_background(OpenGLRenderer *renderer) { if (state == GRID) { renderer->background(RGB::mix(current_pack_color(), RGB(0.0, 0.0, 0.0))); } else { renderer->background(Colors::SELECTOR_BACKGROUND_COLOR); } } bool LevelSelector::on_back_button() { if (state == GRID) { game->transition_to(this, set_level_selector_state_pack); return true; } game->to_menu(); return true; } void LevelSelector::before_render(OpenGLRenderer *renderer) { if (state == GRID) { grid->prepare_pages(renderer); } else { pack->before_render(renderer); } } chromono-1.1.3/src/transition.cpp0000644000175000017500000000320115125741141015172 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "transition.h" #include "util.h" Transition::Transition() : m_started(0) , m_duration(0) , m_listener(NULL) , m_running(false) { } Transition::~Transition() { } void Transition::handle(Circle1DEvent *event) { if (!m_running) { return; } if (event->type == Circle1DEvent::TICK) { Circle1DTime now = Util::ticks(); float value = (float)(now - m_started) / (float)m_duration; if (value >= 1.0) { m_running = false; m_listener->on_finished(); } else { m_listener->on_update(value); } } } void Transition::start(Circle1DTime duration, TransitionListener *listener) { m_started = Util::ticks(); m_duration = duration; m_listener = listener; m_running = true; } chromono-1.1.3/src/aboutscreen.cpp0000644000175000017500000000675215125741434015335 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "aboutscreen.h" #include "game.h" AboutScreen::AboutScreen(Game *game) : Page(game, Icons::BACK) , scene() , a(NULL) , b(NULL) , c(NULL) , opacity(0.f) { } void AboutScreen::render(OpenGLRenderer *renderer) { float y = 120; render_text_center(renderer, "chro.mono", FONT_XLARGE, &y); render_text_center(renderer, "Version 1.1.3", FONT_MEDIUM, &y); const char *tagline = "Open Source Release" #if defined(BUILD_FOR_WII) ", using SDL2 and OpenGX on Wii" #elif defined(USE_OPENGL_ES) ", using SDL2 and OpenGL ES 2.0" #else ", using SDL2 and OpenGL 3.2" #endif ; render_text_center(renderer, tagline, FONT_SMALL, &y); y += 30; render_text_center(renderer, "Copyright (c) 2026 Thomas Perl", FONT_MEDIUM, &y); render_text_center(renderer, "https://thp.io/2013/chromono/", FONT_MEDIUM, &y); y += 30; render_text_center(renderer, "[Legal notices]", FONT_MEDIUM, &y); float easter_egg_y_min = 275.; float easter_egg_y_max = 300.; if ((a->pos.y >= easter_egg_y_min && a->pos.y <= easter_egg_y_max && b->pos.y >= easter_egg_y_min && b->pos.y <= easter_egg_y_max && c->pos.y >= easter_egg_y_min && c->pos.y <= easter_egg_y_max) && (a->pos.x >= 375. && a->pos.x <= 390. && b->pos.x >= 504. && b->pos.x <= 510. && c->pos.x >= 587. && c->pos.x <= 592.)) { opacity = 1.f - 0.95f * (1.f - opacity); } else { opacity *= 0.95f; } if (opacity) { // Here comes the easter egg... // Cover the copyright line with the spheres so that the text reads: // "Copyright Th P" -> Easter egg decal will be shown renderer->decal(Circle1D::EASTEREGG, 660., 100., 0.3, 1.0, 0.5 * opacity); } scene.render(renderer); } void AboutScreen::handle(Circle1DEvent *event) { scene.handle(event); if (event->type == Circle1DEvent::MOUSEDOWN) { if ((event->x >= 308 && event->x <= 308 + 182 && event->y >= 372 && event->y <= 410)) { // "Legal notices" text game->to_copyright(); } } } bool AboutScreen::on_back_button() { game->to_menu(); return true; } void AboutScreen::render_background(OpenGLRenderer *renderer) { renderer->background(RGB(0x666666)); } void AboutScreen::on_exposed() { opacity = 0.f; scene.reset(); int flags = Object::NOGRAVITY | Object::COLLIDER | Object::BORDERBOUNCE; a = new Object(&scene, 600, 80, 50, flags, RGB(0.9, 0.5, 0.2)); b = new Object(&scene, 680, 170, 40, flags, RGB(0.2, 0.4, 0.8)); c = new Object(&scene, 720, 260, 30, flags, RGB(0.3, 0.8, 0.2)); } chromono-1.1.3/src/levelselectorpack.cpp0000644000175000017500000001647515125741141016530 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "levelselectorpack.h" #include "opengl_renderer.h" class PressablePack : public Pressable { public: PressablePack(LevelSelectorPack *pack, Object *o, int id) : Pressable() , pack(pack) , o(o) , id(id) { } virtual ~PressablePack() { } virtual bool contains(Vec2 pos) { return ((o->pos - pos).length() < o->size); } virtual bool on_pressed() { return pack->select_pack(id); } private: LevelSelectorPack *pack; Object *o; int id; }; LevelSelectorPack::LevelSelectorPack(Game *game, level_pack_select_func select_func, void *select_func_user_data) : game(game) , select_func(select_func) , select_func_user_data(select_func_user_data) , level_manager(game->get_level_manager()) , score_manager(game->get_score_manager()) , scene() , title("Chapters") , packs_count(0) , instantiated_behaviors(NULL) { LevelPack *pack = packs; Object *last = NULL; int i = 0; while (pack->name) { SHADY_ASSERT(i < MAX_LEVEL_PACKS); Object *current = new Object(&scene, pack->layout.x, pack->layout.y, pack->layout.size, Object::FIXED | Object::COLLIDER, RGB(0.7, 0.7, 0.7)); if (last != NULL && pack->layout.connected_to_previous) { new Joint(&scene, last, current); } last = current; pack++; level_pack_object[i] = current; pressable_pack[i] = new PressablePack(this, current, i); i++; } packs_count = i; instantiated_behaviors = new int[packs_count]; for (i=0; iget_offset(); float w, h; renderer->text_measure(title, &w, &h, FONT_LARGE); renderer->text_render(title, (Constants::WORLD_WIDTH - w) / 2.0, 10.0 - offset.y, FONT_LARGE); scene.render(renderer); for (int i=0; ilayout.color); Object *o = level_pack_object[i]; int levels = (pack->last_level - pack->first_level + 1); int completed = 0; int locked = 0; for (int i=pack->first_level; i<=pack->last_level; i++) { LevelInfo *info = level_manager->get(i); if (score_manager->get_score(i) != -1) { completed++; } if (score_manager->stars() < info->required_stars && !Constants::UNLOCK_ALL) { locked++; } } int available = levels - locked; if (available > 0) { renderer->text_measure(pack->name, &w, &h, FONT_MEDIUM); renderer->text_render(pack->name, o->pos.x - w/2.0, o->pos.y + o->size + 2.0, FONT_MEDIUM, 1.0, RGB::mix(RGB(1.0, 1.0, 1.0), pack->layout.color)); } float w, h; char tmp[1024]; if (available == 0) { w = h = o->size * 1.5; float x = o->pos.x - w / 2.05; float y = o->pos.y - h / 1.9; renderer->icon(Icons::LOCK, x, y, w, h, RGB(0.0, 0.0, 0.0), 0.2); } else if (completed < levels) { snprintf(tmp, sizeof(tmp), "%d/%d", completed, levels); renderer->text_measure(tmp, &w, &h, FONT_LARGE); renderer->text_render(tmp, o->pos.x - w/2.0, o->pos.y - h/2.0, FONT_LARGE, 1.0, color); } else { //w = h = 60; //float x = o->pos.x - w / 2.0; //float y = o->pos.y - h / 2.0; //renderer->icon(Icons::STAR, x, y, w, h, RGB(0.0, 0.0, 0.0), 0.2); // done //sprintf(tmp, ":)");//%d", levels); } } } void LevelSelectorPack::before_render(OpenGLRenderer *renderer) { bool do_preroll = false; for (int i=0; ilast_level - pack->first_level + 1); int locked = 0; for (int i=pack->first_level; i<=pack->last_level; i++) { LevelInfo *info = level_manager->get(i); if (score_manager->stars() < info->required_stars && !Constants::UNLOCK_ALL) { locked++; } } int available = levels - locked; if (available > 0) { if (!instantiated_behaviors[i]) { o->target_color = o->color = pack->layout.color; // Instantiate new behavior for that pack if (pack->behavior_func) { pack->behavior_func(o); do_preroll = true; } instantiated_behaviors[i] = 1; } } } if (do_preroll) { scene.simulate(60); // preroll } } void LevelSelectorPack::handle(Circle1DEvent *event) { if (event->type == Circle1DEvent::TICK) { scene.handle(event); } for (int i=0; ihandle(event); } } LevelPack * LevelSelectorPack::find_pack(int level) { for (int i=0; ifirst_level <= level) && (pack->last_level >= level)) { return pack; } } return NULL; } bool LevelSelectorPack::select_pack(int pack_id) { LevelPack *pack = &(packs[pack_id]); int minimum_required = -1; for (int i=pack->first_level; i<=pack->last_level; i++) { LevelInfo *info = level_manager->get(i); if (minimum_required == -1 || minimum_required > info->required_stars) { minimum_required = info->required_stars; } } int missing_stars = (minimum_required - score_manager->stars()); if (missing_stars > 0 && !Constants::UNLOCK_ALL) { char tmp[1024]; snprintf(tmp, sizeof(tmp), (missing_stars == 1) ? "Need %d more star to unlock" : "Need %d more stars to unlock", missing_stars); game->show_message(tmp); Platform::play(Sound::LEVEL_LOCKED_MESSAGE_BOX); return true; } else { select_func(pack, select_func_user_data); return false; } } chromono-1.1.3/src/scoremanager.cpp0000644000175000017500000000530215125741141015452 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "scoremanager.h" #include "platform.h" #include static bool on_scores_load(void *buffer, void *user_data) { ScoreManager *score_manager = (ScoreManager*)user_data; score_manager->recalculate(); // Assume always true for now return true; } ScoreManager::ScoreManager(LevelManager *level_manager, StorageManager *storage_manager) : m_level_manager(level_manager) , m_best_times(new long[level_manager->count()]) , m_stars(-1) , m_any_played(false) , m_storable(NULL) { for (int i=0; icount(); i++) { m_best_times[i] = -1; } m_storable = new StorableStruct(storage_manager, m_best_times, sizeof(long)*level_manager->count(), on_scores_load, this); recalculate(); } ScoreManager::~ScoreManager() { delete m_storable; delete [] m_best_times; } bool ScoreManager::register_score(int level, long ticks) { long current = m_best_times[level]; if (current == -1 || ticks < current) { m_best_times[level] = ticks; m_storable->save_data(); recalculate(); return true; } return false; } int ScoreManager::get_stars(int level) { return get_stars_for(level, m_best_times[level]); } long ScoreManager::get_score(int level) { return m_best_times[level]; } int ScoreManager::get_stars_for(int level, long ticks) { int stars = 0; LevelInfo *info = m_level_manager->get(level); for (int i=0; i<3; i++) { if (ticks != -1 && ticks <= info->stars_time[i]) { stars++; } } return stars; } void ScoreManager::recalculate() { m_stars = 0; m_any_played = false; for (int i=0; icount(); i++) { long score = get_score(i); if (score != -1) { m_any_played = true; } m_stars += get_stars(i); } } chromono-1.1.3/src/levelselectorgrid.h0000644000175000017500000001352315125741141016173 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_LEVELSELECTORGRID_H #define SHADYPOSTPROC_LEVELSELECTORGRID_H #include "shadypostproc.h" #include "levelselector.h" #include "game.h" #include "constants.h" #include "colors.h" struct LevelPreviewInfo { int level; bool locked; int required_stars; int stars; }; #define MAX_PREVIEWS_PER_PAGE 6 struct PagePreviewInfo { int page; LevelPreviewInfo previews[MAX_PREVIEWS_PER_PAGE]; }; class LevelSelectorGrid { public: LevelSelectorGrid(Game *game) : game(game) , level_manager(game->get_level_manager()) , score_manager(game->get_score_manager()) , current_page(0) , title("Select a Level") , size(170, 170) , spacing(10, 10) , columns(3) , first_level(0) , last_level(0) , top_left(0, 0) , rows(0) , pages(0) , mousedown_pos(0, 0) , scrolling(false) , pressed(false) , scroll_offset_x(0) { Vec2 available = Vec2(Constants::WORLD_WIDTH, Constants::WORLD_HEIGHT); //columns = (available.x - spacing.x) / (spacing.x + size.x); top_left.x = (available.x - (columns*(spacing.x+size.x) + spacing.x)) / 2.0; rows = (available.y - spacing.y) / (spacing.y + size.y); top_left.y = (available.y - (rows*(spacing.y+size.y) + spacing.y)) / 2.0; for (int i=0; i<3; i++) { preview_info[i].page = -1; SHADY_ASSERT(ARRAY_LENGTH(preview_info[i].previews) >= (size_t)per_page()); memset(&(preview_info[i].previews), 0, sizeof(preview_info[i].previews)); } // At first, show all levels set_range(0, level_manager->count()); } void set_title(const char *title) { this->title = title; } ~LevelSelectorGrid() { } void set_range(int first_level, int last_level) { this->first_level = first_level; this->last_level = last_level; pages = ((last_level - first_level) + per_page() - 1) / per_page(); current_page = 0; } void prepare_pages(OpenGLRenderer *renderer); void render_page(OpenGLRenderer *renderer, int offset); void render_page_internal(OpenGLRenderer *renderer, PagePreviewInfo *info); void render(OpenGLRenderer *renderer); void handle(Circle1DEvent *event); void scroll_to(int level); int per_page() { return columns * rows; } int first_of(int page) { return first_level + page * per_page(); } int last_of(int page) { return first_of(page+1) - 1; } int first() { return first_of(current_page); } int last() { return last_of(current_page); } bool previous_page() { if (current_page > 0) { current_page--; return true; } return false; } bool next_page() { if (current_page < pages-1) { current_page++; return true; } return false; } int trace(int x, int y) { Vec2 pos(x, y); pos = pos - top_left; if (pos.x < spacing.x || pos.y < spacing.y) { // clicked outside (top/left) if (previous_page()) { scroll_offset_x -= Constants::WORLD_WIDTH; } else { // Wrap over scroll_offset_x += Constants::WORLD_WIDTH; current_page = pages - 1; } return -1; } int column = pos.x / (spacing.x + size.x); int row = pos.y / (spacing.y + size.y); if (column >= columns || row >= rows) { // clicked outside (right/bottom) if (next_page()) { scroll_offset_x += Constants::WORLD_WIDTH; } else { // Wrap over scroll_offset_x -= Constants::WORLD_WIDTH; current_page = 0; } return -1; } if ((fmod(pos.x, (spacing.x + size.x)) < spacing.x) || (fmod(pos.y, (spacing.y + size.y)) < spacing.y)) { // clicked inside spacing return -1; } return first() + column + columns * row; } Vec2 position(int index) { int column = index % columns; int row = index / columns; return top_left + Vec2(spacing.x + (size.x + spacing.x) * column, spacing.y + (size.y + spacing.y) * row); } Game *game; LevelManager *level_manager; ScoreManager *score_manager; // State variables int current_page; const char *title; // Parameters that can be configured Vec2 size; Vec2 spacing; int columns; // Subset of levels to be displayed int first_level; int last_level; // Calculate from parameters above Vec2 top_left; int rows; int pages; // Offset for scrolling Vec2 mousedown_pos; bool scrolling; bool pressed; int scroll_offset_x; // Level Preview Info PagePreviewInfo preview_info[3 /* left, current, right */]; }; #endif /* SHADYPOSTPROC_LEVELSELECTORGRID_H */ chromono-1.1.3/src/transition.h0000644000175000017500000000305415125741141014645 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_TRANSITION_H #define SHADYPOSTPROC_TRANSITION_H #include "shadypostproc.h" #include "circle1d.h" class TransitionListener { public: virtual void on_update(float value) = 0; virtual void on_finished() = 0; }; class Transition : public Circle1DEventHandler { public: Transition(); virtual ~Transition(); bool running() { return m_running; } void handle(Circle1DEvent *event); void start(Circle1DTime duration, TransitionListener *listener); private: Circle1DTime m_started; Circle1DTime m_duration; TransitionListener *m_listener; bool m_running; }; #endif /* SHADYPOSTPROC_TRANSITION_H */ chromono-1.1.3/src/renderer/0000755000175000017500000000000015125741150014106 5ustar thpthpchromono-1.1.3/src/renderer/vertexaccumulator.cpp0000644000175000017500000000561415125741141020375 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "vertexaccumulator.h" #define VERTEX_ACCUMULATOR_DEFAULT_SIZE (64*1024) VertexAccumulator::VertexAccumulator() : m_attributes() , m_buffer_size(VERTEX_ACCUMULATOR_DEFAULT_SIZE) , m_buffer((float*)malloc(m_buffer_size * sizeof(float))) , m_buffer_offset(0) , m_stride(0) { } VertexAccumulator::~VertexAccumulator() { free(m_buffer); } void VertexAccumulator::add_attrib(GLint location, size_t count) { m_attributes.push_back(std::pair(location, count)); m_stride += count; } void VertexAccumulator::enable_arrays() { std::list< std::pair >::iterator it; int offset = 0; for (it=m_attributes.begin(); it != m_attributes.end(); ++it) { GLint location = (*it).first; size_t count = (*it).second; glEnableVertexAttribArray(location); glVertexAttribPointer(location, count, GL_FLOAT, GL_FALSE, m_stride * sizeof(float), (void*)(offset * sizeof(float))); offset += count; } } void VertexAccumulator::disable_arrays() { std::list< std::pair >::iterator it; for (it=m_attributes.begin(); it != m_attributes.end(); ++it) { GLint location = (*it).first; glDisableVertexAttribArray(location); } } void VertexAccumulator::clear() { m_buffer_offset = 0; } void VertexAccumulator::append(float *data, size_t count) { count *= m_stride; if (m_buffer_size < m_buffer_offset + count) { while (m_buffer_size < m_buffer_offset + count) { m_buffer_size *= 2; } m_buffer = (float*)realloc(m_buffer, m_buffer_size * sizeof(float)); } memcpy(m_buffer + m_buffer_offset, data, count * sizeof(float)); m_buffer_offset += count; } void VertexAccumulator::append_triangle_strip(float *data, size_t count) { for (size_t i=0; idata(m_buffer, sizeof(float) * m_buffer_offset); return m_buffer_offset / m_stride; } chromono-1.1.3/src/renderer/stb_font_SourceSansProSemiBold.inl0000644000175000017500000207154415125741141022712 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ // Font generated by stb_font_inl_generator.c (8 bpp) // // Following instructions show how to use the only included font, whatever it is, in // a generic way so you can replace it with any other font by changing the include. // To use multiple fonts, replace STB_SOMEFONT_* below with STB_FONT_SourceSansProSemiBold_*, // and separately install each font. Note that the CREATE function call has a // totally different name; it's just 'stb_font_SourceSansProSemiBold'. // /* // Example usage: static stb_fontchar fontdata[STB_SOMEFONT_NUM_CHARS]; static void init(void) { // optionally replace both STB_SOMEFONT_BITMAP_HEIGHT with STB_SOMEFONT_BITMAP_HEIGHT_POW2 static unsigned char fontpixels[STB_SOMEFONT_BITMAP_HEIGHT][STB_SOMEFONT_BITMAP_WIDTH]; STB_SOMEFONT_CREATE(fontdata, fontpixels, STB_SOMEFONT_BITMAP_HEIGHT); ... create texture ... // for best results rendering 1:1 pixels texels, use nearest-neighbor sampling // if allowed to scale up, use bilerp } // This function positions characters on integer coordinates, and assumes 1:1 texels to pixels // Appropriate if nearest-neighbor sampling is used static void draw_string_integer(int x, int y, char *str) // draw with top-left point x,y { ... use texture ... ... turn on alpha blending and gamma-correct alpha blending ... glBegin(GL_QUADS); while (*str) { int char_codepoint = *str++; stb_fontchar *cd = &fontdata[char_codepoint - STB_SOMEFONT_FIRST_CHAR]; glTexCoord2f(cd->s0, cd->t0); glVertex2i(x + cd->x0, y + cd->y0); glTexCoord2f(cd->s1, cd->t0); glVertex2i(x + cd->x1, y + cd->y0); glTexCoord2f(cd->s1, cd->t1); glVertex2i(x + cd->x1, y + cd->y1); glTexCoord2f(cd->s0, cd->t1); glVertex2i(x + cd->x0, y + cd->y1); // if bilerping, in D3D9 you'll need a half-pixel offset here for 1:1 to behave correct x += cd->advance_int; } glEnd(); } // This function positions characters on float coordinates, and doesn't require 1:1 texels to pixels // Appropriate if bilinear filtering is used static void draw_string_float(float x, float y, char *str) // draw with top-left point x,y { ... use texture ... ... turn on alpha blending and gamma-correct alpha blending ... glBegin(GL_QUADS); while (*str) { int char_codepoint = *str++; stb_fontchar *cd = &fontdata[char_codepoint - STB_SOMEFONT_FIRST_CHAR]; glTexCoord2f(cd->s0f, cd->t0f); glVertex2f(x + cd->x0f, y + cd->y0f); glTexCoord2f(cd->s1f, cd->t0f); glVertex2f(x + cd->x1f, y + cd->y0f); glTexCoord2f(cd->s1f, cd->t1f); glVertex2f(x + cd->x1f, y + cd->y1f); glTexCoord2f(cd->s0f, cd->t1f); glVertex2f(x + cd->x0f, y + cd->y1f); // if bilerping, in D3D9 you'll need a half-pixel offset here for 1:1 to behave correct x += cd->advance; } glEnd(); } */ #ifndef STB_FONTCHAR__TYPEDEF #define STB_FONTCHAR__TYPEDEF typedef struct { // coordinates if using integer positioning float s0,t0,s1,t1; signed short x0,y0,x1,y1; int advance_int; // coordinates if using floating positioning float s0f,t0f,s1f,t1f; float x0f,y0f,x1f,y1f; float advance; } stb_fontchar; #endif #define STB_FONT_SourceSansProSemiBold_BITMAP_WIDTH 256 #define STB_FONT_SourceSansProSemiBold_BITMAP_HEIGHT 419 #define STB_FONT_SourceSansProSemiBold_BITMAP_HEIGHT_POW2 512 #define STB_FONT_SourceSansProSemiBold_FIRST_CHAR 32 #define STB_FONT_SourceSansProSemiBold_NUM_CHARS 95 #define STB_FONT_SourceSansProSemiBold_LINE_SPACING 28 static unsigned char 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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, 0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00, }; static signed short stb__SourceSansProSemiBold_x[95]={ 0,3,3,1,1,1,1,3,3,1,1,1,1,1, 2,0,1,2,1,0,0,0,1,1,1,1,2,1,1,1,1,1,1,-1,3,1,3,3,3,1,3,3,0,3, 3,3,3,1,3,1,3,1,1,3,-1,0,0,-1,1,3,0,1,2,0,5,2,2,1,1,1,1,1,2,2, -2,2,2,2,2,1,2,1,2,0,0,2,0,0,0,0,1,1,3,1,1, }; static signed short stb__SourceSansProSemiBold_y[95]={ 39,12,11,13,9,12,12,11,9,9,10,16,33,27, 33,10,13,13,13,13,13,13,13,13,13,13,19,19,17,19,17,11,12,12,12,12,12,12,12,12,12,12,12,12, 12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,10,10,10,12,41,10,18,10,18,10,18,10,18,10,10, 10,10,10,18,18,18,18,18,18,18,14,19,19,19,19,19,19,10,9,10,22, }; static unsigned short stb__SourceSansProSemiBold_w[95]={ 0,17,24,29,28,42,34,15,19,19,25,29,19,21, 17,23,28,27,28,29,30,29,28,28,28,28,17,19,29,29,29,25,42,34,30,31,30,27,27,32,31,15,27,31, 26,34,30,34,29,35,30,30,30,30,33,42,32,32,29,19,24,19,27,30,19,27,29,27,29,28,23,30,28,17, 21,29,18,39,28,30,29,29,23,26,24,28,30,39,29,30,26,21,14,21,29, }; static unsigned short stb__SourceSansProSemiBold_h[95]={ 0,38,23,36,45,38,38,23,48,48,24,30,24,14, 17,46,37,36,36,37,36,37,37,36,37,37,31,38,28,23,28,39,44,37,37,38,37,37,37,38,37,37,38,37, 37,37,37,38,37,44,37,38,37,38,37,37,37,37,37,46,46,46,26,14,17,32,40,32,40,32,39,40,39,39, 48,39,40,31,31,32,39,39,31,32,36,31,30,30,30,39,30,46,50,46,18, }; static unsigned short stb__SourceSansProSemiBold_s[95]={ 240,192,31,143,211,149,114,240,58,38,210, 72,190,135,86,187,214,115,86,184,55,154,125,26,96,67,236,94,132,1,102, 132,37,32,1,62,214,186,158,29,126,240,1,94,67,32,1,220,206,1,175, 189,144,158,110,67,34,1,210,167,142,122,162,104,236,58,160,30,130,1,108, 99,79,61,16,31,80,144,115,200,1,221,231,173,1,86,41,1,211,190,184, 100,1,78,56, }; static unsigned short stb__SourceSansProSemiBold_t[95]={ 39,137,391,290,1,137,137,137,1,1,360, 360,360,391,391,1,252,290,290,252,290,252,252,290,252,252,176,137,360,391,360, 97,52,252,252,137,214,214,214,137,214,1,137,214,214,214,214,97,176,52,176, 97,176,97,176,176,176,176,137,1,1,1,360,391,360,327,52,327,52,327,97, 52,97,97,1,97,52,327,327,290,97,52,290,290,290,327,360,360,327,52,327, 1,1,1,391, }; static unsigned short stb__SourceSansProSemiBold_a[95]={ 130,200,307,326,326,535,407,175, 206,206,279,326,175,205,175,219,326,326,326,326,326,326,326,326, 326,326,175,175,326,326,326,283,557,355,380,367,398,342,325,400, 422,179,314,380,319,474,418,429,377,429,381,347,347,417,341,509, 344,319,344,206,219,206,326,318,349,333,359,294,359,323,202,331, 355,167,167,332,172,537,356,349,359,357,237,274,230,354,315,476, 306,315,282,206,162,206,326, }; // Call this function with // font: NULL or array length // data: NULL or specified size // height: STB_FONT_SourceSansProSemiBold_BITMAP_HEIGHT or STB_FONT_SourceSansProSemiBold_BITMAP_HEIGHT_POW2 // return value: spacing between lines static void stb_font_SourceSansProSemiBold(stb_fontchar font[STB_FONT_SourceSansProSemiBold_NUM_CHARS], unsigned char data[STB_FONT_SourceSansProSemiBold_BITMAP_HEIGHT][STB_FONT_SourceSansProSemiBold_BITMAP_WIDTH], int height) { int i; if (data != 0) { for (i=0; i < STB_FONT_SourceSansProSemiBold_BITMAP_WIDTH*height; ++i) data[0][i] = 0; // zero entire bitmap memcpy(data, stb__SourceSansProSemiBold_pixels, sizeof(stb__SourceSansProSemiBold_pixels)); } // build font description if (font != 0) { float recip_width = 1.0f / STB_FONT_SourceSansProSemiBold_BITMAP_WIDTH; float recip_height = 1.0f / height; for (i=0; i < STB_FONT_SourceSansProSemiBold_NUM_CHARS; ++i) { // pad characters so they bilerp from empty space around each character font[i].s0 = (stb__SourceSansProSemiBold_s[i]) * recip_width; font[i].t0 = (stb__SourceSansProSemiBold_t[i]) * recip_height; font[i].s1 = (stb__SourceSansProSemiBold_s[i] + stb__SourceSansProSemiBold_w[i]) * recip_width; font[i].t1 = (stb__SourceSansProSemiBold_t[i] + stb__SourceSansProSemiBold_h[i]) * recip_height; font[i].x0 = stb__SourceSansProSemiBold_x[i]; font[i].y0 = stb__SourceSansProSemiBold_y[i]; font[i].x1 = stb__SourceSansProSemiBold_x[i] + stb__SourceSansProSemiBold_w[i]; font[i].y1 = stb__SourceSansProSemiBold_y[i] + stb__SourceSansProSemiBold_h[i]; font[i].advance_int = (stb__SourceSansProSemiBold_a[i]+8)>>4; font[i].s0f = (stb__SourceSansProSemiBold_s[i] - 0.5f) * recip_width; font[i].t0f = (stb__SourceSansProSemiBold_t[i] - 0.5f) * recip_height; font[i].s1f = (stb__SourceSansProSemiBold_s[i] + stb__SourceSansProSemiBold_w[i] + 0.5f) * recip_width; font[i].t1f = (stb__SourceSansProSemiBold_t[i] + stb__SourceSansProSemiBold_h[i] + 0.5f) * recip_height; font[i].x0f = stb__SourceSansProSemiBold_x[i] - 0.5f; font[i].y0f = stb__SourceSansProSemiBold_y[i] - 0.5f; font[i].x1f = stb__SourceSansProSemiBold_x[i] + stb__SourceSansProSemiBold_w[i] + 0.5f; font[i].y1f = stb__SourceSansProSemiBold_y[i] + stb__SourceSansProSemiBold_h[i] + 0.5f; font[i].advance = stb__SourceSansProSemiBold_a[i]/16.0f; } } } #ifndef STB_SOMEFONT_CREATE #define STB_SOMEFONT_CREATE stb_font_SourceSansProSemiBold #define STB_SOMEFONT_BITMAP_WIDTH STB_FONT_SourceSansProSemiBold_BITMAP_WIDTH #define STB_SOMEFONT_BITMAP_HEIGHT STB_FONT_SourceSansProSemiBold_BITMAP_HEIGHT #define STB_SOMEFONT_BITMAP_HEIGHT_POW2 STB_FONT_SourceSansProSemiBold_BITMAP_HEIGHT_POW2 #define STB_SOMEFONT_FIRST_CHAR STB_FONT_SourceSansProSemiBold_FIRST_CHAR #define STB_SOMEFONT_NUM_CHARS STB_FONT_SourceSansProSemiBold_NUM_CHARS #define STB_SOMEFONT_LINE_SPACING STB_FONT_SourceSansProSemiBold_LINE_SPACING #endif chromono-1.1.3/src/renderer/chromono_opengl.h0000644000175000017500000000214015125741141017444 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #pragma once #if defined(USE_OPENGL_ES) # include #elif defined(__APPLE__) # define GL_SILENCE_DEPRECATION # include #elif defined(_WIN32) # include #else # define GL_GLEXT_PROTOTYPES # include #endif chromono-1.1.3/src/renderer/texture.cpp0000644000175000017500000000643615125741141016323 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "texture.h" #include #include std::stack Texture::bindings; Texture::Texture() : m_texture_id(-1), m_subwidth(1.), m_subheight(1.) { glGenTextures(1, &m_texture_id); bind(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); /* http://stackoverflow.com/questions/4760174/ */ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); unbind(); } Texture::~Texture() { glDeleteTextures(1, &m_texture_id); } void Texture::set_nearest_filter() { bind(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); unbind(); } void Texture::resize(int width, int height) { m_width = width; m_height = height; unsigned char *data = new unsigned char[m_width*m_height*4]; memset(data, 0x00, m_width*m_height*4); teximage(GL_RGBA, data); delete [] data; } void Texture::teximage(GLint format, const unsigned char *data) { int w = 2; int h = 2; #if defined(BUILD_FOR_WII) // Avoid using too much memory; textures don't need to be power-of-two w = (m_width + 3) / 4 * 4; h = (m_height + 3) / 4 * 4; #else while (m_width > 0 && w < m_width) w *= 2; while (m_height > 0 && h < m_height) h *= 2; #endif m_subwidth = (float)m_width / (float)w; m_subheight = (float)m_height / (float)h; bind(); glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, format, GL_UNSIGNED_BYTE, NULL); if (data != NULL) { glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_width, m_height, format, GL_UNSIGNED_BYTE, data); } unbind(); } void Texture::bind(int unit) { if (unit != 0) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, m_texture_id); glActiveTexture(GL_TEXTURE0); return; } glBindTexture(GL_TEXTURE_2D, m_texture_id); bindings.push(this); } void Texture::unbind(int unit) { if (unit != 0) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, 0); glActiveTexture(GL_TEXTURE0); return; } bindings.pop(); glBindTexture(GL_TEXTURE_2D, 0); if (!bindings.empty()) { glBindTexture(GL_TEXTURE_2D, bindings.top()->m_texture_id); } } chromono-1.1.3/src/renderer/decal.h0000644000175000017500000000322315125741141015327 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_DECAL_H #define SHADYPOSTPROC_DECAL_H #include "shadypostproc.h" #include "chromono_opengl.h" #include "circle1d.h" #include "renderable.h" #include "shaderprogram.h" #include "vertexbuffer.h" #include "texture.h" class OpenGLRenderer; class Decal : public Renderable { public: Decal(OpenGLRenderer *renderer); virtual ~Decal(); virtual void prepare(); virtual void bind(); virtual void unbind(); void render(enum Circle1D::Decal decal, float x, float y, float rotation, float scale, float opacity); private: Program program; VertexBuffer vertex_buffer; Texture texture; GLint vtxcoord_loc; GLint texcoord_loc; GLint opacity_loc; }; #endif /* SHADYPOSTPROC_DECAL_H */ chromono-1.1.3/src/renderer/vertexbuffer.h0000644000175000017500000000244315125741141016771 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_VERTEXBUFFER_H #define SHADYPOSTPROC_VERTEXBUFFER_H #include "shadypostproc.h" #include "chromono_opengl.h" class VertexBuffer { public: VertexBuffer(); virtual ~VertexBuffer(); void bind(); void unbind(); void data(float *data, size_t size, bool is_static=false); private: GLuint m_id; static VertexBuffer *active; }; #endif /* SHADYPOSTPROC_VERTEXBUFFER_H */ chromono-1.1.3/src/renderer/projection.cpp0000644000175000017500000000477315125741141017001 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "projection.h" #include Projection::Projection(int width, int height) : size(width, height) , world_size(Constants::WORLD_WIDTH, Constants::WORLD_HEIGHT) , world_offset(0.0, 0.0) , projection() { float screen_aspect = size.x / size.y; float world_aspect = world_size.x / world_size.y; if (world_aspect > screen_aspect) { // world broader than screen - top and bottom letterbox float screen_height_in_world_coordinates = size.y * world_size.x / size.x; world_offset.y += (screen_height_in_world_coordinates - world_size.y) / 2.0; } else if (world_aspect < screen_aspect) { // world taller than screen - left and right letterbox float screen_width_in_world_coordinates = size.x * world_size.y / size.y; world_offset.x += (screen_width_in_world_coordinates - world_size.x) / 2.0; } float left = 0.0 - world_offset.x; float right = world_size.x + world_offset.x; float top = 0.0 - world_offset.y; float bottom = world_size.y + world_offset.y; float near = -1.f; float far = +1.f; memset(projection.m, 0, sizeof(projection.m)); projection.m[0] = 2.f / (right - left); projection.m[3] = - (right + left) / (right - left); projection.m[5] = 2.f / (top - bottom); projection.m[7] = - (top + bottom) / (top - bottom); projection.m[10] = -2.f / (far - near); projection.m[11] = - (far + near) / (far - near); projection.m[15] = 1.f; } Mat4 Projection::matrix(bool with_rotation) { return projection; } Vec2 Projection::screen2world(Vec2 screen) { return ((screen / size) * (world_size + world_offset * 2.f)) - world_offset; } chromono-1.1.3/src/renderer/background.h0000644000175000017500000000343715125741141016405 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_BACKGROUND_H #define SHADYPOSTPROC_BACKGROUND_H #include "shadypostproc.h" #include "chromono_opengl.h" #include "renderable.h" #include "shaderprogram.h" #include "vertexbuffer.h" #include "texture.h" #include "framebuffer.h" #include "circle1d.h" class OpenGLRenderer; class Background : public Renderable { public: Background(OpenGLRenderer *renderer); virtual ~Background(); virtual void prepare(); virtual void bind(); virtual void unbind(); void render(RGB color); private: OpenGLRenderer *renderer; Program program; VertexBuffer vertex_buffer; Texture random_pattern; Program template_program; Framebuffer template_framebuffer; bool template_rendering; GLint vtxcoord_loc; GLint screensize_loc; GLint randomsize_loc; GLint color_loc; }; #endif /* SHADYPOSTPROC_BACKGROUND_H */ chromono-1.1.3/src/renderer/shadow.h0000644000175000017500000000306015125741141015543 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_SHADOW_H #define SHADYPOSTPROC_SHADOW_H #include "shadypostproc.h" #include "chromono_opengl.h" #include "circle1d.h" #include "renderable.h" #include "shaderprogram.h" #include "vertexbuffer.h" #include "vertexaccumulator.h" class OpenGLRenderer; class Shadow : public Renderable { public: Shadow(OpenGLRenderer *renderer); virtual void bind(); virtual void unbind(); void render(Vec2 light, Vec2 sphere, float size); void flush(); private: Program program; VertexBuffer vertex_buffer; VertexAccumulator vertex_accumulator; GLint vtxcoord_loc; GLint opacity_loc; }; #endif /* SHADYPOSTPROC_SHADOW_H */ chromono-1.1.3/src/renderer/icons.cpp0000644000175000017500000000561615125741141015735 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "icons.h" #include "opengl_renderer.h" #include "resources.h" #include "resources_util.h" #include "util.h" Icons::Icons(OpenGLRenderer *renderer) : program(SHADER_PROGRAM(renderer, icons)) , vertex_buffer() , texture() , vtxcoord_loc(-1) , texcoord_loc(-1) , color_loc(-1) { prepare(); } void Icons::prepare() { int width = 512; int height = 512; ResourceAccess access(RESOURCE(icons_rgb)); texture.setrgb(width, height, access.data()); vtxcoord_loc = program.attrib("vtxcoord"); texcoord_loc = program.attrib("texcoord"); color_loc = program.uniform("color"); } Icons::~Icons() { deactivate(); } void Icons::bind() { program.bind(); texture.bind(); vertex_buffer.bind(); glEnableVertexAttribArray(vtxcoord_loc); glVertexAttribPointer(vtxcoord_loc, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(texcoord_loc); glVertexAttribPointer(texcoord_loc, 2, GL_FLOAT, GL_FALSE, 0, (void*)(2*4*sizeof(float)) /* Offset of texcoords in render() */); } void Icons::unbind() { glDisableVertexAttribArray(vtxcoord_loc); glDisableVertexAttribArray(texcoord_loc); vertex_buffer.unbind(); texture.unbind(); program.unbind(); } void Icons::render(enum Icon icon, int x, int y, int w, int h, RGB color, float opacity, float rotation) { activate(); int row = ((int)icon) / 3; int column = ((int)icon) % 3; float side = 1. / 3.; float vtxdata[] = { /* Vertex coordinates */ float(x), float(y), float(x+w), float(y), float(x), float(y+h), float(x+w), float(y+h), /* Texture coordinates */ column * side, row * side, (column + 1) * side, row * side, column * side, (row + 1) * side, (column + 1) * side, (row + 1) * side, }; Vec2(x + w/2, y+h/2).rotate_around(rotation, vtxdata, 4); vertex_buffer.data(vtxdata, sizeof(vtxdata)); glUniform4f(color_loc, color.r, color.g, color.b, opacity); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } chromono-1.1.3/src/renderer/projection.h0000644000175000017500000000260615125741141016437 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_PROJECTION_H #define SHADYPOSTPROC_PROJECTION_H #include "shadypostproc.h" #include "chromono_opengl.h" #include "platform.h" #include "constants.h" #include "vector.h" class Projection { public: Projection(int width, int height); Mat4 matrix(bool with_rotation); Vec2 screen2world(Vec2 screen); Vec2 offset() { return world_offset; } private: Vec2 size; Vec2 world_size; Vec2 world_offset; Mat4 projection; }; #endif /* SHADYPOSTPROC_PROJECTION_H */ chromono-1.1.3/src/renderer/cachedscreen.h0000644000175000017500000000314615125741141016672 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_CACHEDSCREEN_H #define SHADYPOSTPROC_CACHEDSCREEN_H #include "shadypostproc.h" #include "chromono_opengl.h" #include "circle1d.h" #include "renderable.h" #include "shaderprogram.h" #include "vertexbuffer.h" #include "texture.h" class OpenGLRenderer; class CachedScreen : public Renderable { public: CachedScreen(OpenGLRenderer *renderer); virtual ~CachedScreen(); virtual void bind(); virtual void unbind(); virtual void render(Texture *texture, bool rotated, Vec2 offset); private: Program program; VertexBuffer vertex_buffer; GLint vtxcoord_loc; GLint offset_loc; GLint subsize_loc; GLint rotated_loc; }; #endif /* SHADYPOSTPROC_CACHEDSCREEN_H */ chromono-1.1.3/src/renderer/vertexaccumulator.h0000644000175000017500000000363315125741141020041 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_VERTEXACCUMULATOR_H #define SHADYPOSTPROC_VERTEXACCUMULATOR_H #include "shadypostproc.h" #include "chromono_opengl.h" #include "vertexbuffer.h" #include class VertexAccumulator { public: VertexAccumulator(); ~VertexAccumulator(); // Setup void add_attrib(GLint location, size_t count); // Binding and unbinding helper void enable_arrays(); void disable_arrays(); void clear(); // count = number of vertices that are appended void append(float *data, size_t count=1); // Same as append, but generate triangle strips void append_triangle_strip(float *data, size_t count); // Returns number of elements to draw int upload(VertexBuffer *vertex_buffer); size_t stride() { return m_stride; } private: std::list< std::pair > m_attributes; size_t m_buffer_size; float *m_buffer; size_t m_buffer_offset; size_t m_stride; }; #endif /* SHADYPOSTPROC_VERTEXACCUMULATOR_H */ chromono-1.1.3/src/renderer/sphere.h0000644000175000017500000000262315125741141015550 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_SPHERE_H #define SHADYPOSTPROC_SPHERE_H #include "shadypostproc.h" #include "chromono_opengl.h" #include "circle1d.h" #include "framebuffer.h" class OpenGLRenderer; class SphereRenderQueue; class SphereDefault; class Sphere { public: Sphere(OpenGLRenderer *renderer); virtual ~Sphere(); void render(Object *o); void flush(); private: Framebuffer template_framebuffer; SphereRenderQueue *render_queue; SphereDefault *sphere_default; }; #endif /* SHADYPOSTPROC_SPHERE_H */ chromono-1.1.3/src/renderer/pageindicator.cpp0000644000175000017500000000457715125741141017440 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "pageindicator.h" #include "opengl_renderer.h" #include "constants.h" #include "resources.h" PageIndicator::PageIndicator(OpenGLRenderer *renderer) : Renderable() , program(SHADER_PROGRAM(renderer, pageindicator)) , vertex_buffer() , size(Constants::PAGE_INDICATOR_RADIUS*2.0) , spacing(size*0.3) , vtxcoord_loc(-1) , center_loc(-1) , size_loc(-1) , filled_loc(-1) { vtxcoord_loc = program.attrib("vtxcoord"); center_loc = program.uniform("center"); size_loc = program.uniform("size"); filled_loc = program.uniform("filled"); program.bind(); glUniform1f(size_loc, size); program.unbind(); float vertices[] = { -0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0.5, }; vertex_buffer.data(vertices, sizeof(vertices), true); } PageIndicator::~PageIndicator() { deactivate(); } void PageIndicator::bind() { program.bind(); vertex_buffer.bind(); glEnableVertexAttribArray(vtxcoord_loc); glVertexAttribPointer(vtxcoord_loc, 2, GL_FLOAT, GL_FALSE, 0, 0); } void PageIndicator::unbind() { glDisableVertexAttribArray(vtxcoord_loc); vertex_buffer.unbind(); program.unbind(); } void PageIndicator::render(int x, int y, int page, int pages) { activate(); x -= (pages * (size+spacing) - spacing) / 2; y -= size / 2.0; for (int i=0; i * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_PAGEINDICATOR_H #define SHADYPOSTPROC_PAGEINDICATOR_H #include "shadypostproc.h" #include "chromono_opengl.h" #include "renderable.h" #include "shaderprogram.h" #include "vertexbuffer.h" class OpenGLRenderer; class PageIndicator : public Renderable { public: PageIndicator(OpenGLRenderer *renderer); virtual ~PageIndicator(); virtual void bind(); void render(int x, int y, int page, int pages); virtual void unbind(); private: Program program; VertexBuffer vertex_buffer; int size; int spacing; GLint vtxcoord_loc; GLint center_loc; GLint size_loc; GLint filled_loc; }; #endif /* SHADYPOSTPROC_PAGEINDICATOR_H */ chromono-1.1.3/src/renderer/font.cpp0000644000175000017500000001214315125741141015561 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "font.h" #include "resources.h" #include #include "stb_font_SourceSansProSemiBold.inl" #define USED_FONT_PIXEL_HEIGHT 50 class FontPriv { public: FontPriv(); ~FontPriv(); stb_fontchar fontdata[STB_SOMEFONT_NUM_CHARS]; Texture texture; }; FontPriv::FontPriv() : fontdata() , texture() { auto fontpixels = new unsigned char[STB_SOMEFONT_BITMAP_HEIGHT_POW2][STB_SOMEFONT_BITMAP_WIDTH]; STB_SOMEFONT_CREATE(fontdata, fontpixels, STB_SOMEFONT_BITMAP_HEIGHT_POW2); texture.setalpha(STB_SOMEFONT_BITMAP_WIDTH, STB_SOMEFONT_BITMAP_HEIGHT_POW2, (const unsigned char*)fontpixels); delete []fontpixels; } FontPriv::~FontPriv() { } Font::Font(OpenGLRenderer *renderer) : Renderable() , program(SHADER_PROGRAM(renderer, font)) , vertex_buffer() , priv(new FontPriv) , vtxcoord_loc(-1) , texcoord_loc(-1) , transform_loc(-1) , color_loc(-1) { vtxcoord_loc = program.attrib("vtxcoord"); texcoord_loc = program.attrib("texcoord"); transform_loc = program.uniform("transform"); color_loc = program.uniform("color"); } Font::~Font() { delete priv; deactivate(); } void Font::bind() { program.bind(); vertex_buffer.bind(); priv->texture.bind(); glEnableVertexAttribArray(vtxcoord_loc); glEnableVertexAttribArray(texcoord_loc); } void Font::unbind() { glDisableVertexAttribArray(vtxcoord_loc); glDisableVertexAttribArray(texcoord_loc); priv->texture.unbind(); vertex_buffer.unbind(); program.unbind(); } void Font::render(RenderedText *text, int x, int y, float scale, float opacity, RGB color) { activate(); glUniform4f(color_loc, color.r, color.g, color.b, opacity); glUniform4f(transform_loc, x, y, scale, 0.0); glVertexAttribPointer(vtxcoord_loc, 2, GL_FLOAT, GL_FALSE, 0, 0); glVertexAttribPointer(texcoord_loc, 2, GL_FLOAT, GL_FALSE, 0, (void*)(sizeof(float)*2*6*text->m_count) /* = offset of texcoords in vtxdata */); vertex_buffer.data(text->m_vertices, sizeof(float) * 2 * 2 * 6 * text->m_count); glDrawArrays(GL_TRIANGLES, 0, 6 * text->m_count); } RenderedText::RenderedText(Font *font, const char *text) : m_text(text) , m_vertices(NULL) , m_count(0) , m_width(0) , m_height(0) , m_age(0) { m_count = strlen(text); // 6 corners per quad, // 2 attrs (vtx, tex) per corner, // 2 coords (x, y) per attr m_vertices = new float[m_count * 6 * 2 * 2]; // Font offset in distance field font Vec2 offset(5, 5); m_height = USED_FONT_PIXEL_HEIGHT; m_width = 0; for (int i=0; ipriv->fontdata[char_codepoint - STB_SOMEFONT_FIRST_CHAR]); int vtx_offset = 6 * 2 * i; int tex_offset = (m_count * 6 * 2) + 6 * 2 * i; m_vertices[vtx_offset + 0] = m_width + cd->x0f - offset.x; m_vertices[vtx_offset + 1] = cd->y0f - offset.y; m_vertices[vtx_offset + 2] = m_width + cd->x1f - offset.x; m_vertices[vtx_offset + 3] = cd->y0f - offset.y; m_vertices[vtx_offset + 4] = m_width + cd->x0f - offset.x; m_vertices[vtx_offset + 5] = cd->y1f - offset.y; m_vertices[vtx_offset + 6] = m_width + cd->x1f - offset.x; m_vertices[vtx_offset + 7] = cd->y0f - offset.y; m_vertices[vtx_offset + 8] = m_width + cd->x0f - offset.x; m_vertices[vtx_offset + 9] = cd->y1f - offset.y; m_vertices[vtx_offset + 10] = m_width + cd->x1f - offset.x; m_vertices[vtx_offset + 11] = cd->y1f - offset.y; m_vertices[tex_offset + 0] = cd->s0f; m_vertices[tex_offset + 1] = cd->t0f; m_vertices[tex_offset + 2] = cd->s1f; m_vertices[tex_offset + 3] = cd->t0f; m_vertices[tex_offset + 4] = cd->s0f; m_vertices[tex_offset + 5] = cd->t1f; m_vertices[tex_offset + 6] = cd->s1f; m_vertices[tex_offset + 7] = cd->t0f; m_vertices[tex_offset + 8] = cd->s0f; m_vertices[tex_offset + 9] = cd->t1f; m_vertices[tex_offset + 10] = cd->s1f; m_vertices[tex_offset + 11] = cd->t1f; m_width += cd->advance; } } RenderedText::~RenderedText() { delete [] m_vertices; } chromono-1.1.3/src/renderer/loading.cpp0000644000175000017500000000455715125741141016242 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "loading.h" #include "opengl_renderer.h" #include "constants.h" #include "resources.h" Loading::Loading(OpenGLRenderer *renderer) : Renderable() , program(SHADER_PROGRAM(renderer, loading)) , vertex_buffer() , vtxcoord_loc(-1) , color_loc(-1) , counter(0) { vtxcoord_loc = program.attrib("vtxcoord"); color_loc = program.uniform("color"); } Loading::~Loading() { deactivate(); } void Loading::bind() { program.bind(); vertex_buffer.bind(); glEnableVertexAttribArray(vtxcoord_loc); glVertexAttribPointer(vtxcoord_loc, 2, GL_FLOAT, GL_FALSE, 0, 0); } void Loading::unbind() { glDisableVertexAttribArray(vtxcoord_loc); vertex_buffer.unbind(); program.unbind(); } void Loading::render(float percentage) { activate(); float w, h; float intensity = 1.0 - percentage; if (percentage < 0.2) { intensity = percentage * 5.0; } glUniform4f(color_loc, intensity, intensity, intensity, 1.0); for (int i=0; i<6; i++) { w = 10.0; if ((counter % 6) == i) { w = 20.0; } h = w; float x = (Constants::WORLD_WIDTH - 30 * 7) / 2.0; x += i * 30; x -= w / 2.0; float y = Constants::WORLD_HEIGHT / 2.0; y -= h / 2.0; float vertices[] = { x, y, x+w, y, x, y+h, x+w, y+h, }; vertex_buffer.data(vertices, sizeof(vertices)); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } counter++; } chromono-1.1.3/src/renderer/opengl_renderer.h0000644000175000017500000001266215125741141017440 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_OPENGL_RENDERER_H #define SHADYPOSTPROC_OPENGL_RENDERER_H #include "shadypostproc.h" #include "chromono_opengl.h" #include "circle1d.h" #include "levelmanager.h" #include "shaderprogram.h" #include "framebuffer.h" #include "projection.h" #include "sphere.h" #include "line.h" #include "effect.h" #include "menu.h" #include "font.h" #include "pageindicator.h" #include "effectoverlay.h" #include "background.h" #include "levelpreview.h" #include "icons.h" #include "decal.h" #include "shadow.h" #include "loading.h" #include "loadingtask.h" #include "changewatch.h" #include "cachedscreen.h" #include #include class Game; class OpenGLRenderer; typedef void (*render_cached_func_t)(OpenGLRenderer *renderer, void *prepared, void *user_data); class OpenGLRenderer : public Circle1DRenderer { public: OpenGLRenderer(Game *game, int width, int height); ~OpenGLRenderer(); Vec2 screen2world(Vec2 screen) { return m_projection.screen2world(screen); } void late_initialize(int phase); // Don't call this from outside bool ready(); virtual void begin(); void background(RGB color); virtual void circle(Object *o); virtual void flush_circles(); virtual void line(Joint *j); virtual void flush_lines(); virtual void text_measure(const char *text, float *width, float *height, enum FontSize size); virtual void text_render(const char *text, float x, float y, enum FontSize size, float opacity=1.0, RGB color=RGB(1.0, 1.0, 1.0)); virtual void decal(int decal, int x, int y, float opacity=1.0); virtual void shadow(Vec2 light, Vec2 sphere, float size); virtual void flush_shadows(); virtual void finish(); void decal(int decal, float x, float y, float rotation, float scale, float opacity); void text_gc(); void level_preview(int level, float x, float y, float w, float h); void page_indicator(int x, int y, int page, int pages); void icon(enum Icons::Icon icon, int x, int y, int w, int h, RGB color=RGB(1.0, 1.0, 1.0), float opacity=1.0, float rotation=0.0); void overlay(); void begin_capture(enum Effect::TransitionFrame frame) { m_effect->begin_capture(frame); } void end_capture(enum Effect::TransitionFrame frame) { m_effect->end_capture(frame); } void transition(float value); bool rotation_enabled() { return m_rotation_enabled; } void set_rotation_enabled(bool enabled); void register_program(Program *program); void unregister_program(Program *program); void start_offscreen(bool reset_rotation=true) { if (!m_is_offscreen) { m_old_rotation_enabled = rotation_enabled(); } set_rotation_enabled(!reset_rotation); m_is_offscreen = true; } void end_offscreen() { set_rotation_enabled(m_old_rotation_enabled); m_is_offscreen = false; } // Screen caching void prepare_cached(void *handle, size_t len, render_cached_func_t render_cached, void *user_data); void draw_cached(void *handle, size_t len, Vec2 offset_world=Vec2(0.0, 0.0)); private: bool begin_cached(void *handle, size_t len); void end_cached(); RenderedText *get_rendered_text(const char *text); private: Game *m_game; bool m_rotation_enabled; Projection m_projection; public: int m_width; int m_height; private: std::list m_programs; std::list< std::pair > m_programs_time; Mat4 m_projection_mat; Mat4 m_nprojection_mat; std::list m_loading_tasks; int m_loading_tasks_total; Loading m_loading; Sphere *m_sphere; Line *m_line; Effect *m_effect; Font *m_font; PageIndicator *m_page_indicator; EffectOverlay *m_effect_overlay; Background *m_background; Icons *m_icons; Decal *m_decal; Shadow *m_shadow; LevelPreview *m_level_preview; CachedScreen *m_cached_screen; std::vector m_previews; std::list m_rendered_texts; std::list< std::pair > m_cached; Framebuffer *m_cached_current_fb; bool m_is_offscreen; bool m_old_rotation_enabled; }; #endif /* SHADYPOSTPROC_OPENGL_RENDERER_H */ chromono-1.1.3/src/renderer/framebuffer.cpp0000644000175000017500000000366315125741141017106 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "framebuffer.h" #include "opengl_renderer.h" Framebuffer::Framebuffer(OpenGLRenderer *renderer, int width, int height, float scale) : m_framebuffer_id(-1), m_width(width), m_height(height), m_scale(scale), m_oldFB0(0), m_texture(), m_renderer(renderer) { // iOS: http://stackoverflow.com/questions/11617013/ glGetIntegerv(GL_FRAMEBUFFER_BINDING, &m_oldFB0); m_texture.resize(width*scale, height*scale); glGenFramebuffers(1, &m_framebuffer_id); SHADY_ASSERT(m_framebuffer_id != (GLuint)-1); bind(); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture.id(), 0); glClear(GL_COLOR_BUFFER_BIT); unbind(); } Framebuffer::~Framebuffer() { glDeleteFramebuffers(1, &m_framebuffer_id); } void Framebuffer::bind() { glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_id); glViewport(0, 0, m_width*m_scale, m_height*m_scale); } void Framebuffer::unbind() { glBindFramebuffer(GL_FRAMEBUFFER, m_oldFB0); glViewport(0, 0, m_renderer->m_width, m_renderer->m_height); } chromono-1.1.3/src/renderer/texture.h0000644000175000017500000000342015125741141015756 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef QW_TEXTURE_H #define QW_TEXTURE_H #include "shadypostproc.h" #include "chromono_opengl.h" #include class Texture { public: Texture(); ~Texture(); void resize(int width, int height); void bind(int unit=0); void unbind(int unit=0); void set_nearest_filter(); GLuint id() { return m_texture_id; } void setalpha(int w, int h, const unsigned char *data) { resize(w, h); teximage(GL_ALPHA, data); } void setrgb(int w, int h, const unsigned char *data) { resize(w, h); teximage(GL_RGB, data); } private: void teximage(GLint format, const unsigned char *data); static std::stack bindings; GLuint m_texture_id; int m_width; int m_height; public: float m_subwidth; float m_subheight; }; #endif /* QW_TEXTURE_H */ chromono-1.1.3/src/renderer/framebuffer.h0000644000175000017500000000271515125741141016550 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef QW_FRAMEBUFFER_H #define QW_FRAMEBUFFER_H #include "chromono_opengl.h" #include "texture.h" class OpenGLRenderer; class Framebuffer { public: Framebuffer(OpenGLRenderer *renderer, int width, int height, float scale=1.); ~Framebuffer(); void bind(); void unbind(); Texture *texture() { return &m_texture; } private: GLuint m_framebuffer_id; public: int m_width; int m_height; private: float m_scale; GLint m_oldFB0; Texture m_texture; OpenGLRenderer *m_renderer; }; #endif /* QW_FRAMEBUFFER_H */ chromono-1.1.3/src/renderer/renderable.cpp0000644000175000017500000000237315125741141016722 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "renderable.h" Renderable * Renderable::active = NULL; Renderable::~Renderable() { SHADY_ASSERT(!is_active()); } void Renderable::activate() { if (is_active()) { return; } if (active != NULL) { active->unbind(); } bind(); active = this; } void Renderable::deactivate() { if (!is_active()) { return; } unbind(); active = NULL; } chromono-1.1.3/src/renderer/spheretemplate.cpp0000644000175000017500000000776315125741141017651 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "spheretemplate.h" #include "opengl_renderer.h" #include "resources.h" SphereTemplate::SphereTemplate(OpenGLRenderer *renderer) : program(SHADER_PROGRAM(renderer, spheretemplate)) , vertex_buffer() , vtxcoord_loc(-1) , center_loc(-1) , size_loc(-1) { } SphereTemplate::~SphereTemplate() { deactivate(); } void SphereTemplate::render_to_texture(Framebuffer *framebuffer) { float vertices[] = { -1, -1, -1, +1, +1, -1, +1, +1, }; vertex_buffer.data(vertices, sizeof(vertices), true); vtxcoord_loc = program.attrib("vtxcoord"); center_loc = program.uniform("center"); size_loc = program.uniform("size"); program.bind(); glUniform2f(program.uniform("framebuffer_size"), framebuffer->m_width, framebuffer->m_height); // Rendering of the template goes into the framebuffer texture framebuffer->bind(); glClear(GL_COLOR_BUFFER_BIT); activate(); /** * Layout of our framebuffer texture: * * +----------+----------+ * | | 64 |32|16| * | radius | px | | * | =128px +----+ | * | | | * | | | * +----------+----------+ * * y = 0 always * 128px radius = 256x256 @ x=0 * 64px radius = 128x128 @ x=256 * 32px radius = 64x64 @ x=256 + 128 * 16px radius = 32x32 @ x=256 + 128 + 64 * * This will be rendered below. The choice which template is used * depends on the size of the rendered sphere. The choice is made * in sphere's vertex shader (aka sphere.vsh). **/ // Full-size sphere at left half of framebuffer render(128, 128, 128); // Half-size sphere at right half of framebuffer render(256 + 64, 64, 64); // Quad-size sphere at right half of right half of framebuffer render(256 + 128 + 32, 32, 32); // Octo(?)-size sphere at (right half of)*3 framebuffer render(256 + 128 + 64 + 16, 16, 16); deactivate(); framebuffer->unbind(); //framebuffer->texture()->save("sphere.rgb"); } void SphereTemplate::get_transform(float size, float *scale, float *offset) { *scale = 1.f; *offset = 0.f; if (size > 64.0) { // Use the biggest image - left half of texture } else if (size > 32.0) { // Use the half-size image - located on right half *scale = 2.0; *offset = 0.5; } else if (size > 16.0) { // Use the quad-size image - located even more to the right *scale = 4.0; *offset = 0.75; } else { // Use the octo(?)-size image - located even more to the right ;) *scale = 8.0; *offset = 0.875; } } void SphereTemplate::bind() { program.bind(); vertex_buffer.bind(); glEnableVertexAttribArray(vtxcoord_loc); glVertexAttribPointer(vtxcoord_loc, 2, GL_FLOAT, GL_FALSE, 0, 0); } void SphereTemplate::unbind() { glDisableVertexAttribArray(vtxcoord_loc); vertex_buffer.unbind(); program.unbind(); } void SphereTemplate::render(float x, float y, float size) { glUniform2f(center_loc, x, y); glUniform1f(size_loc, size); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } chromono-1.1.3/src/renderer/sphere.cpp0000644000175000017500000001257615125741141016113 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "sphere.h" #include "opengl_renderer.h" #include "renderable.h" #include "shaderprogram.h" #include "resources.h" #include "vertexaccumulator.h" #include "spheretemplate.h" struct SphereRenderInfo { Vec2 pos; float size; RGB color; RGB desired; }; #define SPHERE_RENDER_QUEUE_MAX 64 class SphereRenderQueue { public: SphereRenderQueue(); SphereRenderInfo queue_default[SPHERE_RENDER_QUEUE_MAX]; int count_default; }; SphereRenderQueue::SphereRenderQueue() : count_default(0) { } class SphereDefault : public Renderable { public: SphereDefault(OpenGLRenderer *renderer, Texture *texture); ~SphereDefault(); virtual void bind(); virtual void unbind(); void render(SphereRenderInfo *spheres, int count); private: Program program; VertexBuffer vertex_buffer; VertexAccumulator vertex_accumulator; Texture *texture; GLint vtxcoord_loc; GLint texcoord_loc; GLint color_loc; GLint desired_loc; }; SphereDefault::SphereDefault(OpenGLRenderer *renderer, Texture *texture) : program(SHADER_PROGRAM(renderer, spheredefault)) , vertex_buffer() , vertex_accumulator() , texture(texture) , vtxcoord_loc(-1) , texcoord_loc(-1) , color_loc(-1) , desired_loc(-1) { vtxcoord_loc = program.attrib("vtxcoord"); texcoord_loc = program.attrib("texcoord"); color_loc = program.attrib("color"); desired_loc = program.attrib("desired"); vertex_accumulator.add_attrib(vtxcoord_loc, 2); vertex_accumulator.add_attrib(texcoord_loc, 2); vertex_accumulator.add_attrib(color_loc, 3); vertex_accumulator.add_attrib(desired_loc, 3); } SphereDefault::~SphereDefault() { deactivate(); } void SphereDefault::bind() { texture->bind(); program.bind(); vertex_buffer.bind(); vertex_accumulator.enable_arrays(); } void SphereDefault::unbind() { vertex_accumulator.disable_arrays(); vertex_buffer.unbind(); program.unbind(); texture->unbind(); } void SphereDefault::render(SphereRenderInfo *spheres, int count) { activate(); vertex_accumulator.clear(); for (int i=0; isize, &tscale, &toffset); Vec2 v[4]; Vec2 t[4]; for (int j=0; j<4; j++) { float x = (j % 2 == 0) ? -1 : +1; float y = (j < 2) ? -1 : +1; v[j] = info->pos + Vec2(x, y) * info->size; t[j] = Vec2(0.5, 0.5) + Vec2(x, y) * 0.5; // here, tex is relative to the entire texture t[j].x /= 2.0; // now, tex is relative to the left half of the texture // corresponds to biggest image - 128px radius, 256x256 pixels // This choses the right-sized texture (calculated in sphere.cpp) t[j] /= tscale; t[j] += Vec2(toffset, 0.f); } RGB c = info->color; RGB d = info->desired; float data[] = { v[0].x, v[0].y, t[0].x, t[0].y, c.r, c.g, c.b, d.r, d.g, d.b, v[1].x, v[1].y, t[1].x, t[1].y, c.r, c.g, c.b, d.r, d.g, d.b, v[2].x, v[2].y, t[2].x, t[2].y, c.r, c.g, c.b, d.r, d.g, d.b, v[3].x, v[3].y, t[3].x, t[3].y, c.r, c.g, c.b, d.r, d.g, d.b, }; vertex_accumulator.append_triangle_strip(data, 4); } int elements = vertex_accumulator.upload(&vertex_buffer); glDrawArrays(GL_TRIANGLES, 0, elements); } Sphere::Sphere(OpenGLRenderer *renderer) : template_framebuffer(renderer, 512, 256) , render_queue(new SphereRenderQueue) , sphere_default(new SphereDefault(renderer, template_framebuffer.texture())) { SphereTemplate *tmpl = new SphereTemplate(renderer); tmpl->render_to_texture(&template_framebuffer); delete tmpl; } void Sphere::render(Object *o) { if (render_queue->count_default == SPHERE_RENDER_QUEUE_MAX - 1) { flush(); } SphereRenderInfo *info = &(render_queue->queue_default[render_queue->count_default++]); info->pos = o->pos; info->size = o->size; if (o->flags & Object::COLORABLE) { info->color = o->color; info->desired = o->desired; } else { info->color = info->desired = o->color; } } void Sphere::flush() { sphere_default->render(render_queue->queue_default, render_queue->count_default); render_queue->count_default = 0; } Sphere::~Sphere() { delete sphere_default; delete render_queue; } chromono-1.1.3/src/renderer/background.cpp0000644000175000017500000000745715125741141016746 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "background.h" #include "opengl_renderer.h" #include "resources.h" #include "util.h" Background::Background(OpenGLRenderer *renderer) : Renderable() , renderer(renderer) , program(SHADER_PROGRAM(renderer, background)) , vertex_buffer() , random_pattern() , template_program(SHADER_PROGRAM(renderer, backgroundtemplate)) , template_framebuffer(renderer, renderer->m_width, renderer->m_height) , template_rendering(true) , vtxcoord_loc(-1) , screensize_loc(-1) , randomsize_loc(-1) , color_loc(-1) { prepare(); } void Background::prepare() { float vertices[] = { -1, -1, 1, -1, -1, 1, 1, 1, }; vertex_buffer.data(vertices, sizeof(vertices), true); // First, render template vtxcoord_loc = template_program.attrib("vtxcoord"); screensize_loc = template_program.uniform("screensize"); randomsize_loc = template_program.uniform("randomsize"); int random_size = 128; unsigned char data[3*random_size*random_size]; Random random(123, 456); for (size_t i=0; im_width, renderer->m_height); glUniform2f(randomsize_loc, random_size, random_size); render(RGB()); deactivate(); template_framebuffer.unbind(); template_rendering = false; //template_framebuffer.texture()->save("background.rgb"); // Next, set up normal rendering vtxcoord_loc = program.attrib("vtxcoord"); screensize_loc = program.uniform("screensize"); color_loc = program.uniform("color"); program.bind(); glUniform2f(screensize_loc, template_framebuffer.texture()->m_subwidth, template_framebuffer.texture()->m_subheight); program.unbind(); } Background::~Background() { deactivate(); } void Background::bind() { if (template_rendering) { template_program.bind(); random_pattern.bind(); } else { program.bind(); template_framebuffer.texture()->bind(); } vertex_buffer.bind(); glEnableVertexAttribArray(vtxcoord_loc); glVertexAttribPointer(vtxcoord_loc, 2, GL_FLOAT, GL_FALSE, 0, 0); } void Background::unbind() { glDisableVertexAttribArray(vtxcoord_loc); vertex_buffer.unbind(); if (template_rendering) { random_pattern.unbind(); program.unbind(); } else { template_framebuffer.texture()->unbind(); template_program.unbind(); } } void Background::render(RGB color) { activate(); if (!template_rendering) { glUniform4f(color_loc, color.r, color.g, color.b, 1.0); } glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } chromono-1.1.3/src/renderer/levelpreview.cpp0000644000175000017500000000665215125741141017334 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "levelpreview.h" #include "resources.h" #include "opengl_renderer.h" #include "platform.h" LevelPreview::LevelPreview(OpenGLRenderer *renderer) : Renderable() , renderer(renderer) , program(SHADER_PROGRAM(renderer, levelpreview)) , vertex_buffer() , aspect((float)(renderer->m_width) / (float)(renderer->m_height)) , vtxcoord_loc(-1) , texcoord_loc(-1) { /* Aspect ratio must always be >= 1 (portrait->landscape rotation) */ if (aspect < 1.f) { aspect = 1.f / aspect; } vtxcoord_loc = program.attrib("vtxcoord"); texcoord_loc = program.attrib("texcoord"); } LevelPreview::~LevelPreview() { deactivate(); } Framebuffer * LevelPreview::generate(level_func level) { int side = 256; Framebuffer *fb = new Framebuffer(renderer, side, side); // Render level Scene scene; level(&scene); scene.simulate(60); // preroll fb->bind(); renderer->start_offscreen(); renderer->begin(); scene.render(renderer); renderer->finish(); renderer->end_offscreen(); fb->unbind(); return fb; } void LevelPreview::bind() { program.bind(); vertex_buffer.bind(); glEnableVertexAttribArray(vtxcoord_loc); glEnableVertexAttribArray(texcoord_loc); } void LevelPreview::render(Framebuffer *framebuffer, int x, int y, int w, int h) { activate(); framebuffer->texture()->bind(); Texture *texture = framebuffer->texture(); // part of the picture (< 1.0 means zoom) float part = 0.9; float height = part; float width = part / aspect * ((float)(w) / (float)(h)); float xx = (1.0 - width) / 2.0; float yy = (1.0 - height) / 2.0; float x1 = xx * texture->m_subwidth; float y1 = yy * texture->m_subheight; float x2 = (1.0 - xx) * texture->m_subwidth; float y2 = (1.0 - yy) * texture->m_subheight; float vertices[] = { // Vertex coordinates float(x), float(y), float(x+w), float(y), float(x), float(y+h), float(x+w), float(y+h), // Texture coordinates x1, y2, x2, y2, x1, y1, x2, y1, }; vertex_buffer.data(vertices, sizeof(vertices)); glVertexAttribPointer(vtxcoord_loc, 2, GL_FLOAT, GL_FALSE, 0, 0); glVertexAttribPointer(texcoord_loc, 2, GL_FLOAT, GL_FALSE, 0, (void*)(sizeof(float)*2*4)); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); framebuffer->texture()->unbind(); } void LevelPreview::unbind() { glDisableVertexAttribArray(texcoord_loc); glDisableVertexAttribArray(vtxcoord_loc); vertex_buffer.unbind(); program.unbind(); } chromono-1.1.3/src/renderer/spheretemplate.h0000644000175000017500000000327015125741141017303 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_SPHERETEMPLATE_H #define SHADYPOSTPROC_SPHERETEMPLATE_H #include "shadypostproc.h" #include "chromono_opengl.h" #include "shaderprogram.h" #include "vertexbuffer.h" #include "framebuffer.h" #include "renderable.h" class OpenGLRenderer; class SphereTemplate : public Renderable { public: SphereTemplate(OpenGLRenderer *renderer); virtual ~SphereTemplate(); virtual void render_to_texture(Framebuffer *framebuffer); static void get_transform(float size, float *scale, float *offset); virtual void bind(); virtual void unbind(); private: void render(float x, float y, float size); Program program; VertexBuffer vertex_buffer; GLint vtxcoord_loc; GLint center_loc; GLint size_loc; }; #endif /* SHADYPOSTPROC_SPHERETEMPLATE_H */ chromono-1.1.3/src/renderer/shaderprogram.cpp0000644000175000017500000000747715125741141017467 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "shaderprogram.h" #include "opengl_renderer.h" #include "resources_util.h" #include Shader::Shader(enum Shader::Type type, Resource *resource) : m_id(glCreateShader((type==Shader::FRAGMENT)? (GL_FRAGMENT_SHADER):(GL_VERTEX_SHADER))) { ResourceAccess access(resource); std::string source((const char*)access.data(), access.size()); const char *sources[] = { #if defined(USE_OPENGL_ES) "#version 100\n", "precision mediump float;\n", #endif source.c_str(), }; glShaderSource(m_id, sizeof(sources)/sizeof(sources[0]), sources, NULL); glCompileShader(m_id); GLint success = GL_FALSE; glGetShaderiv(m_id, GL_COMPILE_STATUS, &success); if (success != GL_TRUE) { #if defined(USE_DEBUG_PRINTF) GLint size = 0; glGetShaderiv(m_id, GL_INFO_LOG_LENGTH, &size); ++size; char *tmp = new char[size]; memset(tmp, 0, size); glGetShaderInfoLog(m_id, size, NULL, tmp); printf("== %s ==\n%s\n", access.name(), tmp); delete [] tmp; int lineno = 1; #if defined(USE_OPENGL_ES) // For OpenGL ES, we prepend two lines to the shader lineno += 2; #endif char *current_line = (char *)sources[(sizeof(sources)/sizeof(sources[0]))-1]; while (true) { char *next = current_line; while (*next != '\0' && *next != '\n') { next++; } bool done = (*next == '\0'); *next = '\0'; if (strlen(current_line) > 0 || !done) { printf("%3d %s\n", lineno, current_line); } if (done) { break; } current_line = next + 1; lineno++; } printf("\n"); #endif /* defined(USE_DEBUG_PRINTF) */ exit(EXIT_FAILURE); } } Shader::~Shader() { glDeleteShader(m_id); } Program * Program::active = NULL; Program::Program(OpenGLRenderer *renderer, const char *name, Shader *fragment, Shader *vertex) : m_id(glCreateProgram()) , m_name(name) , m_renderer(renderer) , m_fragment(fragment) , m_vertex(vertex) { glAttachShader(m_id, m_fragment->m_id); glAttachShader(m_id, m_vertex->m_id); glLinkProgram(m_id); GLint success = GL_FALSE; glGetProgramiv(m_id, GL_LINK_STATUS, &success); SHADY_ASSERT(success == GL_TRUE); m_renderer->register_program(this); } Program::~Program() { unbind(); delete m_fragment; delete m_vertex; glDeleteProgram(m_id); m_renderer->unregister_program(this); } void Program::bind() { if (active == this) { return; } glUseProgram(m_id); active = this; } void Program::unbind() { if (active != this) { return; } glUseProgram(0); active = NULL; } GLint Program::uniform(const char *name) { return glGetUniformLocation(m_id, name); } GLint Program::attrib(const char *name) { return glGetAttribLocation(m_id, name); } chromono-1.1.3/src/renderer/levelpreview.h0000644000175000017500000000336015125741141016772 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_LEVELPREVIEW_H #define SHADYPOSTPROC_LEVELPREVIEW_H #include "shadypostproc.h" #include "chromono_opengl.h" #include "renderable.h" #include "shaderprogram.h" #include "vertexbuffer.h" #include "framebuffer.h" #include "circle1d.h" class OpenGLRenderer; class LevelPreview : public Renderable { public: LevelPreview(OpenGLRenderer *renderer); virtual ~LevelPreview(); // Render the level preview of "level" to a newly-allocated framebuffer Framebuffer *generate(level_func level); virtual void bind(); void render(Framebuffer *framebuffer, int x, int y, int w, int h); virtual void unbind(); private: OpenGLRenderer *renderer; Program program; VertexBuffer vertex_buffer; float aspect; GLint vtxcoord_loc; GLint texcoord_loc; }; #endif /* SHADYPOSTPROC_LEVELPREVIEW_H */ chromono-1.1.3/src/renderer/line.cpp0000644000175000017500000000732215125741141015545 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "line.h" #include "resources.h" #include Line::Line(OpenGLRenderer *renderer) : Renderable() , program(SHADER_PROGRAM(renderer, line)) , vertex_buffer() , vertex_accumulator() , vtxcoord_loc(-1) , color_loc(-1) { vtxcoord_loc = program.attrib("vtxcoord"); color_loc = program.attrib("color"); vertex_accumulator.add_attrib(vtxcoord_loc, 2); vertex_accumulator.add_attrib(color_loc, 4); } void Line::bind() { program.bind(); vertex_buffer.bind(); vertex_accumulator.enable_arrays(); } void Line::unbind() { vertex_accumulator.disable_arrays(); vertex_buffer.unbind(); program.unbind(); } void Line::render(Joint *j) { float x1 = j->a->pos.x; float y1 = j->a->pos.y; float x2 = j->b->pos.x; float y2 = j->b->pos.y; float ra = j->a->size; float rb = j->b->size; Vec2 a(x1, y1), b(x2, y2); Vec2 a_to_b = b - a; // Move points closer to each other (depending on the radius of the // adjacent object), but let them overlap with the object a little float overlap = 2.0; if (a_to_b.length() < (ra + rb - overlap)) { // Spheres are overlapping - don't draw line return; } a_to_b = a_to_b.normalize(); a += a_to_b * (ra - overlap); b -= a_to_b * (rb - overlap); RGB color(1.0, 1.0, 1.0); if (j->flags & Joint::UNTANGLE) { // Untangle objects re-use the knot color for indicator color color = j->knot_color; } else if (j->flags & Joint::IS_RAIL) { color = RGB(0.3, 0.3, 0.3); } float width = 3.8; float border = 1.0; Vec2 perp(a_to_b.y, -a_to_b.x); Vec2 v[8]; for (int i=0; i<8; i++) { if (i % 2 == 0) { // A side v[i] = a; } else { // B side v[i] = b; } float distance = width / 2.0; if (i < 2 || i > 5) { // Outside (including border) distance += border; } if (i < 4) { // Top v[i] += perp * distance; } else { // Bottom v[i] -= perp * distance; } } float vertices[] = { v[0].x, v[0].y, color.r, color.g, color.b, 0.0, v[1].x, v[1].y, color.r, color.g, color.b, 0.0, v[2].x, v[2].y, color.r, color.g, color.b, 1.0, v[3].x, v[3].y, color.r, color.g, color.b, 1.0, v[4].x, v[4].y, color.r, color.g, color.b, 1.0, v[5].x, v[5].y, color.r, color.g, color.b, 1.0, v[6].x, v[6].y, color.r, color.g, color.b, 0.0, v[7].x, v[7].y, color.r, color.g, color.b, 0.0, }; vertex_accumulator.append_triangle_strip(vertices, 8); } void Line::flush() { activate(); int count = vertex_accumulator.upload(&vertex_buffer); glDrawArrays(GL_TRIANGLES, 0, count); vertex_accumulator.clear(); } Line::~Line() { deactivate(); } chromono-1.1.3/src/renderer/line.h0000644000175000017500000000304115125741141015204 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_LINE_H #define SHADYPOSTPROC_LINE_H #include "shadypostproc.h" #include "chromono_opengl.h" #include "circle1d.h" #include "renderable.h" #include "shaderprogram.h" #include "vertexbuffer.h" #include "vertexaccumulator.h" class OpenGLRenderer; class Line : public Renderable { public: Line(OpenGLRenderer *renderer); virtual ~Line(); virtual void bind(); virtual void unbind(); void render(Joint *j); void flush(); private: Program program; VertexBuffer vertex_buffer; VertexAccumulator vertex_accumulator; GLint vtxcoord_loc; GLint color_loc; }; #endif /* SHADYPOSTPROC_LINE_H */ chromono-1.1.3/src/renderer/effect.cpp0000644000175000017500000000570015125741141016050 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "effect.h" #include "platform.h" #include "opengl_renderer.h" #include "resources.h" Effect::Effect(OpenGLRenderer *renderer) : program(SHADER_PROGRAM(renderer, effect)) , vertex_buffer() , framebuffer() , coord_loc(-1) , subtex_loc(-1) , size_loc(-1) , brightness_loc(-1) { framebuffer[0] = new Framebuffer(renderer, renderer->m_width, renderer->m_height); framebuffer[1] = new Framebuffer(renderer, renderer->m_width, renderer->m_height); coord_loc = program.attrib("coord"); subtex_loc = program.uniform("subtex"); size_loc = program.uniform("size"); brightness_loc = program.uniform("brightness"); program.bind(); glUniform2f(size_loc, (float)renderer->m_width, (float)renderer->m_height); glUniform1f(brightness_loc, 0.0); glUniform1i(program.uniform("portrait"), renderer->m_width < renderer->m_height); glUniform1i(program.uniform("frame_a"), 0); glUniform1i(program.uniform("frame_b"), 1); Texture *texture = framebuffer[0]->texture(); glUniform2f(subtex_loc, texture->m_subwidth, texture->m_subheight); float vertices[] = { 0, 0, 1, 0, 0, 1, 1, 1, }; vertex_buffer.data(vertices, sizeof(vertices), true); } Effect::~Effect() { delete framebuffer[1]; delete framebuffer[0]; deactivate(); } void Effect::begin_capture(enum TransitionFrame frame) { framebuffer[frame]->bind(); } void Effect::end_capture(enum TransitionFrame frame) { framebuffer[frame]->unbind(); } void Effect::bind() { program.bind(); vertex_buffer.bind(); glEnableVertexAttribArray(coord_loc); glVertexAttribPointer(coord_loc, 2, GL_FLOAT, GL_FALSE, 0, 0); framebuffer[0]->texture()->bind(); framebuffer[1]->texture()->bind(1); } void Effect::unbind() { framebuffer[0]->texture()->unbind(); framebuffer[1]->texture()->unbind(1); glDisableVertexAttribArray(coord_loc); vertex_buffer.unbind(); program.unbind(); } void Effect::render(float value) { activate(); glUniform1f(brightness_loc, value); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } chromono-1.1.3/src/renderer/effect.h0000644000175000017500000000333515125741141015517 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_EFFECT_H #define SHADYPOSTPROC_EFFECT_H #include "shadypostproc.h" #include "chromono_opengl.h" #include "framebuffer.h" #include "shaderprogram.h" #include "vertexbuffer.h" #include "renderable.h" class OpenGLRenderer; class Effect : public Renderable { public: Effect(OpenGLRenderer *renderer); virtual ~Effect(); enum TransitionFrame { FRAME_A, FRAME_B, }; void begin_capture(enum TransitionFrame frame); void end_capture(enum TransitionFrame frame); void bind(); void unbind(); void render(float value); private: Program program; VertexBuffer vertex_buffer; Framebuffer *framebuffer[2]; GLint coord_loc; GLint subtex_loc; GLint size_loc; GLint brightness_loc; }; #endif /* SHADYPOSTPROC_EFFECT_H */ chromono-1.1.3/src/renderer/shadow.cpp0000644000175000017500000000531315125741141016101 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "shadow.h" #include "opengl_renderer.h" #include "resources.h" Shadow::Shadow(OpenGLRenderer *renderer) : Renderable() , program(SHADER_PROGRAM(renderer, shadow)) , vertex_buffer() , vertex_accumulator() , vtxcoord_loc(-1) , opacity_loc(-1) { vtxcoord_loc = program.attrib("vtxcoord"); opacity_loc = program.attrib("opacity"); vertex_accumulator.add_attrib(vtxcoord_loc, 2); vertex_accumulator.add_attrib(opacity_loc, 1); } void Shadow::bind() { program.bind(); vertex_buffer.bind(); vertex_accumulator.enable_arrays(); } void Shadow::unbind() { vertex_accumulator.disable_arrays(); vertex_buffer.unbind(); program.unbind(); } void Shadow::render(Vec2 light, Vec2 sphere, float size) { // Distance-based attenuation of shadow intensity float attenuation_start = 400.0; float attenuation_end = 800.0; float opacity = 1.0; float distance = (sphere - light).length(); if (distance > attenuation_end) { // If it's too far away, we do't need to render anything return; } else if (distance > attenuation_start) { opacity = 1.0 - (distance - attenuation_start) / (attenuation_end - attenuation_start); } Vec2 delta = (sphere - light).normalize() * size; delta = Vec2(delta.y, -delta.x); // rotate 90 degrees Vec2 a = sphere + delta; Vec2 b = sphere - delta; Vec2 c = light + (a - light) * Constants::SHADOW_LENGTH; Vec2 d = light + (b - light) * Constants::SHADOW_LENGTH; float vertices[] = { a.x, a.y, opacity, b.x, b.y, opacity, c.x, c.y, 0.0, d.x, d.y, 0.0, }; vertex_accumulator.append_triangle_strip(vertices, 4); } void Shadow::flush() { activate(); int count = vertex_accumulator.upload(&vertex_buffer); glDrawArrays(GL_TRIANGLES, 0, count); vertex_accumulator.clear(); } chromono-1.1.3/src/renderer/shaderprogram.h0000644000175000017500000000427215125741141017122 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_SHADERPROGRAM_H #define SHADYPOSTPROC_SHADERPROGRAM_H #include "shadypostproc.h" #include "chromono_opengl.h" #include "resources_util.h" class OpenGLRenderer; class Shader { public: enum Type { VERTEX, FRAGMENT, }; Shader(enum Type type, Resource *resource); virtual ~Shader(); private: GLuint m_id; friend class Program; }; #define SHADER_PROGRAM(renderer, base) \ Program(renderer, #base, \ new Shader(Shader::VERTEX, RESOURCE(base ## _vsh)), \ new Shader(Shader::FRAGMENT, RESOURCE(base ## _fsh))) class Program { public: Program(OpenGLRenderer *renderer, const char *name, Shader *fragment, Shader *vertex); virtual ~Program(); void bind(); void unbind(); static void unbind_active() { if (active != NULL) { active->unbind(); active = NULL; } } GLint uniform(const char *name); GLint attrib(const char *name); const char * name() { return m_name; } private: static Program *active; GLuint m_id; const char *m_name; OpenGLRenderer *m_renderer; Shader *m_fragment; Shader *m_vertex; }; #endif /* SHADYPOSTPROC_SHADERPROGRAM_H */ chromono-1.1.3/src/renderer/font.h0000644000175000017500000000370615125741141015233 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_FONT_H #define SHADYPOSTPROC_FONT_H #include "shadypostproc.h" #include "chromono_opengl.h" #include "circle1d.h" #include "texture.h" #include "renderable.h" #include "shaderprogram.h" #include "vertexbuffer.h" #include "platform.h" #include class OpenGLRenderer; class FontPriv; class RenderedText; class Font : public Renderable { public: Font(OpenGLRenderer *renderer); virtual ~Font(); void render(RenderedText *text, int x, int y, float scale, float opacity, RGB color); private: void bind(); void unbind(); Program program; VertexBuffer vertex_buffer; FontPriv *priv; GLint vtxcoord_loc; GLint texcoord_loc; GLint transform_loc; GLint color_loc; friend class RenderedText; }; class RenderedText { public: RenderedText(Font *font, const char *text); ~RenderedText(); std::string m_text; float *m_vertices; int m_count; int m_width; int m_height; int m_age; }; #endif /* SHADYPOSTPROC_FONT_H */ chromono-1.1.3/src/renderer/effectoverlay.h0000644000175000017500000000320715125741141017117 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_EFFECTOVERLAY_H #define SHADYPOSTPROC_EFFECTOVERLAY_H #include "shadypostproc.h" #include "chromono_opengl.h" #include "renderable.h" #include "shaderprogram.h" #include "vertexbuffer.h" #include "framebuffer.h" class OpenGLRenderer; class EffectOverlay : public Renderable { public: EffectOverlay(OpenGLRenderer *renderer); virtual ~EffectOverlay(); virtual void prepare(); virtual void bind(); void render(); virtual void unbind(); private: OpenGLRenderer *renderer; Program program; VertexBuffer vertex_buffer; Framebuffer template_framebuffer; Program template_program; bool template_rendering; GLint vtxcoord_loc; }; #endif /* SHADYPOSTPROC_EFFECTOVERLAY_H */ chromono-1.1.3/src/renderer/decal.cpp0000644000175000017500000000666415125741141015676 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "decal.h" #include "opengl_renderer.h" #include "resources.h" #include "resources_util.h" #include "circle1d.h" static struct { int w, h; } decal_texture_size = { 1024, 512 }; static struct { int x, y, w, h; } decal_map[Circle1D::DECALS_COUNT] = { /* INTRO_ARROW */ {0, 202, 240, 131}, /* UNTANGLE */ {0, 0, 300, 202}, /* ON_OFF */ {396, 202, 150, 71}, /* COLOR_LEFT */ {300, 119, 212, 69}, /* COLOR_RIGHT */ {240, 202, 156, 73}, /* PENDULUM */ {300, 0, 333, 119}, /* EASTEREGG */ {633, 0, 250, 119}, }; Decal::Decal(OpenGLRenderer *renderer) : Renderable() , program(SHADER_PROGRAM(renderer, decal)) , vertex_buffer() , texture() , vtxcoord_loc(-1) , texcoord_loc(-1) , opacity_loc(-1) { prepare(); } void Decal::prepare() { ResourceAccess rgb(RESOURCE(decals_rgb)); texture.setalpha(decal_texture_size.w, decal_texture_size.h, rgb.data()); vtxcoord_loc = program.attrib("vtxcoord"); texcoord_loc = program.attrib("texcoord"); opacity_loc = program.uniform("opacity"); } Decal::~Decal() { deactivate(); } void Decal::bind() { program.bind(); texture.bind(); vertex_buffer.bind(); glEnableVertexAttribArray(vtxcoord_loc); glVertexAttribPointer(vtxcoord_loc, 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(texcoord_loc); glVertexAttribPointer(texcoord_loc, 2, GL_FLOAT, GL_FALSE, 0, (void*)(2*4*sizeof(float))); } void Decal::unbind() { glDisableVertexAttribArray(vtxcoord_loc); glDisableVertexAttribArray(texcoord_loc); vertex_buffer.unbind(); texture.unbind(); program.unbind(); } void Decal::render(enum Circle1D::Decal decal, float x, float y, float rotation, float scale, float opacity) { activate(); float tx = (float)(decal_map[decal].x) / (float)(decal_texture_size.w); float ty = (float)(decal_map[decal].y) / (float)(decal_texture_size.h); float tw = (float)(decal_map[decal].w) / (float)(decal_texture_size.w); float th = (float)(decal_map[decal].h) / (float)(decal_texture_size.h); float vw = decal_map[decal].w * scale; float vh = decal_map[decal].h * scale; float vx = x - vw / 2.; float vy = y - vh / 2.; float vertices[] = { /* vtxcoords */ vx, vy, vx+vw, vy, vx, vy+vh, vx+vw, vy+vh, /* texcoord */ tx, ty, tx+tw, ty, tx, ty+th, tx+tw, ty+th, }; Vec2(x, y).rotate_around(rotation, vertices, 4); vertex_buffer.data(vertices, sizeof(vertices)); glUniform1f(opacity_loc, opacity); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } chromono-1.1.3/src/renderer/opengl_renderer.cpp0000644000175000017500000003253015125741141017767 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "opengl_renderer.h" #include "constants.h" #include "util.h" #include "game.h" #include // Should be in line with "enum FontSize" in circle1d/renderer.h static const float FONT_SIZE_FACTORS[] = { 0.5, 0.75, 0.9, 1.0, 0.3, }; class LateInitializeTask : public LoadingTask { public: LateInitializeTask(OpenGLRenderer *renderer, int phase) : LoadingTask() , renderer(renderer) , phase(phase) { } virtual void loading_task_run() { renderer->late_initialize(phase); } private: OpenGLRenderer *renderer; int phase; }; class LevelLoadingTask : public LoadingTask { public: LevelLoadingTask(LevelPreview **level_preview, LevelManager *level_manager, std::vector *previews, int level) : LoadingTask() , level_preview(level_preview) , level_manager(level_manager) , previews(previews) , level(level) { } virtual void loading_task_run() { level_func lv = level_manager->get(level)->constructor; Framebuffer *fb = (*level_preview)->generate(lv); previews->push_back(fb); } private: LevelPreview **level_preview; LevelManager *level_manager; std::vector *previews; int level; }; OpenGLRenderer::OpenGLRenderer(Game *game, int width, int height) : m_game(game) , m_rotation_enabled(true) , m_projection(width, height) , m_width(width) , m_height(height) , m_programs() , m_programs_time() , m_projection_mat(m_projection.matrix(true)) , m_nprojection_mat(m_projection.matrix(false)) , m_loading_tasks() , m_loading_tasks_total(0) , m_loading(this) , m_sphere(NULL) , m_line(NULL) , m_effect(NULL) , m_font(NULL) , m_page_indicator(NULL) , m_effect_overlay(NULL) , m_background(NULL) , m_icons(NULL) , m_decal(NULL) , m_shadow(NULL) , m_level_preview(NULL) , m_cached_screen(NULL) , m_previews() , m_rendered_texts() , m_cached() , m_cached_current_fb(NULL) , m_is_offscreen(false) , m_old_rotation_enabled(false) { game->set_offset(Vec2(m_projection.offset().x, m_projection.offset().y)); /* Enqueue late-initialization tasks */ for (int i=0; i<=11; i++) { m_loading_tasks.push_back(new LateInitializeTask(this, i)); } m_loading_tasks_total = m_loading_tasks.size(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glViewport(0, 0, m_width, m_height); glClearColor(0., 0., 0., 0.); } OpenGLRenderer::~OpenGLRenderer() { Renderable::unbind_active(); Program::unbind_active(); std::vector::iterator it; for (it=m_previews.begin(); it != m_previews.end(); ++it) { delete (*it); } std::list::iterator it2; for (it2=m_rendered_texts.begin(); it2 != m_rendered_texts.end(); ++it2) { delete (*it2); } delete m_cached_screen; delete m_level_preview; delete m_shadow; delete m_decal; delete m_icons; delete m_background; delete m_effect_overlay; delete m_page_indicator; delete m_font; delete m_effect; delete m_line; delete m_sphere; } void OpenGLRenderer::late_initialize(int phase) { switch (phase) { case 0: m_sphere = new Sphere(this); break; case 1: m_line = new Line(this); break; case 2: m_effect = new Effect(this); break; case 3: m_font = new Font(this); break; case 4: m_page_indicator = new PageIndicator(this); break; case 5: m_effect_overlay = new EffectOverlay(this); break; case 6: m_background = new Background(this); break; case 7: m_icons = new Icons(this); break; case 8: m_decal = new Decal(this); break; case 9: m_shadow = new Shadow(this); break; case 10: m_level_preview = new LevelPreview(this); break; case 11: m_cached_screen = new CachedScreen(this); break; default: SHADY_ASSERT(0); break; } } bool OpenGLRenderer::ready() { if (Constants::RENDERED_LEVEL_PREVIEWS && !m_previews.size()) { LevelManager *level_manager = m_game->get_level_manager(); int levels = level_manager->count(); for (int i=0; i 0 && m_loading_tasks.size()) { LoadingTask *task = m_loading_tasks.front(); m_loading_tasks.pop_front(); task->loading_task_run(); delete task; tasks_left--; } // Display current loading progress on-screen glClear(GL_COLOR_BUFFER_BIT); m_loading.render(1.0 - (float)(m_loading_tasks.size()) / (float)(m_loading_tasks_total)); if (!m_loading_tasks.size()) { m_loading_tasks_total = 0; } return false; } return true; } void OpenGLRenderer::begin() { /* Update time uniform float in all shader programs */ float time_now = (float)(Util::ticks())/1000.f; std::list< std::pair >::iterator it; for (it=m_programs_time.begin(); it != m_programs_time.end(); ++it) { Program *program = (*it).first; GLint time_loc = (*it).second; program->bind(); glUniform1f(time_loc, time_now); } Program::unbind_active(); glClear(GL_COLOR_BUFFER_BIT); } void OpenGLRenderer::background(RGB color) { m_background->render(color); } void OpenGLRenderer::circle(Object *o) { m_sphere->render(o); } void OpenGLRenderer::flush_circles() { m_sphere->flush(); } void OpenGLRenderer::line(Joint *j) { m_line->render(j); } void OpenGLRenderer::flush_lines() { m_line->flush(); } void OpenGLRenderer::overlay() { m_effect_overlay->render(); } void OpenGLRenderer::transition(float value) { m_effect->render(value); } void OpenGLRenderer::finish() { // After finishing rendering, clean up by // unbinding all active renderables Renderable::unbind_active(); } void OpenGLRenderer::page_indicator(int x, int y, int page, int pages) { m_page_indicator->render(x, y, page, pages); } void OpenGLRenderer::icon(enum Icons::Icon icon, int x, int y, int w, int h, RGB color, float opacity, float rotation) { m_icons->render(icon, x, y, w, h, color, opacity, rotation); } RenderedText * OpenGLRenderer::get_rendered_text(const char *text) { std::list::iterator it; for (it=m_rendered_texts.begin(); it != m_rendered_texts.end(); ++it) { RenderedText *rendered_text = *it; if (strcmp(text, rendered_text->m_text.c_str()) == 0) { rendered_text->m_age = 0; return rendered_text; } } RenderedText *result = new RenderedText(m_font, text); m_rendered_texts.push_back(result); return result; } void OpenGLRenderer::text_measure(const char *text, float *width, float *height, enum FontSize size) { if (*text == '\0') { *width = *height = 0; return; } RenderedText *rendered_text = get_rendered_text(text); *width = (float)rendered_text->m_width * FONT_SIZE_FACTORS[size]; *height = (float)rendered_text->m_height * FONT_SIZE_FACTORS[size]; } void OpenGLRenderer::text_render(const char *text, float x, float y, enum FontSize size, float opacity, RGB color) { if (*text == '\0') { return; } RenderedText *rendered_text = get_rendered_text(text); m_font->render(rendered_text, x, y, FONT_SIZE_FACTORS[size], opacity, color); } void OpenGLRenderer::text_gc() { // Free cached rendered text that hasn't been used for a while std::list::iterator it; for (it=m_rendered_texts.begin(); it != m_rendered_texts.end(); ++it) { RenderedText *rendered_text = *it; rendered_text->m_age++; if (rendered_text->m_age == Constants::RENDERED_TEXT_CACHE_GC_FRAMES) { delete rendered_text; it = m_rendered_texts.erase(it); } } } void OpenGLRenderer::decal(int decal, int x, int y, float opacity) { m_decal->render((enum Circle1D::Decal)decal, x, y, 0.0, 1.0, opacity); } void OpenGLRenderer::decal(int decal, float x, float y, float rotation, float scale, float opacity) { m_decal->render((enum Circle1D::Decal)decal, x, y, rotation, scale, opacity); } void OpenGLRenderer::shadow(Vec2 light, Vec2 sphere, float size) { m_shadow->render(light, sphere, size); } void OpenGLRenderer::flush_shadows() { m_shadow->flush(); } void OpenGLRenderer::register_program(Program *program) { m_programs.push_back(program); program->bind(); /* Projection matrix */ GLint projection_loc = program->uniform("projection"); if (projection_loc != -1) { glUniformMatrix4fv(projection_loc, 1, GL_FALSE, m_rotation_enabled?m_projection_mat.m:m_nprojection_mat.m); } /* Some programs need time for animation */ GLint time_loc = program->uniform("time"); if (time_loc != -1) { m_programs_time.push_back(std::make_pair(program, time_loc)); } program->unbind(); } void OpenGLRenderer::set_rotation_enabled(bool enabled) { if (m_rotation_enabled != enabled) { std::list::iterator it; for (it=m_programs.begin(); it != m_programs.end(); ++it) { Program *program = *it; /* Projection matrix (for texture rendering, without rotation) */ GLint projection_loc = program->uniform("projection"); if (projection_loc != -1) { program->bind(); glUniformMatrix4fv(projection_loc, 1, GL_FALSE, enabled?m_projection_mat.m:m_nprojection_mat.m); program->unbind(); } } m_rotation_enabled = enabled; } } void OpenGLRenderer::unregister_program(Program *program) { m_programs.remove(program); std::list< std::pair >::iterator it; for (it=m_programs_time.begin(); it != m_programs_time.end(); ++it) { Program *it_program = (*it).first; if (program == it_program) { it = m_programs_time.erase(it); } } } void OpenGLRenderer::level_preview(int level, float x, float y, float w, float h) { if (Constants::RENDERED_LEVEL_PREVIEWS) { m_level_preview->render(m_previews[level], x, y, w, h); } } void OpenGLRenderer::prepare_cached(void *handle, size_t len, render_cached_func_t render_cached, void *user_data) { if (begin_cached(handle, len)) { render_cached(this, handle, user_data); end_cached(); } } bool OpenGLRenderer::begin_cached(void *handle, size_t len) { std::list< std::pair >::iterator it; for (it=m_cached.begin(); it != m_cached.end(); ++it) { ChangeWatch *watch = (*it).first; if (watch->is(handle, len)) { if (watch->needs_update()) { m_cached_current_fb = (*it).second; m_cached_current_fb->bind(); start_offscreen(false); begin(); return true; } else { return false; } } } m_cached_current_fb = new Framebuffer(this, m_width, m_height); m_cached.push_back(std::pair(new ChangeWatch(handle, len), m_cached_current_fb)); m_cached_current_fb->bind(); start_offscreen(false); begin(); return true; } void OpenGLRenderer::end_cached() { finish(); end_offscreen(); m_cached_current_fb->unbind(); m_cached_current_fb = NULL; } void OpenGLRenderer::draw_cached(void *handle, size_t len, Vec2 offset_world) { std::list< std::pair >::iterator it; for (it=m_cached.begin(); it != m_cached.end(); ++it) { ChangeWatch *watch = (*it).first; if (watch->is(handle, len)) { Framebuffer *fb = (*it).second; offset_world.x /= Constants::WORLD_WIDTH; offset_world.y /= Constants::WORLD_HEIGHT; m_cached_screen->render(fb->texture(), false, offset_world); return; } } SHADY_DEBUG_PRINTF("draw_cached called on unknown handle: %p\n", handle); } chromono-1.1.3/src/renderer/cachedscreen.cpp0000644000175000017500000000441115125741141017221 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "cachedscreen.h" #include "opengl_renderer.h" #include "resources.h" CachedScreen::CachedScreen(OpenGLRenderer *renderer) : program(SHADER_PROGRAM(renderer, cachedscreen)) , vertex_buffer() , vtxcoord_loc(-1) , offset_loc(-1) , subsize_loc(-1) , rotated_loc(-1) { vtxcoord_loc = program.attrib("vtxcoord"); offset_loc = program.uniform("offset"); subsize_loc = program.uniform("subsize"); rotated_loc = program.uniform("rotated"); float vertices[] = { -1, -1, -1, 1, 1, -1, 1, 1, }; vertex_buffer.data(vertices, sizeof(vertices), true); } CachedScreen::~CachedScreen() { deactivate(); } void CachedScreen::bind() { program.bind(); vertex_buffer.bind(); glEnableVertexAttribArray(vtxcoord_loc); glVertexAttribPointer(vtxcoord_loc, 2, GL_FLOAT, GL_FALSE, 0, 0); } void CachedScreen::unbind() { glDisableVertexAttribArray(vtxcoord_loc); vertex_buffer.unbind(); program.unbind(); } void CachedScreen::render(Texture *texture, bool rotated, Vec2 offset) { activate(); if (rotated) { glUniform2f(offset_loc, offset.y, -offset.x); } else { glUniform2f(offset_loc, offset.x, offset.y); } glUniform2f(subsize_loc, texture->m_subwidth, texture->m_subheight); glUniform1i(rotated_loc, rotated); texture->bind(); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); texture->unbind(); } chromono-1.1.3/src/renderer/loading.h0000644000175000017500000000275715125741141015707 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_LOADING_H #define SHADYPOSTPROC_LOADING_H #include "shadypostproc.h" #include "chromono_opengl.h" #include "circle1d.h" #include "renderable.h" #include "shaderprogram.h" #include "vertexbuffer.h" class OpenGLRenderer; class Loading : public Renderable { public: Loading(OpenGLRenderer *renderer); virtual ~Loading(); virtual void bind(); virtual void unbind(); void render(float percentage); private: Program program; VertexBuffer vertex_buffer; GLint vtxcoord_loc; GLint color_loc; int counter; }; #endif /* SHADYPOSTPROC_LOADING_H */ chromono-1.1.3/src/renderer/effectoverlay.cpp0000644000175000017500000000600015125741141017444 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "effectoverlay.h" #include "opengl_renderer.h" #include "texture.h" #include "resources.h" EffectOverlay::EffectOverlay(OpenGLRenderer *renderer) : Renderable() , renderer(renderer) , program(SHADER_PROGRAM(renderer, effectoverlay)) , vertex_buffer() , template_framebuffer(renderer, renderer->m_width, renderer->m_height) , template_program(SHADER_PROGRAM(renderer, effectoverlaytemplate)) , template_rendering(true) , vtxcoord_loc(-1) { prepare(); } void EffectOverlay::prepare() { float vertices[] = { 0, 0, 1, 0, 0, 1, 1, 1, }; vertex_buffer.data(vertices, sizeof(vertices), true); // Prepare the template program vtxcoord_loc = template_program.attrib("vtxcoord"); template_program.bind(); glUniform2f(template_program.uniform("subtex"), template_framebuffer.texture()->m_subwidth, template_framebuffer.texture()->m_subheight); glUniform1i(template_program.uniform("portrait"), renderer->m_width < renderer->m_height); template_program.unbind(); template_framebuffer.bind(); activate(); render(); deactivate(); template_framebuffer.unbind(); template_rendering = false; // Prepare the normal program vtxcoord_loc = program.attrib("vtxcoord"); program.bind(); glUniform2f(program.uniform("subtex"), template_framebuffer.texture()->m_subwidth, template_framebuffer.texture()->m_subheight); program.unbind(); } EffectOverlay::~EffectOverlay() { deactivate(); } void EffectOverlay::bind() { if (template_rendering) { template_program.bind(); } else { program.bind(); template_framebuffer.texture()->bind(); } vertex_buffer.bind(); glEnableVertexAttribArray(vtxcoord_loc); glVertexAttribPointer(vtxcoord_loc, 2, GL_FLOAT, GL_FALSE, 0, 0); } void EffectOverlay::unbind() { glDisableVertexAttribArray(vtxcoord_loc); vertex_buffer.unbind(); if (!template_rendering) { template_framebuffer.texture()->unbind(); } } void EffectOverlay::render() { activate(); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } chromono-1.1.3/src/renderer/vertexbuffer.cpp0000644000175000017500000000315015125741141017320 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "vertexbuffer.h" VertexBuffer * VertexBuffer::active = NULL; VertexBuffer::VertexBuffer() : m_id(0) { glGenBuffers(1, &m_id); } VertexBuffer::~VertexBuffer() { glDeleteBuffers(1, &m_id); } void VertexBuffer::bind() { if (active != this) { glBindBuffer(GL_ARRAY_BUFFER, m_id); active = this; } } void VertexBuffer::unbind() { glBindBuffer(GL_ARRAY_BUFFER, 0); active = NULL; } void VertexBuffer::data(float *data, size_t size, bool is_static) { VertexBuffer *old_active = active; bind(); glBufferData(GL_ARRAY_BUFFER, size, data, is_static?GL_STATIC_DRAW:GL_STREAM_DRAW); if (old_active == NULL) { unbind(); } else if (old_active != this) { old_active->bind(); } } chromono-1.1.3/src/renderer/icons.h0000644000175000017500000000365315125741141015401 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_ICONS_H #define SHADYPOSTPROC_ICONS_H #include "shadypostproc.h" #include "chromono_opengl.h" #include "circle1d.h" #include "renderable.h" #include "shaderprogram.h" #include "vertexbuffer.h" #include "framebuffer.h" #include "texture.h" class OpenGLRenderer; class Icons : public Renderable { public: Icons(OpenGLRenderer *renderer); virtual ~Icons(); virtual void prepare(); virtual void bind(); virtual void unbind(); enum Icon { ABOUT = 0, GRID = 1, LOCK = 2, RESTART = 3, OPTIONS = 4, STAR = 5, BACK = 6, PAUSE = 7, PLAY = 8, NONE = 9, }; void render(enum Icon icon, int x, int y, int w, int h, RGB color, float opacity, float rotation); private: Program program; VertexBuffer vertex_buffer; Texture texture; GLint vtxcoord_loc; GLint texcoord_loc; GLint color_loc; }; #endif /* SHADYPOSTPROC_ICONS_H */ chromono-1.1.3/src/renderer/renderable.h0000644000175000017500000000306515125741141016366 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_RENDERABLE_H #define SHADYPOSTPROC_RENDERABLE_H #include "shadypostproc.h" #include "chromono_opengl.h" class Renderable { public: Renderable() {} virtual ~Renderable(); // By default, a renderable has no preparation steps virtual void prepare() {} void activate(); void deactivate(); bool is_active() { return active == this; } static void unbind_active() { if (active != NULL) { active->deactivate(); } } protected: virtual void bind() = 0; virtual void unbind() = 0; private: static Renderable *active; }; #endif /* SHADYPOSTPROC_RENDERABLE_H */ chromono-1.1.3/src/wii/0000755000175000017500000000000015125741150013070 5ustar thpthpchromono-1.1.3/src/wii/opengx_shaders.cpp0000644000175000017500000020506015125741141016610 0ustar thpthp#include "opengx_shaders.h" #define GL_GLEXT_PROTOTYPES #include #include #include #include #include #include #include #include static const uint32_t s_hash_loading = 0x3c0a04dd; static const uint32_t s_hash_spheredefault = 0x48ee46db; static const uint32_t s_hash_spheretemplate = 0xf56bd8f0; static const uint32_t s_hash_line = 0x3a114bc7; static const uint32_t s_hash_effect = 0x5aec570a; static const uint32_t s_hash_font = 0x00b80591; static const uint32_t s_hash_pageindicator = 0xfbba48b3; static const uint32_t s_hash_effect_overlay = 0x3c996b1b; static const uint32_t s_hash_effect_overlay_template = 0x8acf8703; static const uint32_t s_hash_background = 0xf5e0a345; static const uint32_t s_hash_background_template = 0x64221bbd; static const uint32_t s_hash_icons = 0x8c3b995f; static const uint32_t s_hash_icons_fsh = 0x3588f7f6; static const uint32_t s_hash_decal = 0x8c3b995f; static const uint32_t s_hash_decal_fsh = 0x8b8cf157; static const uint32_t s_hash_shadow = 0x868fd390; static const uint32_t s_hash_level_preview = 0x8c3b995f; static const uint32_t s_hash_cached_screen = 0x8618793a; static uint8_t s_func_1D_texels[256] ATTRIBUTE_ALIGN(32); static inline GXColor gxcol_new_fv(const float *components) { GXColor c = { (u8)(components[0] * 255.0f), (u8)(components[1] * 255.0f), (u8)(components[2] * 255.0f), (u8)(components[3] * 255.0f) }; return c; } static void prepare_I8_texture(uint8_t *dst, const uint8_t *texels, int w, int h) { int n_blocks_x = (w + 7) / 8; int n_blocks_y = (h + 3) / 4; /* This code assumes that the texels array size is a multiple of 32 */ for (int block_y = 0; block_y < n_blocks_y; block_y++) { const uint8_t *block_row = texels + block_y * n_blocks_x * 32; for (int block_x = 0; block_x < n_blocks_x; block_x++) { for (int y = 0; y < 4; y++) { memcpy(dst, block_row + w * y + block_x * 8, 8); dst += 8; } } } } static void set_pixel_to_texture_ARGB(uint8_t *dst, GXColor color, int x, int y, int w) { /* Code adapted from SDL2's libogc port */ int16_t tex_pitch = (w + 3) / 4 * 4; u32 offset = (((y >> 2) << 4) * tex_pitch) + ((x >> 2) << 6) + (((y % 4 << 2) + x % 4) << 1); dst[offset] = color.a; dst[offset + 1] = color.r; dst[offset + 32] = color.g; dst[offset + 33] = color.b; } static void set_pixel_to_texture_I8(uint8_t *dst, uint8_t color, int x, int y, int w) { /* Code adapted from SDL2's libogc port */ int16_t tex_pitch = (w + 7) / 8 * 8; u32 offset = ((y & ~3) * tex_pitch) + ((x & ~7) << 2) + ((y & 3) << 3) + (x & 7); dst[offset] = color; } static float smoothstep(float edge0, float edge1, float x) { float t = std::clamp((x - edge0) / (edge1 - edge0), 0.0f, 1.0f); return t * t * (3.0f - 2.0f * t); } static float length(float v_x, float v_y) { return sqrtf(v_x * v_x + v_y * v_y); } static void setup_projection(GLuint program, GLint projection_loc) { float m[16]; glGetUniformfv(program, projection_loc, m); /* The vertex shader receives the transposed matrix and to compensate that it computes * gl_Position as vector * matrix (instead of the usual matrix * vector). * We also need to compensate for this, so let's treat the matrix as if it * were a GX matrix (which is transposed in regard to OpenGL). */ ogx_shader_set_projection_gx(reinterpret_cast(*m)); } static void setup_matrices_identity_proj(GLuint program, void *user_data) { Mtx44 m; guMtx44Identity(m); ogx_shader_set_projection_gx(m); } struct ShaderLoading { GLint projection_loc; GLint color_loc; }; static void setup_draw_loading(GLuint program, const OgxDrawData *draw_data, void *user_data) { auto *data = static_cast(user_data); setup_projection(program, data->projection_loc); GX_SetCurrentMtx(GX_IDENTITY); float colorf[4]; glGetUniformfv(program, data->color_loc, colorf); uint8_t stage = GX_TEVSTAGE0 + ogx_gpu_resources->tevstage_first++; GXColor color = gxcol_new_fv(colorf); GX_SetNumChans(1); GX_SetChanMatColor(GX_COLOR0A0, color); GX_SetChanCtrl(GX_COLOR0A0, GX_DISABLE, GX_SRC_REG, GX_SRC_REG, 0, GX_DF_NONE, GX_AF_NONE); GX_SetTevOrder(stage, GX_TEXCOORDNULL, GX_TEXMAP_NULL, GX_COLOR0A0); GX_SetTevOp(stage, GX_PASSCLR); } struct ShaderSphereDefault { GLint projection_loc; GLint sampler_loc; uint8_t first_stage; }; static void setup_draw_sphere_default(GLuint program, const OgxDrawData *draw_data, void *user_data) { auto *data = static_cast(user_data); setup_projection(program, data->projection_loc); GX_SetCurrentMtx(GX_IDENTITY); GLint texture_unit; glGetUniformiv(program, data->sampler_loc, &texture_unit); uint8_t tex_map = GX_TEXMAP0 + ogx_gpu_resources->texmap_first++; uint8_t tex_coord = GX_TEXCOORD0 + ogx_gpu_resources->texcoord_first++; uint8_t tex_mtx = GX_TEXMTX0 + ogx_gpu_resources->texmtx_first++ * 3; uint8_t stage = GX_TEVSTAGE0 + ogx_gpu_resources->tevstage_first++; data->first_stage = stage; /* For the cleanup function */ GXTexObj *texture = ogx_shader_get_texobj(texture_unit); GX_LoadTexObj(texture, tex_map); /* We would really like to use an identity matrix, but unfortunately * (rounding issues?) the subtexture includes a row of texels from the * sphere at the left. This results in dark pixels drawn on the bottom left * of the sphere. */ Mtx texm; guMtxIdentity(texm); texm[0][3] = 0.0005f; /* translate to the right */ GX_LoadTexMtxImm(texm, tex_mtx, GX_MTX2x4); GX_SetTexCoordGen(tex_coord, GX_TG_MTX2x4, GX_TG_TEX0, tex_mtx); GX_SetNumChans(2); GX_SetChanCtrl(GX_COLOR0A0, GX_DISABLE, GX_SRC_REG, GX_SRC_VTX, 0, GX_DF_CLAMP, GX_AF_NONE); GX_SetChanCtrl(GX_COLOR1A1, GX_DISABLE, GX_SRC_REG, GX_SRC_VTX, 0, GX_DF_CLAMP, GX_AF_NONE); /* The default configuration fits us well: * GX_TEV_SWAP1 maps r to rgb (rrr), * GX_TEV_SWAP2 maps g to rgb (ggg), * GX_TEV_SWAP3 maps b to rgb (bbb) */ GX_SetTevSwapMode(stage, GX_TEV_SWAP0, GX_TEV_SWAP2); // In data: c: Texture Color b: raster value, Operation: b*c GX_SetTevColorIn(stage, GX_CC_ZERO, GX_CC_RASC, GX_CC_TEXC, GX_CC_ZERO); GX_SetTevAlphaIn(stage, GX_CA_ZERO, GX_CA_RASA, GX_CA_TEXA, GX_CA_ZERO); GX_SetTevColorOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); GX_SetTevAlphaOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); GX_SetTevOrder(stage, tex_coord, tex_map, GX_COLOR0A0); /* Second stage for the desired color */ stage = GX_TEVSTAGE0 + ogx_gpu_resources->tevstage_first++; GX_SetTevSwapMode(stage, GX_TEV_SWAP0, GX_TEV_SWAP1); GX_SetTevColorIn(stage, GX_CC_ZERO, GX_CC_RASC, GX_CC_TEXC, GX_CC_CPREV); GX_SetTevAlphaIn(stage, GX_CA_ZERO, GX_CA_RASA, GX_CA_TEXA, GX_CA_APREV); GX_SetTevColorOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); GX_SetTevAlphaOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); GX_SetTevOrder(stage, tex_coord, tex_map, GX_COLOR1A1); /* Third stage for the shadow */ stage = GX_TEVSTAGE0 + ogx_gpu_resources->tevstage_first++; GX_SetTevSwapMode(stage, GX_TEV_SWAP0, GX_TEV_SWAP3); GX_SetTevColorIn(stage, GX_CC_TEXC, GX_CC_ZERO, GX_CC_ZERO, GX_CC_CPREV); GX_SetTevAlphaIn(stage, GX_CA_TEXA, GX_CA_ZERO, GX_CA_ZERO, GX_CA_APREV); GX_SetTevColorOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); GX_SetTevAlphaOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); GX_SetTevOrder(stage, tex_coord, tex_map, GX_COLORNULL); } static void draw_done_sphere_default(GLuint program, void *user_data) { auto *data = static_cast(user_data); GX_SetTevSwapMode(data->first_stage, GX_TEV_SWAP0, GX_TEV_SWAP0); GX_SetTevSwapMode(data->first_stage + 1, GX_TEV_SWAP0, GX_TEV_SWAP0); GX_SetTevSwapMode(data->first_stage + 2, GX_TEV_SWAP0, GX_TEV_SWAP0); //GX_DrawDone(); } struct ShaderSphereTemplate { GLint framebuffer_size_loc; GLint center_loc; GLint size_loc; uint8_t *texels; }; static inline GXColor fragment_sphere_template(int x, int y, int size) { /* We are translating spheretemplate.fsh into C code */ // Distance of this point to the center int center = size; float dist = length(x - center, y - center); // Shadow effect float shadow_border = 0.005 * size; float center_plus_border = center + shadow_border; float shadow_dist = length(x - center_plus_border, y - center_plus_border); // Distance of this point to the highlight center float highlight = length(x - (center - 0.2 * size), y - (center - 0.2 * size)); // Border width for antialiased sphere border float border = 2.7; // Alpha value determines the shape of the sphere float base_color = smoothstep(size, size - border, dist); float color[4] = { base_color, base_color, base_color, base_color }; if (shadow_dist < dist) { color[3] += smoothstep(size - shadow_border, size - border, shadow_dist); } // Intensity of highlight float intensity = 0.15; highlight = smoothstep(size, size / 2, highlight); // Color is based on original color + highlight effect color[2] *= intensity * highlight; float mixer = smoothstep(size / 2, size / 2 - border, dist); color[0] *= mixer; color[1] *= (1.0 - mixer); return gxcol_new_fv(color); } static void setup_draw_sphere_template(GLuint program, const OgxDrawData *draw_data, void *user_data) { auto *data = static_cast(user_data); float center[2]; glGetUniformfv(program, data->center_loc, center); float framebuffer_size[2]; glGetUniformfv(program, data->framebuffer_size_loc, framebuffer_size); float size_f; glGetUniformfv(program, data->size_loc, &size_f); int size = size_f; /* For x and y, we have: * x = 2.0 * center.x / framebuffer_size.x * + 2.0 * vtx.x * size / framebuffer_size.x * - 1.0 */ float translation_x = 2.0f * center[0] / framebuffer_size[0] - 1.0f; float translation_y = 2.0f * center[1] / framebuffer_size[1] - 1.0f; float scale_x = 2.0 * size / framebuffer_size[0]; float scale_y = 2.0 * size / framebuffer_size[1]; Mtx mv; guMtxIdentity(mv); mv[0][0] = scale_x; mv[1][1] = scale_y; mv[2][2] = 0.0f; mv[0][3] = translation_x; mv[1][3] = translation_y; ogx_shader_set_modelview_gx(mv); uint8_t stage = GX_TEVSTAGE0 + ogx_gpu_resources->tevstage_first++; uint8_t tex_map = GX_TEXMAP0 + ogx_gpu_resources->texmap_first++; uint8_t tex_coord = GX_TEXCOORD0 + ogx_gpu_resources->texcoord_first++; uint8_t tex_mtx = GX_TEXMTX0 + ogx_gpu_resources->texmtx_first++ * 3; /* The fragment shader is very complicated, let's draw it over a texture */ GXTexObj texture; uint8_t format = GX_TF_RGBA8; int texside = size * 2; uint32_t texture_size = GX_GetTexBufferSize(texside, texside, format, GX_FALSE, 0); /* TODO: free this memory */ data->texels = new(std::align_val_t{ 32 }) uint8_t[texture_size]; for (int x = 0; x < texside; x++) { for (int y = 0; y < texside; y++) { GXColor texel = fragment_sphere_template(x, y, size); set_pixel_to_texture_ARGB(data->texels, texel, x, y, texside); } } DCFlushRange(data->texels, texture_size); GX_InvalidateTexAll(); GX_InitTexObj(&texture, data->texels, texside, texside, format, GX_CLAMP, GX_CLAMP, 0); GX_InitTexObjLOD(&texture, GX_NEAR, GX_NEAR, 0.0F, 0.0F, 0.0F, GX_FALSE, GX_FALSE, GX_ANISO_1); GX_LoadTexObj(&texture, tex_map); /* Position coordinates are for a square [-1,-1]x[1,1], therefore we use a * matrix to transform them to [0,0]x[1,1] */ Mtx texm; guMtxIdentity(texm); texm[0][0] = texm[1][1] = 0.5f; /* scale */ texm[0][3] = texm[1][3] = 0.5f; /* translation */ GX_LoadTexMtxImm(texm, tex_mtx, GX_MTX2x4); GX_SetTexCoordGen(tex_coord, GX_TG_MTX2x4, GX_TG_POS, tex_mtx); GX_SetTevOrder(stage, tex_coord, tex_map, GX_COLORNULL); GX_SetNumChans(0); GX_SetTevOp(stage, GX_REPLACE); } struct ShaderEffect { GLint subtex_loc; GLint brightness_loc; GLint frame_a_loc; GLint frame_b_loc; }; static void setup_draw_effect(GLuint program, const OgxDrawData *draw_data, void *user_data) { auto *data = static_cast(user_data); float subtex[2]; glGetUniformfv(program, data->subtex_loc, subtex); float brightness; glGetUniformfv(program, data->brightness_loc, &brightness); GLint texture_unit_a, texture_unit_b; glGetUniformiv(program, data->frame_a_loc, &texture_unit_a); glGetUniformiv(program, data->frame_b_loc, &texture_unit_b); uint8_t tex_map_a = GX_TEXMAP0 + ogx_gpu_resources->texmap_first++; uint8_t tex_map_b = GX_TEXMAP0 + ogx_gpu_resources->texmap_first++; uint8_t tex_coord = GX_TEXCOORD0 + ogx_gpu_resources->texcoord_first++; GXTexObj *texture_a = ogx_shader_get_texobj(texture_unit_a); GX_LoadTexObj(texture_a, tex_map_a); GXTexObj *texture_b = ogx_shader_get_texobj(texture_unit_b); GX_LoadTexObj(texture_b, tex_map_b); /* For x and y, we have: * x = 2.0 * vtx.x - 1.0 */ float translation_x = -1.0f; float translation_y = -1.0f; float scale_x = 2.0f; float scale_y = 2.0f; Mtx mv; guMtxIdentity(mv); mv[0][0] = scale_x; mv[1][1] = scale_y; mv[0][3] = translation_x; mv[1][3] = translation_y; ogx_shader_set_modelview_gx(mv); uint8_t stage = GX_TEVSTAGE0 + ogx_gpu_resources->tevstage_first++; uint8_t tex_mtx = GX_TEXMTX0 + ogx_gpu_resources->texmtx_first++ * 3; /* The vertex shader obtains the texture coordinates by multiplying the * position by subtex; let's do the same. */ Mtx texm; guMtxIdentity(texm); texm[0][0] = subtex[0]; texm[1][1] = subtex[1]; GX_LoadTexMtxImm(texm, tex_mtx, GX_MTX2x4); GX_SetTexCoordGen(tex_coord, GX_TG_MTX2x4, GX_TG_POS, tex_mtx); GX_SetNumChans(0); /* Blend the two textures according to the brightness; in the first stage, * load frame_a */ GX_SetTevOrder(stage, tex_coord, tex_map_a, GX_COLORNULL); GX_SetTevColorIn(stage, GX_CC_TEXC, GX_CC_ZERO, GX_CC_ZERO, GX_CC_ZERO); GX_SetTevAlphaIn(stage, GX_CA_TEXA, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO); GX_SetTevColorOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); GX_SetTevAlphaOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); /* In the second stage, load frame_b and blend it with frame_a */ stage = GX_TEVSTAGE0 + ogx_gpu_resources->tevstage_first++; uint8_t c = brightness * 255; GXColor color = { c, c, c, c }; GX_SetTevKAlphaSel(stage, GX_TEV_KASEL_K0_A); GX_SetTevKColorSel(stage, GX_TEV_KCSEL_K0); GX_SetTevKColor(GX_KCOLOR0, color); GX_SetTevOrder(stage, tex_coord, tex_map_b, GX_COLORNULL); GX_SetTevColorIn(stage, GX_CC_CPREV, GX_CC_TEXC, GX_CC_KONST, GX_CC_ZERO); GX_SetTevAlphaIn(stage, GX_CA_APREV, GX_CA_TEXA, GX_CA_KONST, GX_CA_ZERO); GX_SetTevColorOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); GX_SetTevAlphaOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); } struct ShaderLine { GLint projection_loc; }; static void setup_draw_line(GLuint program, const OgxDrawData *draw_data, void *user_data) { auto *data = static_cast(user_data); setup_projection(program, data->projection_loc); GX_SetCurrentMtx(GX_IDENTITY); uint8_t stage = GX_TEVSTAGE0 + ogx_gpu_resources->tevstage_first++; GX_SetNumChans(1); GX_SetChanCtrl(GX_COLOR0A0, GX_DISABLE, GX_SRC_REG, GX_SRC_VTX, 0, GX_DF_NONE, GX_AF_NONE); GX_SetTevOrder(stage, GX_TEXCOORDNULL, GX_TEXMAP_NULL, GX_COLOR0A0); GX_SetTevOp(stage, GX_PASSCLR); } struct ShaderFont { GLint projection_loc; GLint transform_loc; GLint color_loc; GLint sampler_loc; int stage; int tex_coord; }; static void setup_draw_font(GLuint program, const OgxDrawData *draw_data, void *user_data) { auto *data = static_cast(user_data); float transform[4]; glGetUniformfv(program, data->transform_loc, transform); GLint texture_unit; glGetUniformiv(program, data->sampler_loc, &texture_unit); uint8_t tex_map = GX_TEXMAP0 + ogx_gpu_resources->texmap_first++; uint8_t tex_map_indirect = GX_TEXMAP0 + ogx_gpu_resources->texmap_first++; uint8_t tex_coord = GX_TEXCOORD0 + ogx_gpu_resources->texcoord_first++; GXTexObj *texture = ogx_shader_get_texobj(texture_unit); /* Load the font texture as an indirect texture map: we'll use its alpha * value (0-255) to lookup the actual color (which in this case is also an * I8 texture used for alpha only) from a 16x16 "color_remap" texture, * whose pixels are computed according to the function described in the * fragment shader. Using these coordinates: * s: alpha % 16 (the "%" is implemented by tiling with GX_REPEAT) * t: alpha / 16 */ GX_LoadTexObj(texture, tex_map_indirect); uint8_t stage = GX_TEVSTAGE0 + ogx_gpu_resources->tevstage_first++; uint8_t stage_indirect = GX_INDTEXSTAGE0; /* Prepare the color_remap texture texels */ uint8_t map_bytes[256]; float e = 0.05 / transform[2]; for (int i = 0; i < 256; i++) { map_bytes[i] = smoothstep(0.5 - e, 0.5 + e, i / 255.0f) * 255; } prepare_I8_texture(s_func_1D_texels, map_bytes, 16, 16); DCFlushRange(s_func_1D_texels, sizeof(s_func_1D_texels)); GXTexObj color_remap; GX_InitTexObj(&color_remap, s_func_1D_texels, 16, 16, GX_TF_I8, GX_REPEAT, GX_REPEAT, 0); GX_InitTexObjLOD(&color_remap, GX_NEAR, GX_NEAR, 0.0F, 0.0F, 0.0F, GX_FALSE, GX_FALSE, GX_ANISO_1); GX_LoadTexObj(&color_remap, tex_map); GX_InvalidateTexAll(); GX_SetIndTexOrder(stage_indirect, tex_coord, tex_map_indirect); GX_SetIndTexCoordScale(stage_indirect, GX_ITS_1, GX_ITS_1); /* We need to do this dance with the exponent because the matrix does not * support the 1.0 value. See the documentation of GX_SetIndTexMatrix() for * an explanation. */ int exponent = 3; int divisor = 1 << (exponent); float ind_mtx[2][3] = {{1.0f/divisor, 0, 0}, {0, 1.0f/(16*divisor), 0}}; GX_SetIndTexMatrix(GX_ITM_0, ind_mtx, exponent); GX_SetTevIndirect(stage, stage_indirect, GX_ITF_8, GX_ITB_NONE, GX_ITM_0, GX_ITW_0, GX_ITW_0, GX_FALSE, GX_FALSE, GX_ITBA_OFF); GX_SetNumIndStages(1); /* We need to set the manual scale, because otherwise GX will automatically * scale the coordinates according to the size of "color_remap" texture */ GX_SetTexCoordScaleManually(tex_coord, GX_TRUE, GX_GetTexObjWidth(texture), GX_GetTexObjHeight(texture)); Mtx mv; guMtxIdentity(mv); mv[0][0] = transform[2]; mv[1][1] = transform[2]; mv[2][2] = 0.0f; mv[0][3] = transform[0]; mv[1][3] = transform[1]; ogx_shader_set_modelview_gx(mv); float colorf[4]; glGetUniformfv(program, data->color_loc, colorf); GXColor color = gxcol_new_fv(colorf); GX_SetNumChans(1); GX_SetChanMatColor(GX_COLOR0A0, color); GX_SetChanCtrl(GX_COLOR0A0, GX_DISABLE, GX_SRC_REG, GX_SRC_REG, 0, GX_DF_NONE, GX_AF_NONE); GX_SetTexCoordGen(tex_coord, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY); GX_SetTevOrder(stage, tex_coord, tex_map, GX_COLOR0A0); GX_SetTevColorIn(stage, GX_CC_ZERO, GX_CC_ZERO, GX_CC_ZERO, GX_CC_RASC); GX_SetTevAlphaIn(stage, GX_CA_ZERO, GX_CA_RASA, GX_CA_TEXA, GX_CA_ZERO); GX_SetTevColorOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); GX_SetTevAlphaOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); /* For draw_done_font */ data->stage = stage; data->tex_coord = tex_coord; } static void setup_matrices_font(GLuint program, void *user_data) { auto *data = static_cast(user_data); setup_projection(program, data->projection_loc); } static void draw_done_font(GLuint program, void *user_data) { auto *data = static_cast(user_data); GX_SetNumIndStages(0); GX_SetTevDirect(data->stage); GX_SetTexCoordScaleManually(data->tex_coord, GX_FALSE, 0, 0); } struct ShaderPageIndicator { GLint projection_loc; GLint center_loc; GLint size_loc; GLint filled_loc; int texside = 0; uint8_t *texels_filled = nullptr; uint8_t *texels_unfilled = nullptr; }; static inline uint8_t fragment_page_indicator(int x, int y, int size, GLint filled) { /* We are translating pageindicator.fsh into C code */ int center = size / 2; float dist = length(x - center, y - center); float border = 0.8f; float outer_radius = size / 2.0f; float inner_radius = size / 2.0f - border * 2.0f; // Antialiased circle shape float intensity = smoothstep(outer_radius, outer_radius-border, dist); if (!filled) { // Remove the circle (inner radius) to leave only an outline intensity -= smoothstep(inner_radius, inner_radius-border, dist); } return intensity * 255; } static void setup_draw_page_indicator(GLuint program, const OgxDrawData *draw_data, void *user_data) { auto *data = static_cast(user_data); setup_projection(program, data->projection_loc); float center[2]; glGetUniformfv(program, data->center_loc, center); float size; glGetUniformfv(program, data->size_loc, &size); GLint filled; glGetUniformiv(program, data->filled_loc, &filled); /* For x and y, we have: * x = center.x + vtx.x * size */ float translation_x = center[0]; float translation_y = center[1]; float scale_x = size; float scale_y = size; Mtx mv; guMtxIdentity(mv); mv[0][0] = scale_x; mv[1][1] = scale_y; mv[2][2] = 0.0f; mv[0][3] = translation_x; mv[1][3] = translation_y; ogx_shader_set_modelview_gx(mv); /* The fragment shader is very complicated, let's draw it over a texture */ uint8_t tex_map = GX_TEXMAP0 + ogx_gpu_resources->texmap_first++; uint8_t tex_coord = GX_TEXCOORD0 + ogx_gpu_resources->texcoord_first++; uint8_t tex_mtx = GX_TEXMTX0 + ogx_gpu_resources->texmtx_first++ * 3; GXTexObj texture; uint8_t format = GX_TF_I8; int texside = size; uint32_t texture_size = GX_GetTexBufferSize(texside, texside, format, GX_FALSE, 0); if (data->texside != texside) { if (data->texels_filled) { fprintf(stderr, "WARNING: requested a different size (%d)" " for the page indicator\n", texside); delete[] data->texels_filled; delete[] data->texels_unfilled; } data->texels_filled = new(std::align_val_t{ 32 }) uint8_t[texture_size]; data->texels_unfilled = new(std::align_val_t{ 32 }) uint8_t[texture_size]; data->texside = texside; } uint8_t *texels = filled ? data->texels_filled : data->texels_unfilled; for (int x = 0; x < texside; x++) { for (int y = 0; y < texside; y++) { uint8_t texel = fragment_page_indicator(x, y, texside, filled); set_pixel_to_texture_I8(texels, texel, x, y, texside); } } DCFlushRange(texels, texture_size); GX_InvalidateTexAll(); GX_InitTexObj(&texture, texels, texside, texside, format, GX_CLAMP, GX_CLAMP, 0); GX_InitTexObjLOD(&texture, GX_NEAR, GX_NEAR, 0.0F, 0.0F, 0.0F, GX_FALSE, GX_FALSE, GX_ANISO_1); GX_LoadTexObj(&texture, tex_map); /* Position coordinates are for a square [-0.5,-0.5]x[0.5,0.5], therefore * we use a matrix to transform them to [0,0]x[1,1] */ Mtx texm; guMtxIdentity(texm); texm[0][3] = texm[1][3] = 0.5f; /* translation */ GX_LoadTexMtxImm(texm, tex_mtx, GX_MTX2x4); GX_SetTexCoordGen(tex_coord, GX_TG_MTX2x4, GX_TG_POS, tex_mtx); uint8_t stage = GX_TEVSTAGE0 + ogx_gpu_resources->tevstage_first++; GX_SetNumChans(0); GX_SetTevOrder(stage, tex_coord, tex_map, GX_COLORNULL); GX_SetTevOp(stage, GX_REPLACE); } struct ShaderEffectOverlay { GLint subtex_loc; GLint sampler_loc; }; static void setup_draw_effect_overlay(GLuint program, const OgxDrawData *draw_data, void *user_data) { auto *data = static_cast(user_data); float subtex[2]; glGetUniformfv(program, data->subtex_loc, subtex); GLint texture_unit; glGetUniformiv(program, data->sampler_loc, &texture_unit); uint8_t tex_map = GX_TEXMAP0 + ogx_gpu_resources->texmap_first++; uint8_t tex_coord = GX_TEXCOORD0 + ogx_gpu_resources->texcoord_first++; GXTexObj *texture = ogx_shader_get_texobj(texture_unit); GX_LoadTexObj(texture, tex_map); /* For x and y, we have: * x = 2.0 * vtx.x - 1.0 */ Mtx mv; guMtxIdentity(mv); mv[0][0] = 2.0f; mv[1][1] = 2.0f; mv[0][3] = -1.0f; mv[1][3] = -1.0f; ogx_shader_set_modelview_gx(mv); uint8_t stage = GX_TEVSTAGE0 + ogx_gpu_resources->tevstage_first++; uint8_t tex_mtx = GX_TEXMTX0 + ogx_gpu_resources->texmtx_first++ * 3; /* The vertex shader obtains the texture coordinates by multiplying the * position by subtex; let's do the same. */ Mtx texm; guMtxIdentity(texm); texm[0][0] = subtex[0]; texm[1][1] = subtex[1]; GX_LoadTexMtxImm(texm, tex_mtx, GX_MTX2x4); GX_SetTexCoordGen(tex_coord, GX_TG_MTX2x4, GX_TG_POS, tex_mtx); GX_SetNumChans(0); GX_SetTevOrder(stage, tex_coord, tex_map, GX_COLORNULL); GX_SetTevOp(stage, GX_REPLACE); } struct ShaderEffectOverlayTemplate { GLint portrait_loc; uint8_t *texels = nullptr; }; static void setup_draw_effect_overlay_template(GLuint program, const OgxDrawData *draw_data, void *user_data) { auto *data = static_cast(user_data); GLint portrait; glGetUniformiv(program, data->portrait_loc, &portrait); /* For x and y, we have: * x = 2.0 * vtx.x - 1.0 */ Mtx mv; guMtxIdentity(mv); mv[0][0] = 2.0f; mv[1][1] = 2.0f; mv[0][3] = -1.0f; mv[1][3] = -1.0f; ogx_shader_set_modelview_gx(mv); /* The fragment shader draws every every odd line with a different alpha. * Let's prepare a 2x1 texture. */ uint8_t tex_map = GX_TEXMAP0 + ogx_gpu_resources->texmap_first++; uint8_t tex_coord = GX_TEXCOORD0 + ogx_gpu_resources->texcoord_first++; uint8_t tex_mtx = GX_TEXMTX0 + ogx_gpu_resources->texmtx_first++ * 3; uint8_t format = GX_TF_I8; int tex_width = 2, tex_height = 1; if (!data->texels) { data->texels = new(std::align_val_t{ 32 }) uint8_t[32]; set_pixel_to_texture_I8(data->texels, 0.76 * 255, 0, 0, tex_width); set_pixel_to_texture_I8(data->texels, 0.65 * 255, 1, 0, tex_height); DCFlushRange(data->texels, 32); GX_InvalidateTexAll(); } GXTexObj texture; GX_InitTexObj(&texture, data->texels, tex_width, tex_height, format, GX_REPEAT, GX_REPEAT, 0); GX_InitTexObjLOD(&texture, GX_NEAR, GX_NEAR, 0.0F, 0.0F, 0.0F, GX_FALSE, GX_FALSE, GX_ANISO_1); GX_LoadTexObj(&texture, tex_map); /* The vertex shader obtains the texture coordinates by multiplying the * position by subtex; let's do the same. */ Mtx texm; guMtxIdentity(texm); texm[0][0] = 640 / 2; texm[1][1] = 480 / 2; if (!portrait) { /* Swap S and T coordinates */ texm[0][1] = texm[1][1]; texm[1][0] = texm[0][0]; texm[0][0] = 0.0f; texm[1][1] = 0.0f; } GX_LoadTexMtxImm(texm, tex_mtx, GX_MTX2x4); GX_SetTexCoordGen(tex_coord, GX_TG_MTX2x4, GX_TG_POS, tex_mtx); GX_SetNumChans(0); uint8_t stage = GX_TEVSTAGE0 + ogx_gpu_resources->tevstage_first++; GX_SetTevOrder(stage, tex_coord, tex_map, GX_COLORNULL); GX_SetTevOp(stage, GX_REPLACE); } struct ShaderBackground { GLint screensize_loc; GLint color_loc; GLint sampler_loc; uint8_t stage; }; static void setup_draw_background(GLuint program, const OgxDrawData *draw_data, void *user_data) { auto *data = static_cast(user_data); float screensize[2]; glGetUniformfv(program, data->screensize_loc, screensize); GLint texture_unit; glGetUniformiv(program, data->sampler_loc, &texture_unit); uint8_t tex_map = GX_TEXMAP0 + ogx_gpu_resources->texmap_first++; uint8_t tex_coord = GX_TEXCOORD0 + ogx_gpu_resources->texcoord_first++; GXTexObj *texture = ogx_shader_get_texobj(texture_unit); GX_LoadTexObj(texture, tex_map); GX_SetCurrentMtx(GX_IDENTITY); uint8_t stage = GX_TEVSTAGE0 + ogx_gpu_resources->tevstage_first++; uint8_t tex_mtx = GX_TEXMTX0 + ogx_gpu_resources->texmtx_first++ * 3; /* The vertex shader obtains the texture coordinates like this: * tex = ((pos + vec2(1.0)) / 2.0) * screensize; * and inverts the y coordinate (1 - y). */ float translation_x = screensize[0] / 2.0f; float translation_y = screensize[1] / 2.0f; float scale_x = screensize[0] / 2.0f; float scale_y = -screensize[1] / 2.0f; Mtx texm; guMtxIdentity(texm); texm[0][0] = scale_x; texm[1][1] = scale_y; texm[0][3] = translation_x; texm[1][3] = translation_y; GX_LoadTexMtxImm(texm, tex_mtx, GX_MTX2x4); GX_SetTexCoordGen(tex_coord, GX_TG_MTX2x4, GX_TG_POS, tex_mtx); float colorf[4]; glGetUniformfv(program, data->color_loc, colorf); GXColor color = gxcol_new_fv(colorf); GX_SetNumChans(1); GX_SetChanMatColor(GX_COLOR0A0, color); GX_SetChanCtrl(GX_COLOR0A0, GX_DISABLE, GX_SRC_REG, GX_SRC_REG, 0, GX_DF_NONE, GX_AF_NONE); GX_SetTevSwapMode(stage, GX_TEV_SWAP0, GX_TEV_SWAP1); GX_SetTevOrder(stage, tex_coord, tex_map, GX_COLOR0A0); GX_SetTevColorIn(stage, GX_CC_ZERO, GX_CC_TEXC, GX_CC_RASC, GX_CC_ZERO); GX_SetTevAlphaIn(stage, GX_CA_ZERO, GX_CA_TEXA, GX_CA_RASA, GX_CA_ZERO); GX_SetTevColorOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); GX_SetTevAlphaOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); data->stage = stage; } static void draw_done_background(GLuint program, void *user_data) { auto *data = static_cast(user_data); GX_SetTevSwapMode(data->stage, GX_TEV_SWAP0, GX_TEV_SWAP0); } struct ShaderBackgroundTemplate { GLint screensize_loc; GLint randomsize_loc; GLint sampler_loc; GXTexObj vignette; uint8_t *vignette_texels = nullptr; GXTexObj highlight; uint8_t *highlight_texels = nullptr; uint8_t stage; }; static inline uint8_t fragment_background_vignette(float pos_x, float pos_y) { /* We are translating the vignette part from backgroundtemplate.fsh into C * code */ // Add vignette effect float hvignette = smoothstep(2.5, 0.5, fabs(pos_x)); float vvignette = smoothstep(2.4, 0.5, fabs(pos_y)); return hvignette * vvignette * 255; } static inline uint8_t fragment_background_highlight(float pos_x, float pos_y) { /* We are translating the highlight part from backgroundtemplate.fsh into C * code */ // Add highlight effect float highlight = smoothstep(1.0, 0.0, length(pos_x + 0.2, pos_y + 0.3)); return highlight * 0.2 * 255; } static void setup_draw_background_template(GLuint program, const OgxDrawData *draw_data, void *user_data) { auto *data = static_cast(user_data); if (!data->vignette_texels) { /* Build a texture for the vignette and for the highlight effects; * since we are going to scale them, they don't necessarily need to * match the screen size */ int texside = 256; uint8_t format = GX_TF_I8; uint32_t texture_size = GX_GetTexBufferSize(texside, texside, format, GX_FALSE, 0); data->vignette_texels = new(std::align_val_t{ 32 }) uint8_t[texture_size]; data->highlight_texels = new(std::align_val_t{ 32 }) uint8_t[texture_size]; for (int x = 0; x < texside; x++) { for (int y = 0; y < texside; y++) { float pos_x = float(x * 2) / texside - 1.0f; float pos_y = float(y * 2) / texside - 1.0f; uint8_t color = fragment_background_vignette(pos_x, pos_y); set_pixel_to_texture_I8(data->vignette_texels, color, x, y, texside); color = fragment_background_highlight(pos_x, pos_y); set_pixel_to_texture_I8(data->highlight_texels, color, x, y, texside); } } DCFlushRange(data->vignette_texels, texture_size); GX_InitTexObj(&data->vignette, data->vignette_texels, texside, texside, format, GX_CLAMP, GX_CLAMP, 0); GX_InitTexObjLOD(&data->vignette, GX_NEAR, GX_NEAR, 0.0F, 0.0F, 0.0F, GX_FALSE, GX_FALSE, GX_ANISO_2); DCFlushRange(data->highlight_texels, texture_size); GX_InitTexObj(&data->highlight, data->highlight_texels, texside, texside, format, GX_CLAMP, GX_CLAMP, 0); GX_InitTexObjLOD(&data->highlight, GX_NEAR, GX_NEAR, 0.0F, 0.0F, 0.0F, GX_FALSE, GX_FALSE, GX_ANISO_2); GX_InvalidateTexAll(); } float screensize[2]; glGetUniformfv(program, data->screensize_loc, screensize); float randomsize[2]; glGetUniformfv(program, data->randomsize_loc, randomsize); GLint texture_unit; glGetUniformiv(program, data->sampler_loc, &texture_unit); uint8_t tex_map = GX_TEXMAP0 + ogx_gpu_resources->texmap_first++; uint8_t tex_coord = GX_TEXCOORD0 + ogx_gpu_resources->texcoord_first++; GXTexObj *texture = ogx_shader_get_texobj(texture_unit); GXTexObj texture_wrapped; memcpy(&texture_wrapped, texture, sizeof(GXTexObj)); GX_InitTexObjWrapMode(&texture_wrapped, GX_REPEAT, GX_REPEAT); GX_LoadTexObj(&texture_wrapped, tex_map); GX_SetCurrentMtx(GX_IDENTITY); uint8_t stage = GX_TEVSTAGE0 + ogx_gpu_resources->tevstage_first++; uint8_t tex_mtx = GX_TEXMTX0 + ogx_gpu_resources->texmtx_first++ * 3; /* The vertex shader obtains the texture coordinates like this: * tex = ((pos + vec2(1.0)) / 2.0) * screensize / randomsize; */ float tmp_x = screensize[0] / (randomsize[0] * 2.0f); float tmp_y = screensize[1] / (randomsize[1] * 2.0f); float translation_x = tmp_x; float translation_y = tmp_y; float scale_x = tmp_x; float scale_y = tmp_y; Mtx texm; guMtxIdentity(texm); texm[0][0] = scale_x; texm[1][1] = scale_y; texm[0][3] = translation_x; texm[1][3] = translation_y; GX_LoadTexMtxImm(texm, tex_mtx, GX_MTX2x4); GX_SetTexCoordGen(tex_coord, GX_TG_MTX2x4, GX_TG_POS, tex_mtx); GX_SetNumChans(0); GX_SetTevSwapMode(stage, GX_TEV_SWAP0, GX_TEV_SWAP1); uint8_t c = 0.06 * 255; GXColor color = { c, c, c, 255 }; GX_SetTevKColor(GX_KCOLOR0, color); GX_SetTevKColorSel(stage, GX_TEV_KCSEL_K0); GX_SetTevOrder(stage, tex_coord, tex_map, GX_COLORNULL); GX_SetTevColorIn(stage, GX_CC_ZERO, GX_CC_TEXC, GX_CC_KONST, GX_CC_ZERO); GX_SetTevAlphaIn(stage, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_TEXA); /* Set GX_TB_ADDHALF, though the shader adds 0.6 really */ GX_SetTevColorOp(stage, GX_TEV_ADD, GX_TB_ADDHALF, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); GX_SetTevAlphaOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); data->stage = stage; /* Second stage: apply vignette */ stage = GX_TEVSTAGE0 + ogx_gpu_resources->tevstage_first++; tex_map = GX_TEXMAP0 + ogx_gpu_resources->texmap_first++; tex_coord = GX_TEXCOORD0 + ogx_gpu_resources->texcoord_first++; tex_mtx = GX_TEXMTX0 + ogx_gpu_resources->texmtx_first++ * 3; GX_LoadTexObj(&data->vignette, tex_map); texm[0][0] = texm[1][1] = texm[0][3] = texm[1][3] = 0.5f; GX_LoadTexMtxImm(texm, tex_mtx, GX_MTX2x4); GX_SetTexCoordGen(tex_coord, GX_TG_MTX2x4, GX_TG_POS, tex_mtx); GX_SetTevOrder(stage, tex_coord, tex_map, GX_COLORNULL); GX_SetTevColorIn(stage, GX_CC_ZERO, GX_CC_TEXC, GX_CC_CPREV, GX_CC_ZERO); GX_SetTevAlphaIn(stage, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_APREV); GX_SetTevColorOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); GX_SetTevAlphaOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); /* Second stage: apply highlight (the 0.2 factor has been premultiplied * into the highlight texture) */ stage = GX_TEVSTAGE0 + ogx_gpu_resources->tevstage_first++; tex_map = GX_TEXMAP0 + ogx_gpu_resources->texmap_first++; GX_LoadTexObj(&data->highlight, tex_map); GX_SetTevOrder(stage, tex_coord, tex_map, GX_COLORNULL); GX_SetTevColorIn(stage, GX_CC_TEXC, GX_CC_ZERO, GX_CC_ZERO, GX_CC_CPREV); GX_SetTevAlphaIn(stage, GX_CA_ZERO, GX_CA_ZERO, GX_CA_ZERO, GX_CA_APREV); GX_SetTevColorOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); GX_SetTevAlphaOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); } static void draw_done_background_template(GLuint program, void *user_data) { auto *data = static_cast(user_data); GX_SetTevSwapMode(data->stage, GX_TEV_SWAP0, GX_TEV_SWAP0); } struct ShaderIcons { GLint projection_loc; GLint color_loc; GLint sampler_loc; uint8_t stage; }; static void setup_draw_icons(GLuint program, const OgxDrawData *draw_data, void *user_data) { auto *data = static_cast(user_data); setup_projection(program, data->projection_loc); GX_SetCurrentMtx(GX_IDENTITY); GLint texture_unit; glGetUniformiv(program, data->sampler_loc, &texture_unit); uint8_t tex_map = GX_TEXMAP0 + ogx_gpu_resources->texmap_first++; uint8_t tex_coord = GX_TEXCOORD0 + ogx_gpu_resources->texcoord_first++; GXTexObj *texture = ogx_shader_get_texobj(texture_unit); GX_LoadTexObj(texture, tex_map); float colorf[4]; glGetUniformfv(program, data->color_loc, colorf); GXColor color = gxcol_new_fv(colorf); GX_SetNumChans(1); GX_SetChanMatColor(GX_COLOR0A0, color); GX_SetChanCtrl(GX_COLOR0A0, GX_DISABLE, GX_SRC_REG, GX_SRC_REG, 0, GX_DF_CLAMP, GX_AF_NONE); /* The fragment shader does: * gl_FragColor.rgba = color * (alpha + 2.0 * glow) * + vec4(1.0) * 0.03 * highlight * (alpha + glow); * which we can rewrite as: * gl_FragColor.rgba = * alpha * (color + 0.03 * highlight) + * glow * (2.0 * color + 0.03 * highlight) */ uint8_t stage = GX_TEVSTAGE0 + ogx_gpu_resources->tevstage_first++; data->stage = stage; /* In the first stage, we compute "color + 0.03 * highlight" */ uint8_t k = 0.03f * 255; GXColor konst = { k, k, k, k }; GX_SetTevKAlphaSel(stage, GX_TEV_KASEL_K0_A); GX_SetTevKColorSel(stage, GX_TEV_KCSEL_K0); GX_SetTevKColor(GX_KCOLOR0, konst); GX_SetTevSwapMode(stage, GX_TEV_SWAP0, GX_TEV_SWAP3); GX_SetTevSwapModeTable(GX_TEV_SWAP3, GX_CH_BLUE, GX_CH_BLUE, GX_CH_BLUE, GX_CH_BLUE); // In data: c: Texture Color b: raster value, Operation: b*c GX_SetTevColorIn(stage, GX_CC_ZERO, GX_CC_KONST, GX_CC_TEXC, GX_CC_RASC); GX_SetTevAlphaIn(stage, GX_CA_ZERO, GX_CA_KONST, GX_CA_TEXA, GX_CA_RASA); GX_SetTevColorOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVREG0); GX_SetTevAlphaOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVREG0); GX_SetTevOrder(stage, tex_coord, tex_map, GX_COLOR0A0); GX_SetTexCoordGen(tex_coord, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY); /* Second stage: compute "2.0 * color + 0.03 * highlight" by adding * "color" to the value from the previous stage */ stage = GX_TEVSTAGE0 + ogx_gpu_resources->tevstage_first++; GX_SetTevColorIn(stage, GX_CC_RASC, GX_CC_ZERO, GX_CC_ZERO, GX_CC_C0); GX_SetTevAlphaIn(stage, GX_CA_RASA, GX_CA_ZERO, GX_CA_ZERO, GX_CA_A0); GX_SetTevColorOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); GX_SetTevAlphaOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); GX_SetTevOrder(stage, GX_TEXCOORDNULL, GX_TEXMAP_NULL, GX_COLOR0A0); /* Third stage: compute "glow * (2.0 * color + 0.03 * highlight)" */ stage = GX_TEVSTAGE0 + ogx_gpu_resources->tevstage_first++; GX_SetTevSwapMode(stage, GX_TEV_SWAP0, GX_TEV_SWAP2); GX_SetTevSwapModeTable(GX_TEV_SWAP2, GX_CH_GREEN, GX_CH_GREEN, GX_CH_GREEN, GX_CH_GREEN); GX_SetTevColorIn(stage, GX_CC_ZERO, GX_CC_TEXC, GX_CC_CPREV, GX_CC_ZERO); GX_SetTevAlphaIn(stage, GX_CA_ZERO, GX_CA_TEXA, GX_CA_APREV, GX_CA_ZERO); GX_SetTevColorOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); GX_SetTevAlphaOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); GX_SetTevOrder(stage, tex_coord, tex_map, GX_COLORNULL); /* Fourth stage: compute the final color: to the color from the previous * stage we add the "alpha * (color + 0.03 * highlight)" part. */ stage = GX_TEVSTAGE0 + ogx_gpu_resources->tevstage_first++; GX_SetTevSwapMode(stage, GX_TEV_SWAP0, GX_TEV_SWAP1); GX_SetTevSwapModeTable(GX_TEV_SWAP1, GX_CH_RED, GX_CH_RED, GX_CH_RED, GX_CH_RED); GX_SetTevColorIn(stage, GX_CC_ZERO, GX_CC_C0, GX_CC_TEXC, GX_CC_CPREV); GX_SetTevAlphaIn(stage, GX_CA_ZERO, GX_CA_A0, GX_CA_TEXA, GX_CA_APREV); GX_SetTevColorOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); GX_SetTevAlphaOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); GX_SetTevOrder(stage, tex_coord, tex_map, GX_COLORNULL); } static void draw_done_icons(GLuint program, void *user_data) { auto *data = static_cast(user_data); for (int i = 0; i < 4; i++) { GX_SetTevSwapMode(data->stage + i, GX_TEV_SWAP0, GX_TEV_SWAP0); } /* Restore the swap tables to how GX_Init() sets it */ GX_SetTevSwapModeTable(GX_TEV_SWAP1, GX_CH_RED, GX_CH_RED, GX_CH_RED, GX_CH_ALPHA); GX_SetTevSwapModeTable(GX_TEV_SWAP2, GX_CH_GREEN, GX_CH_GREEN, GX_CH_GREEN, GX_CH_ALPHA); GX_SetTevSwapModeTable(GX_TEV_SWAP3, GX_CH_BLUE, GX_CH_BLUE, GX_CH_BLUE, GX_CH_ALPHA); } struct ShaderDecal { GLint projection_loc; GLint opacity_loc; GLint sampler_loc; }; static void setup_draw_decal(GLuint program, const OgxDrawData *draw_data, void *user_data) { auto *data = static_cast(user_data); setup_projection(program, data->projection_loc); GX_SetCurrentMtx(GX_IDENTITY); GLint texture_unit; glGetUniformiv(program, data->sampler_loc, &texture_unit); uint8_t tex_map = GX_TEXMAP0 + ogx_gpu_resources->texmap_first++; uint8_t tex_coord = GX_TEXCOORD0 + ogx_gpu_resources->texcoord_first++; GXTexObj *texture = ogx_shader_get_texobj(texture_unit); GX_LoadTexObj(texture, tex_map); float opacity; glGetUniformfv(program, data->opacity_loc, &opacity); GX_SetNumChans(0); /* The fragment shader does: * gl_FragColor = vec4(1.0, 1.0, 1.0, opacity*texture2D(sampler, tex).a); * So, it's a white pixel with alpha taken from the texture and multiplied * by the value of "opacity". */ uint8_t stage = GX_TEVSTAGE0 + ogx_gpu_resources->tevstage_first++; uint8_t k = opacity * 255; GXColor konst = { 0, 0, 0, k }; GX_SetTevKAlphaSel(stage, GX_TEV_KASEL_K0_A); GX_SetTevKColor(GX_KCOLOR0, konst); GX_SetTevColorIn(stage, GX_CC_ZERO, GX_CC_ZERO, GX_CC_ZERO, GX_CC_ONE); GX_SetTevAlphaIn(stage, GX_CA_ZERO, GX_CA_KONST, GX_CA_TEXA, GX_CA_ZERO); GX_SetTevColorOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); GX_SetTevAlphaOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); GX_SetTevOrder(stage, tex_coord, tex_map, GX_COLORNULL); GX_SetTexCoordGen(tex_coord, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY); } struct ShaderShadow { GLint projection_loc; }; static void setup_draw_shadow(GLuint program, const OgxDrawData *draw_data, void *user_data) { auto *data = static_cast(user_data); setup_projection(program, data->projection_loc); GX_SetCurrentMtx(GX_IDENTITY); GX_SetNumChans(1); GX_SetChanCtrl(GX_COLOR0A0, GX_DISABLE, GX_SRC_REG, GX_SRC_VTX, 0, GX_DF_CLAMP, GX_AF_NONE); uint8_t stage = GX_TEVSTAGE0 + ogx_gpu_resources->tevstage_first++; /* Color is black, alpha comes from the "opacity" attribute, which we pass * as GX_VA_CLR0, and it's multiplied by 0.1 */ uint8_t k = 0.1 * 255; GXColor konst = { 0, 0, 0, k }; GX_SetTevKAlphaSel(stage, GX_TEV_KASEL_K0_A); GX_SetTevKColor(GX_KCOLOR0, konst); GX_SetTevColorIn(stage, GX_CC_ZERO, GX_CC_ZERO, GX_CC_ZERO, GX_CC_ZERO); GX_SetTevAlphaIn(stage, GX_CA_ZERO, GX_CA_RASA, GX_CA_KONST, GX_CA_ZERO); GX_SetTevColorOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); GX_SetTevAlphaOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); GX_SetTevOrder(stage, GX_TEXCOORDNULL, GX_TEXMAP_NULL, GX_COLOR0A0); } struct ShaderLevelPreview { GLint projection_loc; GLint sampler_loc; }; static void setup_draw_level_preview(GLuint program, const OgxDrawData *draw_data, void *user_data) { auto *data = static_cast(user_data); setup_projection(program, data->projection_loc); GX_SetCurrentMtx(GX_IDENTITY); GLint texture_unit; glGetUniformiv(program, data->sampler_loc, &texture_unit); uint8_t tex_map = GX_TEXMAP0 + ogx_gpu_resources->texmap_first++; uint8_t tex_coord = GX_TEXCOORD0 + ogx_gpu_resources->texcoord_first++; GXTexObj *texture = ogx_shader_get_texobj(texture_unit); GX_LoadTexObj(texture, tex_map); GX_SetNumChans(0); uint8_t stage = GX_TEVSTAGE0 + ogx_gpu_resources->tevstage_first++; uint8_t k = 0.4 * 255; GXColor konst = { 0, 0, 0, k }; GX_SetTevKAlphaSel(stage, GX_TEV_KASEL_K0_A); GX_SetTevKColor(GX_KCOLOR0, konst); GX_SetTevColorIn(stage, GX_CC_ZERO, GX_CC_TEXC, GX_CC_TEXA, GX_CC_ZERO); GX_SetTevAlphaIn(stage, GX_CA_KONST, GX_CA_TEXA, GX_CA_TEXA, GX_CA_ZERO); GX_SetTevColorOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); GX_SetTevAlphaOp(stage, GX_TEV_ADD, GX_TB_ZERO, GX_CS_SCALE_1, GX_TRUE, GX_TEVPREV); GX_SetTevOrder(stage, tex_coord, tex_map, GX_COLORNULL); GX_SetTexCoordGen(tex_coord, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY); } struct ShaderCachedScreen { GLint offset_loc; GLint subsize_loc; GLint sampler_loc; }; static void setup_draw_cached_screen(GLuint program, const OgxDrawData *draw_data, void *user_data) { auto *data = static_cast(user_data); float offset[2]; glGetUniformfv(program, data->offset_loc, offset); float subsize[2]; glGetUniformfv(program, data->subsize_loc, subsize); GLint texture_unit; glGetUniformiv(program, data->sampler_loc, &texture_unit); uint8_t tex_map = GX_TEXMAP0 + ogx_gpu_resources->texmap_first++; uint8_t tex_coord = GX_TEXCOORD0 + ogx_gpu_resources->texcoord_first++; GXTexObj *texture = ogx_shader_get_texobj(texture_unit); GX_LoadTexObj(texture, tex_map); /* The vertex shader transforms the vertex coordinates like this: * pos.x = vtx.x + offset.x * 2.0 * (same for y) */ Mtx mv; guMtxIdentity(mv); mv[0][3] = offset[0] * 2.0f; mv[1][3] = offset[1] * 2.0f; mv[2][2] = 0.0f; /* z is set to 0 */ ogx_shader_set_modelview_gx(mv); uint8_t stage = GX_TEVSTAGE0 + ogx_gpu_resources->tevstage_first++; uint8_t tex_mtx = GX_TEXMTX0 + ogx_gpu_resources->texmtx_first++ * 3; /* The vertex shader obtains the texture coordinates like this: * tex.x = 0.5 + 0.5 * vtx.x * subsize.x * (same for y). */ float translation_x = 0.5 * subsize[0]; float translation_y = 0.5 * subsize[1]; float scale_x = subsize[0] * 0.5f; float scale_y = subsize[1] * 0.5f; Mtx texm; guMtxIdentity(texm); texm[0][0] = scale_x; texm[1][1] = scale_y; texm[0][3] = translation_x; texm[1][3] = translation_y; GX_LoadTexMtxImm(texm, tex_mtx, GX_MTX2x4); GX_SetTexCoordGen(tex_coord, GX_TG_MTX2x4, GX_TG_POS, tex_mtx); GX_SetNumChans(0); GX_SetTevOrder(stage, tex_coord, tex_map, GX_COLORNULL); GX_SetTevOp(stage, GX_REPLACE); } static bool shader_compile(GLuint shader) { uint32_t source_hash = ogx_shader_get_source_hash(shader); fprintf(stderr, "%s:%d shader %x hash %08x\n", __FILE__, __LINE__, shader, source_hash); if (source_hash == s_hash_loading) { /* loading.vsh */ ogx_shader_add_uniforms(shader, 2, "projection", GL_FLOAT_MAT4, "color", GL_FLOAT_VEC4); ogx_shader_add_attributes(shader, 1, "vtxcoord", GL_FLOAT_VEC4, GX_VA_POS); } else if (source_hash == s_hash_spheredefault) { /* spheredefault.vsh */ ogx_shader_add_uniforms(shader, 2, "projection", GL_FLOAT_MAT4, "sampler", GL_SAMPLER_2D); ogx_shader_add_attributes(shader, 4, "vtxcoord", GL_FLOAT_VEC4, GX_VA_POS, "texcoord", GL_FLOAT_VEC2, GX_VA_TEX0, "color", GL_FLOAT_VEC3, GX_VA_CLR0, "desired", GL_FLOAT_VEC3, GX_VA_CLR0); } else if (source_hash == s_hash_spheretemplate) { /* spheretemplate.vsh */ ogx_shader_add_uniforms(shader, 3, "framebuffer_size", GL_FLOAT_VEC2, "center", GL_FLOAT_VEC2, "size", GL_FLOAT); ogx_shader_add_attributes(shader, 1, "vtxcoord", GL_FLOAT_VEC4, GX_VA_POS); } else if (source_hash == s_hash_effect) { /* effect.vsh */ ogx_shader_add_uniforms(shader, 6, "subtex", GL_FLOAT_VEC2, "brightness", GL_FLOAT, "portrait", GL_BOOL, "time", GL_FLOAT, "frame_a", GL_SAMPLER_2D, "frame_b", GL_SAMPLER_2D); ogx_shader_add_attributes(shader, 1, "coord", GL_FLOAT_VEC4, GX_VA_POS); } else if (source_hash == s_hash_line) { /* line.vsh */ ogx_shader_add_uniforms(shader, 1, "projection", GL_FLOAT_MAT4); ogx_shader_add_attributes(shader, 2, "vtxcoord", GL_FLOAT_VEC4, GX_VA_POS, "color", GL_FLOAT_VEC4, GX_VA_CLR0); } else if (source_hash == s_hash_font) { /* font.vsh */ ogx_shader_add_uniforms(shader, 4, "projection", GL_FLOAT_MAT4, "transform", GL_FLOAT_VEC4, "color", GL_FLOAT_VEC4, "sampler", GL_SAMPLER_2D); ogx_shader_add_attributes(shader, 2, "vtxcoord", GL_FLOAT_VEC4, GX_VA_POS, "texcoord", GL_FLOAT_VEC2, GX_VA_TEX0); } else if (source_hash == s_hash_pageindicator) { /* pageindicator.vsh */ ogx_shader_add_uniforms(shader, 4, "projection", GL_FLOAT_MAT4, "center", GL_FLOAT_VEC2, "size", GL_FLOAT, "filled", GL_BOOL); ogx_shader_add_attributes(shader, 1, "vtxcoord", GL_FLOAT_VEC4, GX_VA_POS); } else if (source_hash == s_hash_effect_overlay) { /* effectoverlay.vsh */ ogx_shader_add_uniforms(shader, 2, "subtex", GL_FLOAT_VEC2, "sampler", GL_SAMPLER_2D); ogx_shader_add_attributes(shader, 1, "vtxcoord", GL_FLOAT_VEC4, GX_VA_POS); } else if (source_hash == s_hash_effect_overlay_template) { /* effectoverlaytemplate.vsh */ ogx_shader_add_uniforms(shader, 1, "portrait", GL_BOOL); ogx_shader_add_attributes(shader, 1, "vtxcoord", GL_FLOAT_VEC4, GX_VA_POS); } else if (source_hash == s_hash_background) { /* background.vsh */ ogx_shader_add_uniforms(shader, 3, "screensize", GL_FLOAT_VEC2, "color", GL_FLOAT_VEC4, "sampler", GL_SAMPLER_2D); ogx_shader_add_attributes(shader, 1, "vtxcoord", GL_FLOAT_VEC4, GX_VA_POS); } else if (source_hash == s_hash_background_template) { /* backgroundtemplate.vsh */ ogx_shader_add_uniforms(shader, 4, "screensize", GL_FLOAT_VEC2, "randomsize", GL_FLOAT_VEC2, "time", GL_FLOAT, "sampler", GL_SAMPLER_2D); ogx_shader_add_attributes(shader, 1, "vtxcoord", GL_FLOAT_VEC4, GX_VA_POS); } else if (source_hash == s_hash_icons_fsh) { /* icons.fsh */ ogx_shader_add_uniforms(shader, 3, "projection", GL_FLOAT_MAT4, "color", GL_FLOAT_VEC4, "sampler", GL_SAMPLER_2D); ogx_shader_add_attributes(shader, 2, "vtxcoord", GL_FLOAT_VEC4, GX_VA_POS, "texcoord", GL_FLOAT_VEC2, GX_VA_TEX0); } else if (source_hash == s_hash_decal_fsh) { /* decal.fsh */ ogx_shader_add_uniforms(shader, 3, "projection", GL_FLOAT_MAT4, "opacity", GL_FLOAT, "sampler", GL_SAMPLER_2D); ogx_shader_add_attributes(shader, 2, "vtxcoord", GL_FLOAT_VEC4, GX_VA_POS, "texcoord", GL_FLOAT_VEC2, GX_VA_TEX0); } else if (source_hash == s_hash_shadow) { /* shadow.vsh */ ogx_shader_add_uniforms(shader, 1, "projection", GL_FLOAT_MAT4); ogx_shader_add_attributes(shader, 2, "vtxcoord", GL_FLOAT_VEC4, GX_VA_POS, /* NOTE: this is a trick: we need to pass a single float, and the * only GX attribute that accepts values with a single component is * texture coordinates (for 1D textures). In the shader code */ "opacity", GL_FLOAT, GX_VA_CLR0); } else if (source_hash == s_hash_level_preview) { /* levelpreview.vsh */ ogx_shader_add_uniforms(shader, 2, "projection", GL_FLOAT_MAT4, "sampler", GL_SAMPLER_2D); ogx_shader_add_attributes(shader, 2, "vtxcoord", GL_FLOAT_VEC4, GX_VA_POS, "texcoord", GL_FLOAT_VEC2, GX_VA_TEX0); } else if (source_hash == s_hash_cached_screen) { /* cachedscreen.vsh */ ogx_shader_add_uniforms(shader, 3, "offset", GL_FLOAT_VEC2, "subsize", GL_FLOAT_VEC2, "sampler", GL_SAMPLER_2D); ogx_shader_add_attributes(shader, 1, "vtxcoord", GL_FLOAT_VEC4, GX_VA_POS); } return true; } static GLenum link_program(GLuint program) { GLuint shaders[2]; int count = 0; glGetAttachedShaders(program, 2, &count, shaders); uint32_t vertex_shader_hash = ogx_shader_get_source_hash(shaders[0]); uint32_t fragment_shader_hash = ogx_shader_get_source_hash(shaders[1]); if (vertex_shader_hash == s_hash_loading) { auto *data = new ShaderLoading; data->projection_loc = glGetUniformLocation(program, "projection"); data->color_loc = glGetUniformLocation(program, "color"); ogx_shader_program_set_user_data(program, data, [](void *data) { delete static_cast(data); }); ogx_shader_program_set_setup_draw_cb(program, setup_draw_loading); } else if (vertex_shader_hash == s_hash_spheredefault) { auto *data = new ShaderSphereDefault; data->projection_loc = glGetUniformLocation(program, "projection"); data->sampler_loc = glGetUniformLocation(program, "sampler"); ogx_shader_program_set_user_data(program, data, [](void *data) { delete static_cast(data); }); ogx_shader_program_set_setup_draw_cb(program, setup_draw_sphere_default); ogx_shader_program_set_draw_done_cb(program, draw_done_sphere_default); } else if (vertex_shader_hash == s_hash_spheretemplate) { auto *data = new ShaderSphereTemplate; data->framebuffer_size_loc = glGetUniformLocation(program, "framebuffer_size"); data->center_loc = glGetUniformLocation(program, "center"); data->size_loc = glGetUniformLocation(program, "size"); ogx_shader_program_set_user_data(program, data, [](void *data) { delete static_cast(data); }); ogx_shader_program_set_setup_draw_cb(program, setup_draw_sphere_template); ogx_shader_program_set_setup_matrices_cb(program, setup_matrices_identity_proj); } else if (vertex_shader_hash == s_hash_effect) { auto *data = new ShaderEffect; data->subtex_loc = glGetUniformLocation(program, "subtex"); data->brightness_loc = glGetUniformLocation(program, "brightness"); data->frame_a_loc = glGetUniformLocation(program, "frame_a"); data->frame_b_loc = glGetUniformLocation(program, "frame_b"); ogx_shader_program_set_user_data(program, data, [](void *data) { delete static_cast(data); }); ogx_shader_program_set_setup_draw_cb(program, setup_draw_effect); ogx_shader_program_set_setup_matrices_cb(program, setup_matrices_identity_proj); } else if (vertex_shader_hash == s_hash_line) { auto *data = new ShaderLine; data->projection_loc = glGetUniformLocation(program, "projection"); ogx_shader_program_set_user_data(program, data, [](void *data) { delete static_cast(data); }); ogx_shader_program_set_setup_draw_cb(program, setup_draw_line); } else if (vertex_shader_hash == s_hash_font) { auto *data = new ShaderFont; data->projection_loc = glGetUniformLocation(program, "projection"); data->transform_loc = glGetUniformLocation(program, "transform"); data->color_loc = glGetUniformLocation(program, "color"); data->sampler_loc = glGetUniformLocation(program, "sampler"); ogx_shader_program_set_user_data(program, data, [](void *data) { delete static_cast(data); }); ogx_shader_program_set_setup_draw_cb(program, setup_draw_font); ogx_shader_program_set_setup_matrices_cb(program, setup_matrices_font); ogx_shader_program_set_draw_done_cb(program, draw_done_font); } else if (vertex_shader_hash == s_hash_pageindicator) { auto *data = new ShaderPageIndicator; data->projection_loc = glGetUniformLocation(program, "projection"); data->center_loc = glGetUniformLocation(program, "center"); data->size_loc = glGetUniformLocation(program, "size"); data->filled_loc = glGetUniformLocation(program, "filled"); ogx_shader_program_set_user_data(program, data, [](void *data) { delete static_cast(data); }); ogx_shader_program_set_setup_draw_cb(program, setup_draw_page_indicator); } else if (vertex_shader_hash == s_hash_effect_overlay) { auto *data = new ShaderEffectOverlay; data->subtex_loc = glGetUniformLocation(program, "subtex"); data->sampler_loc = glGetUniformLocation(program, "sampler"); ogx_shader_program_set_user_data(program, data, [](void *data) { delete static_cast(data); }); ogx_shader_program_set_setup_draw_cb(program, setup_draw_effect_overlay); ogx_shader_program_set_setup_matrices_cb(program, setup_matrices_identity_proj); } else if (vertex_shader_hash == s_hash_effect_overlay_template) { auto *data = new ShaderEffectOverlayTemplate; data->portrait_loc = glGetUniformLocation(program, "portrait"); ogx_shader_program_set_user_data(program, data, [](void *data) { delete static_cast(data); }); ogx_shader_program_set_setup_draw_cb(program, setup_draw_effect_overlay_template); ogx_shader_program_set_setup_matrices_cb(program, setup_matrices_identity_proj); } else if (vertex_shader_hash == s_hash_background) { auto *data = new ShaderBackground; data->screensize_loc = glGetUniformLocation(program, "screensize"); data->color_loc = glGetUniformLocation(program, "color"); data->sampler_loc = glGetUniformLocation(program, "sampler"); ogx_shader_program_set_user_data(program, data, [](void *data) { delete static_cast(data); }); ogx_shader_program_set_setup_draw_cb(program, setup_draw_background); ogx_shader_program_set_setup_matrices_cb(program, setup_matrices_identity_proj); ogx_shader_program_set_draw_done_cb(program, draw_done_background); } else if (vertex_shader_hash == s_hash_background_template) { auto *data = new ShaderBackgroundTemplate; data->screensize_loc = glGetUniformLocation(program, "screensize"); data->randomsize_loc = glGetUniformLocation(program, "randomsize"); data->sampler_loc = glGetUniformLocation(program, "sampler"); ogx_shader_program_set_user_data(program, data, [](void *data) { delete static_cast(data); }); ogx_shader_program_set_setup_draw_cb(program, setup_draw_background_template); ogx_shader_program_set_setup_matrices_cb(program, setup_matrices_identity_proj); ogx_shader_program_set_draw_done_cb(program, draw_done_background_template); } else if (vertex_shader_hash == s_hash_icons && fragment_shader_hash == s_hash_icons_fsh) { auto *data = new ShaderIcons; data->projection_loc = glGetUniformLocation(program, "projection"); data->color_loc = glGetUniformLocation(program, "color"); data->sampler_loc = glGetUniformLocation(program, "sampler"); ogx_shader_program_set_user_data(program, data, [](void *data) { delete static_cast(data); }); ogx_shader_program_set_setup_draw_cb(program, setup_draw_icons); ogx_shader_program_set_draw_done_cb(program, draw_done_icons); } else if (vertex_shader_hash == s_hash_decal && fragment_shader_hash == s_hash_decal_fsh) { auto *data = new ShaderDecal; data->projection_loc = glGetUniformLocation(program, "projection"); data->opacity_loc = glGetUniformLocation(program, "opacity"); data->sampler_loc = glGetUniformLocation(program, "sampler"); ogx_shader_program_set_user_data(program, data, [](void *data) { delete static_cast(data); }); ogx_shader_program_set_setup_draw_cb(program, setup_draw_decal); } else if (vertex_shader_hash == s_hash_shadow) { auto *data = new ShaderShadow; data->projection_loc = glGetUniformLocation(program, "projection"); ogx_shader_program_set_user_data(program, data, [](void *data) { delete static_cast(data); }); ogx_shader_program_set_setup_draw_cb(program, setup_draw_shadow); } else if (vertex_shader_hash == s_hash_level_preview) { auto *data = new ShaderLevelPreview; data->projection_loc = glGetUniformLocation(program, "projection"); data->sampler_loc = glGetUniformLocation(program, "sampler"); ogx_shader_program_set_user_data(program, data, [](void *data) { delete static_cast(data); }); ogx_shader_program_set_setup_draw_cb(program, setup_draw_level_preview); } else if (vertex_shader_hash == s_hash_cached_screen) { auto *data = new ShaderCachedScreen; data->offset_loc = glGetUniformLocation(program, "offset"); data->subsize_loc = glGetUniformLocation(program, "subsize"); data->sampler_loc = glGetUniformLocation(program, "sampler"); ogx_shader_program_set_user_data(program, data, [](void *data) { delete static_cast(data); }); ogx_shader_program_set_setup_draw_cb(program, setup_draw_cached_screen); ogx_shader_program_set_setup_matrices_cb(program, setup_matrices_identity_proj); } return GL_NO_ERROR; } static void shader_source(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length) { fprintf(stderr, "%s:%d shader %x source %s\n", __FILE__, __LINE__, shader, string[0]); } static const OgxProgramProcessor s_processor = { .compile_shader = shader_compile, .shader_source = shader_source, .link_program = link_program, }; void setup_opengx_shaders() { ogx_shader_register_program_processor(&s_processor); } chromono-1.1.3/src/wii/opengx_shaders.h0000644000175000017500000000350415125741141016254 0ustar thpthp/***************************************************************************** Copyright (c) 2024 Alberto Mardegan (mardy@users.sourceforge.net) Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. 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. 3. Neither the name of copyright holders nor the names of its 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 COPYRIGHT HOLDERS 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. *****************************************************************************/ #ifndef OPENGX_SHADERS_H #define OPENGX_SHADERS_H #ifdef __cplusplus extern "C" { #endif void setup_opengx_shaders(void); #ifdef __cplusplus } // extern C #endif #endif /* OPENGX_SHADERS_H */ chromono-1.1.3/src/gameplay.cpp0000644000175000017500000000363015125741141014605 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "gameplay.h" #include "game.h" Gameplay::Gameplay(Game *game) : Page(game, Icons::PAUSE) { } void Gameplay::handle(Circle1DEvent *event) { Scene *scene = game->get_scene(); if (event->type == Circle1DEvent::TICK && scene->objectiveReached()) { ScoreManager *score_manager = game->get_score_manager(); LevelManager *level_manager = game->get_level_manager(); ResultsScreen *results_screen = game->get_results_screen(); int level = level_manager->current(); bool new_highscore = score_manager->register_score(level, scene->time); results_screen->set_results(level, scene->time, new_highscore); game->to_results(); } scene->handle(event); } void Gameplay::render(OpenGLRenderer *renderer) { game->get_scene()->render(renderer); } void Gameplay::render_background(OpenGLRenderer *renderer) { renderer->background(game->get_scene()->background_color); } bool Gameplay::on_back_button() { game->to_pause(); return true; } void Gameplay::on_paused() { game->to_pause(); } chromono-1.1.3/src/levelselector.h0000644000175000017500000000473315125741141015330 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_LEVELSELECTOR_H #define SHADYPOSTPROC_LEVELSELECTOR_H #include "shadypostproc.h" #include "circle1d.h" #include "levelmanager.h" #include "scoremanager.h" #include "opengl_renderer.h" #include "page.h" class Game; class LevelSelectorPack; class LevelSelectorGrid; class LevelSelector : public Page { public: LevelSelector(Game *game); virtual ~LevelSelector(); virtual void before_render(OpenGLRenderer *renderer); virtual void render(OpenGLRenderer *renderer); virtual void handle(Circle1DEvent *event); virtual void render_background(OpenGLRenderer *renderer); virtual bool on_back_button(); void scroll_to(int level); void select_pack(LevelPack *pack, bool transition=true); void go_to_pack() { state = PACK; } void go_to_grid() { state = GRID; } bool is_grid() { return state == GRID; } int indicator_y() { return star_count_indicator_y; } bool current_pack_contains(int level) { SHADY_ASSERT(current_pack != NULL); return (level >= current_pack->first_level && level <= current_pack->last_level); } RGB current_pack_color() { return current_pack->layout.color; } private: LevelSelectorPack *pack; LevelSelectorGrid *grid; LevelPack *current_pack; int star_count_indicator_y; enum State { PACK = 0, GRID, } state; }; #endif /* SHADYPOSTPROC_LEVELSELECTOR_H */ chromono-1.1.3/src/storagemanager.h0000644000175000017500000001072315125741141015453 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_STORAGEMANAGER_H #define SHADYPOSTPROC_STORAGEMANAGER_H #include "shadypostproc.h" #include #include class Storable; class StorageManager { public: StorageManager(char *filename); ~StorageManager(); // Add new storable to list of storables void register_storable(Storable *storable); // Load data from disk and send to storables void load_data(); // Save data to disk and read from storables void save_data(); private: // On error, read defaults void read_defaults(); std::list m_storables; char *m_filename; }; class Storable { public: Storable(StorageManager *storage_manager) : storage_manager(storage_manager) { storage_manager->register_storable(this); } // Amount (in bytes) this storable needs to store virtual size_t storage_requirement() = 0; // Read storage_requirement() bytes from buffer on load // Return true if reading was successful, false if data is invalid virtual bool read_from(void *buffer) = 0; // Read defaults (e.g. when storage is damaged or newly created) virtual void read_defaults() = 0; // Write storage_requirement() bytes to buffer on save virtual void write_to(void *buffer) = 0; // Helper function that requests saving from the storage manager void save_data() { storage_manager->save_data(); } protected: StorageManager *storage_manager; }; /* Lambda function for validating the contents of an arbitrary buffer */ typedef bool (*validate_struct_func_t)(void *buffer, void *user_data); class StorableStruct : public Storable { public: /** * Helper class that eases storing of arbitrary structs in a storage * manager. The default values from the struct are taken from the * contents of the buffer at construction-time. An optional validation * function can be used to validate data read in from the file. **/ StorableStruct(StorageManager *storage_manager, void *buffer, size_t len, validate_struct_func_t validate_struct_func=NULL, void *validate_struct_func_user_data=NULL) : Storable(storage_manager) , buffer(buffer) , len(len) , validate_struct_func(validate_struct_func) , validate_struct_func_user_data(validate_struct_func_user_data) , defaults(malloc(len)) { // Defaults are the initial buffer contents memcpy(defaults, buffer, len); } virtual ~StorableStruct() { free(defaults); } virtual size_t storage_requirement() { return len; } virtual bool read_from(void *buffer) { memcpy(this->buffer, buffer, len); if (validate_struct_func != NULL) { return validate_struct_func(this->buffer, validate_struct_func_user_data); } return true; } virtual void read_defaults() { memcpy(buffer, defaults, len); } virtual void write_to(void *buffer) { memcpy(buffer, this->buffer, len); } private: void *buffer; size_t len; validate_struct_func_t validate_struct_func; void *validate_struct_func_user_data; void *defaults; }; #endif /* SHADYPOSTPROC_STORAGEMANAGER_H */ chromono-1.1.3/src/gameplay.h0000644000175000017500000000247015125741141014253 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_GAMEPLAY_H #define SHADYPOSTPROC_GAMEPLAY_H #include "shadypostproc.h" #include "page.h" class Gameplay : public Page { public: Gameplay(Game *game); virtual void handle(Circle1DEvent *event); virtual void render(OpenGLRenderer *renderer); virtual void render_background(OpenGLRenderer *renderer); virtual bool on_back_button(); virtual void on_paused(); }; #endif /* SHADYPOSTPROC_GAMEPLAY_H */ chromono-1.1.3/src/aboutscreen.h0000644000175000017500000000272215125741141014766 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_ABOUTSCREEN_H #define SHADYPOSTPROC_ABOUTSCREEN_H #include "shadypostproc.h" #include "circle1d.h" #include "page.h" class AboutScreen : public Page { public: AboutScreen(Game *game); virtual void render(OpenGLRenderer *renderer); virtual void handle(Circle1DEvent *event); virtual void render_background(OpenGLRenderer *renderer); virtual bool on_back_button(); virtual void on_exposed(); private: Scene scene; Object *a; Object *b; Object *c; float opacity; }; #endif /* SHADYPOSTPROC_ABOUTSCREEN_H */ chromono-1.1.3/src/menu.cpp0000644000175000017500000002340215125741141013751 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "menu.h" #include "opengl_renderer.h" #include "game.h" #include "util.h" #include "colors.h" Button::Button(Menu *menu, Object *object, enum Icons::Icon icon, const char *text, game_lambda_t listener) : Pressable() , x(0.0) , y(0.0) , w(0.0) , h(0.0) , m_menu(menu) , m_object(object) , m_text(text) , m_listener(listener) { m_menu->queue_relayout(); } Button::~Button() { //delete m_text; } void Button::set_text(const char *text) { m_text = text; w = h = 0.0; m_menu->queue_relayout(); } void Button::render(OpenGLRenderer *renderer, float opacity) { renderer->text_render(m_text, x, y, FONT_MEDIUM, opacity); //float size = m_object->size * 1.5; //Vec2 pos = m_object->pos - Vec2(size, size) / 2.0; //renderer->icon(m_icon, pos.x, pos.y, size, size, RGB(1.0, 1.0, 1.0), 0.1); } bool Button::contains(Vec2 pos) { return (((pos - m_object->pos).length() < m_object->size) || (pos.x >= x && pos.x <= (x + w) && pos.y >= y && pos.y <= (y + h))); } bool Button::on_pressed() { if (m_listener != NULL) { m_listener(m_menu->get_game()); } return false; } void go_to_selector(Game *game) { game->to_selector(true); } void go_to_next_unplayed(Game *game) { game->to_next_unplayed(); } void go_to_highscores(Game *game) { game->to_highscores(); } void go_to_about(Game *game) { game->to_about(); } void go_to_options(Game *game) { game->to_options(); } class FallingObjectsBehavior : public Circle1DBehavior { public: CIRCLE1D_BEHAVIOR_BODY(FallingObjectsBehavior) FallingObjectsBehavior(Scene *scene, bool *pressed) : Circle1DBehavior(scene) , m_objects() , m_random(1337, 4711) , m_pressed(pressed) , m_stream_strength(0.0) , m_border(0.0) , m_populated(false) { } void populate() { for (int i=0; itime * Constants::TICK_MS * 0.04); } else { float alpha = 0.95; m_stream_strength = alpha * m_stream_strength + (1.0 - alpha) * 0.0; } Vec2 force(10.0 * m_stream_strength * wiggle, - 60.0 * m_stream_strength); std::vector::iterator it; for (it=m_objects.begin(); it != m_objects.end(); ++it) { Object *o = *it; if (o->pos.y > Constants::WORLD_HEIGHT + o->size + m_border) { o->pos = Vec2(m_random.next() % Constants::WORLD_WIDTH, -(o->size + m_border)); } else if (o->pos.y < -(o->size + m_border)) { o->pos = Vec2(m_random.next() % Constants::WORLD_WIDTH, Constants::WORLD_HEIGHT + o->size + m_border); } if (m_stream_strength < 0.5) { o->target_color = RGB::mix(RGB(0.0, 0.0, 0.0), RGB::background()); } o->desired = o->color; o->apply_force(force); } } void set_border(float border) { m_border = border; if (!m_populated) { populate(); scene->simulate(60); // preroll m_populated = true; } } private: std::vector m_objects; Random m_random; bool *m_pressed; float m_stream_strength; float m_border; bool m_populated; }; static Vec2 button_about_pos(Game *game) { Vec2 pos = game->get_offset(); pos.x = Constants::BACK_BUTTON_MARGIN - pos.x; pos.y += Constants::WORLD_HEIGHT - Constants::BACK_BUTTON_MARGIN - Constants::BACK_BUTTON_SIZE; return pos; } static Vec2 button_options_pos(Game *game) { Vec2 pos = game->get_offset(); pos.y += Constants::WORLD_HEIGHT - Constants::BACK_BUTTON_MARGIN - Constants::BACK_BUTTON_SIZE; pos.x += Constants::WORLD_WIDTH - Constants::BACK_BUTTON_MARGIN - Constants::BACK_BUTTON_SIZE; return pos; } Menu::Menu(Game *game) : Page(game) , m_scene() , m_falling_objects(NULL) , m_buttons() , m_must_relayout(false) , m_time(0) , play_button(NULL) , m_pressed(false) , m_button_about(game, go_to_about, button_about_pos(game), Constants::BACK_BUTTON_SIZE) , m_button_options(game, go_to_options, button_options_pos(game), Constants::BACK_BUTTON_SIZE) { m_falling_objects = new FallingObjectsBehavior(&m_scene, &m_pressed); play_button = add_button("Play", Icons::PLAY, RGB(0.4, 0.8, 0.4), go_to_next_unplayed); add_button("Chapters", Icons::GRID, Colors::SELECTOR_BACKGROUND_COLOR, go_to_selector); add_button("Help", Icons::STAR, Colors::HELP_BACKGROUND_COLOR, go_to_highscores); } Menu::~Menu() { std::vector::iterator it; for (it=m_buttons.begin(); it != m_buttons.end(); ++it) { delete (*it); } } Button * Menu::add_button(const char *text, enum Icons::Icon icon, RGB color, game_lambda_t listener) { Object *o = new Object(&m_scene, 300, 300, 64, Object::FIXED | Object::COLLIDER, color); Button *button = new Button(this, o, icon, text, listener); m_buttons.push_back(button); return button; } void Menu::before_render(OpenGLRenderer *renderer) { m_button_about.setPos(button_about_pos(game)); m_button_options.setPos(button_options_pos(game)); } void Menu::render(OpenGLRenderer *renderer) { if (m_must_relayout) { relayout(renderer); m_must_relayout = false; } Vec2 pos = game->get_offset(); m_falling_objects->set_border(pos.y + 10.0); m_scene.render(renderer); std::vector::iterator it; for (it=m_buttons.begin(); it != m_buttons.end(); ++it) { (*it)->render(renderer, 1.0); } RGB color(0.4, 0.6, 0.7); pos = m_button_about.pos(); renderer->icon(Icons::ABOUT, pos.x, pos.y, Constants::BACK_BUTTON_SIZE, Constants::BACK_BUTTON_SIZE, color, 0.3); pos = m_button_options.pos(); renderer->icon(Icons::OPTIONS, pos.x, pos.y, Constants::BACK_BUTTON_SIZE, Constants::BACK_BUTTON_SIZE, color, 0.3); } void Menu::handle(Circle1DEvent *event) { if (event->type == Circle1DEvent::TICK) { m_scene.handle(event); m_time++; } if (m_button_about.handle(event)) { return; } else if (m_button_options.handle(event)) { return; } std::vector::iterator it; for (it=m_buttons.begin(); it != m_buttons.end(); ++it) { if ((*it)->handle(event)) { return; } } if (event->finger == 0) { if (event->type == Circle1DEvent::MOUSEDOWN) { Platform::play(Sound::MAIN_MENU_STREAM_SPEEDUP); m_pressed = true; } else if (event->type == Circle1DEvent::MOUSEUP) { Platform::play(Sound::MAIN_MENU_STREAM_SLOWDOWN); m_pressed = false; } } } void Menu::relayout(OpenGLRenderer *renderer) { Vec2 spacing(50, 10); float height = 0; float width = 0; float button_width = 120; // Measure total width std::vector::iterator it; for (it=m_buttons.begin(); it != m_buttons.end(); ++it) { Button *b = *it; renderer->text_measure(b->m_text, &(b->w), &(b->h), FONT_MEDIUM); width += button_width; height = std::max(spacing.y + b->m_object->size * 2.f, height); } width += spacing.x * (m_buttons.size() - 1); // Layout buttons int x = (Constants::WORLD_WIDTH - width) / 2; for (it=m_buttons.begin(); it != m_buttons.end(); ++it) { Button *b = *it; b->x = x + (button_width - b->w) / 2.0; b->m_object->pos = Vec2(b->x + b->w / 2, Constants::WORLD_HEIGHT / 2); b->y = b->m_object->pos.y + spacing.y + b->m_object->size; x += button_width + spacing.x; } } void Menu::on_exposed() { ScoreManager *score_manager = game->get_score_manager(); if (score_manager->any_played()) { play_button->set_text("Continue"); } } void Menu::render_background(OpenGLRenderer *renderer) { RGB color = RGB::mix(RGB(0xFFFFFF), RGB::background(), 0.3 * game->get_sound_opacity()); renderer->background(color); } chromono-1.1.3/src/levelselectorgrid.cpp0000644000175000017500000002056515125741141016532 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "levelselectorgrid.h" void render_page_internal_callback(OpenGLRenderer *renderer, void *prepared, void *user_data) { LevelSelectorGrid *grid = (LevelSelectorGrid*)user_data; grid->render_page_internal(renderer, (PagePreviewInfo*)prepared); } void LevelSelectorGrid::prepare_pages(OpenGLRenderer *renderer) { for (int i=0; i<3; i++) { int page = current_page - 1 + i; preview_info[i].page = page; if (page >= 0 && page < pages) { int first_level = first_of(page); for (int level=first_level; level<=last_of(page); level++) { LevelPreviewInfo *pinfo = &(preview_info[i].previews[level-first_level]); if (level < level_manager->count() && level<=last_level) { LevelInfo *info = level_manager->get(level); pinfo->level = level; pinfo->locked = (score_manager->stars() < info->required_stars) && !Constants::UNLOCK_ALL; pinfo->required_stars = info->required_stars; pinfo->stars = score_manager->get_stars(level); } else { pinfo->level = -1; } } renderer->prepare_cached(&(preview_info[i]), sizeof(preview_info[i]), render_page_internal_callback, this); } } } void LevelSelectorGrid::render_page(OpenGLRenderer *renderer, int offset) { int page = preview_info[offset+1].page; if (page >= 0 && page < pages) { Vec2 pos(scroll_offset_x + Constants::WORLD_WIDTH * offset, 0.0); if (offset == 0) { // Slow down dragging of center page if it's the first or // last page, so that there is some scrolling resistance if (page == 0 && scroll_offset_x > 0) { pos.x -= scroll_offset_x * 3 / 4; } else if (page == (pages - 1) && scroll_offset_x < 0) { pos.x -= scroll_offset_x * 3 / 4; } } renderer->draw_cached(&(preview_info[offset+1]), sizeof(preview_info[offset+1]), pos); } } void LevelSelectorGrid::render_page_internal(OpenGLRenderer *renderer, PagePreviewInfo *info) { LevelSelector *level_selector = game->get_level_selector(); RGB color = level_selector->current_pack_color(); RGB text_color = RGB::mix(RGB(0x000000), color); for (int i=0; ipreviews[i]); if (level->level == -1) { continue; } Vec2 pos = position(i); if (!level->locked) { if (Constants::RENDERED_LEVEL_PREVIEWS) { renderer->level_preview(level->level, pos.x, pos.y, size.x, size.y); } else { Vec2 c = pos + size / 2.0; Object o(NULL, c.x, c.y, size.length() / 4.0, Object::FIXED, color); renderer->circle(&o); } } else { float lock_scale = 0.7; float side = std::min(size.x, size.y) * lock_scale; renderer->icon(Icons::LOCK, pos.x + (size.x - side) / 2, pos.y + (size.y - side) / 2, side, side, Colors::LOCK, 0.5); char tmp[1024]; snprintf(tmp, sizeof(tmp), "Need %d stars", level->required_stars); float w, h; renderer->text_measure(tmp, &w, &h, FONT_SMALL); renderer->text_render(tmp, pos.x + (size.x - w) / 2.0, pos.y + size.y - h - 15.0, FONT_SMALL); } } if (!Constants::RENDERED_LEVEL_PREVIEWS) { renderer->flush_circles(); } for (int i=0; ipreviews[i]); if (level->level == -1 || level->locked) { continue; } Vec2 pos = position(i); if (!Constants::RENDERED_LEVEL_PREVIEWS) { float w, h; char tmp[1024]; snprintf(tmp, sizeof(tmp), "%d", level->level - first_level + 1); renderer->text_measure(tmp, &w, &h, FONT_XLARGE); renderer->text_render(tmp, pos.x + (size.x - w) / 2.0, pos.y + (size.y - h) / 2.0, FONT_XLARGE, 1.0, text_color); } for (int i=0; i<3; i++) { renderer->icon(Icons::STAR, pos.x + size.x / 2 + 40 * (i-1) - 20, pos.y + size.y - 45, 40, 40, Colors::STAR, (level->stars > i)?0.9:0.3); } } } void LevelSelectorGrid::handle(Circle1DEvent *event) { Vec2 pos(event->x, event->y); if (event->type == Circle1DEvent::MOUSEDOWN) { mousedown_pos = pos; pressed = true; Platform::play(Sound::BUTTON_PRESS); scrolling = false; } else if (event->type == Circle1DEvent::MOUSEMOTION) { if (pressed) { float scroll_threshold = 50; if ((pos - mousedown_pos).length() > scroll_threshold) { // Start scrolling here scrolling = true; scroll_offset_x = (pos.x - mousedown_pos.x); } } } else if (event->type == Circle1DEvent::MOUSEUP) { if (pressed) { if (!scrolling) { int level = trace(event->x, event->y); if (level != -1 && level < level_manager->count()) { LevelInfo *info = level_manager->get(level); int missing_stars = (info->required_stars - score_manager->stars()); if (missing_stars <= 0 || Constants::UNLOCK_ALL) { Platform::play(Sound::BUTTON_RELEASE); game->start_level(level); } else { char tmp[1024]; snprintf(tmp, sizeof(tmp), (missing_stars == 1) ? "Need %d more star to unlock" : "Need %d more stars to unlock", missing_stars); game->show_message(tmp); Platform::play(Sound::LEVEL_LOCKED_MESSAGE_BOX); } } } else { if (scroll_offset_x > Constants::WORLD_WIDTH / 4.0) { if (previous_page()) { scroll_offset_x -= Constants::WORLD_WIDTH; } } else if (scroll_offset_x < -Constants::WORLD_WIDTH / 4.0) { if (next_page()) { scroll_offset_x += Constants::WORLD_WIDTH; } } } scrolling = false; pressed = false; } } else if (event->type == Circle1DEvent::TICK) { if (!pressed) { scroll_offset_x *= 0.8; } } } void LevelSelectorGrid::render(OpenGLRenderer *renderer) { render_page(renderer, 0); if (scroll_offset_x < 0.0) { render_page(renderer, +1); } else if (scroll_offset_x > 0.0) { render_page(renderer, -1); } Vec2 offset = game->get_offset(); float w, h; renderer->text_measure(title, &w, &h, FONT_LARGE); renderer->text_render(title, (Constants::WORLD_WIDTH - w) / 2.0, 10.0 - offset.y, FONT_LARGE); if (pages > 1) { renderer->page_indicator(Constants::WORLD_WIDTH / 2.0, game->get_level_selector()->indicator_y() + Constants::PAGE_INDICATOR_RADIUS, current_page, pages); } } void LevelSelectorGrid::scroll_to(int level) { current_page = (level - first_level) / per_page(); } chromono-1.1.3/src/levelmanager.h0000644000175000017500000000272615125741141015122 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_LEVELMANAGER_H #define SHADYPOSTPROC_LEVELMANAGER_H #include "shadypostproc.h" #include "circle1d.h" #include class LevelManager { public: LevelManager(Scene *scene); virtual ~LevelManager(); void start(int level); int current() { return m_current_level; } void set_current(int level) { m_current_level = level; } int count() { return m_levels.size(); } LevelInfo *get(int level); private: Scene *m_scene; std::vector m_levels; int m_current_level; }; #endif /* SHADYPOSTPROC_LEVELMANAGER_H */ chromono-1.1.3/src/scoremanager.h0000644000175000017500000000404415125741141015121 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_SCOREMANAGER_H #define SHADYPOSTPROC_SCOREMANAGER_H #include "levelmanager.h" #include "storagemanager.h" class ScoreManager { public: ScoreManager(LevelManager *level_manager, StorageManager *storage_manager); virtual ~ScoreManager(); // Game registers score after level is finished // returns true if this is a new high score, false otherwise bool register_score(int level, long ticks); // Return number of earned stars (0-3) for a given level int get_stars(int level); // Return the raw best score for a level long get_score(int level); // Get the amount of stars the user gets for a given score int get_stars_for(int level, long ticks); int stars() { return m_stars; } bool any_played() { return m_any_played; } // Recalculate stars counts based on scores (consider private) void recalculate(); private: LevelManager *m_level_manager; long *m_best_times; /* Cached values */ int m_stars; bool m_any_played; /* Storage handle */ StorableStruct *m_storable; }; #endif /* SHADYPOSTPROC_SCOREMANAGER_H */ chromono-1.1.3/src/messagebox.cpp0000644000175000017500000000302315125741141015137 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "messagebox.h" #include "constants.h" #include MessageBox::MessageBox() : m_message("") , m_opened(false) { } MessageBox::~MessageBox() { } void MessageBox::show(const char *message) { m_message = message; m_opened = true; } void MessageBox::render(OpenGLRenderer *renderer) { float w, h; renderer->text_measure(m_message.c_str(), &w, &h, FONT_LARGE); renderer->text_render(m_message.c_str(), (Constants::WORLD_WIDTH - w) / 2.0, (Constants::WORLD_HEIGHT - h) / 2.0, FONT_LARGE); } void MessageBox::handle(Circle1DEvent *event) { if (event->type == Circle1DEvent::MOUSEUP) { m_opened = false; } } chromono-1.1.3/src/util.cpp0000644000175000017500000000350515125741141013764 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #include "util.h" #include #include #include "constants.h" void Util::format_score_time(long score, char *string, size_t size) { long ms = score * Constants::TICK_MS; snprintf(string, size, "%02ld:%02ld.%03ld", (ms / 1000) / 60, (ms / 1000) % 60, ms % 1000); } #if defined(_WIN32) static inline int vasprintf(char **str, const char *fmt, va_list ap) { // Fallback value if unspecified size_t size = 2048; // Determine the resulting string length by formatting once FILE *fp = fopen("/dev/null", "wb"); if (fp) { size = vfprintf(fp, fmt, ap) + 1; fclose(fp); } *str = (char *)malloc(size); return vsnprintf(*str, size, fmt, ap); } #endif std::string Util::format(const char *fmt, ...) { va_list ap; va_start(ap, fmt); std::string result; char *tmp; if (vasprintf(&tmp, fmt, ap) != -1) { result = tmp; free(tmp); } return result; } chromono-1.1.3/src/choicescreen.h0000644000175000017500000000427015125741141015106 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ #ifndef SHADYPOSTPROC_CHOICESCREEN_H #define SHADYPOSTPROC_CHOICESCREEN_H #include "shadypostproc.h" #include "circle1d.h" #include "opengl_renderer.h" #include "icons.h" #include "constants.h" #include "page.h" class Game; struct ChoiceScreenButton { ChoiceScreenButton(const char *caption, enum Icons::Icon icon, game_lambda_t action) : x(0) , y(0) , w(Constants::CHOICE_SCREEN_BUTTON_SIZE) , h(Constants::CHOICE_SCREEN_BUTTON_SIZE) , visible(true) , finger(-1) , caption(caption) , icon(icon) , action(action) { } bool contains(Vec2 pos) { return ((x <= pos.x) && ((x + w) >= pos.x) && (y <= pos.y) && ((y + h) >= pos.y)); } int x; int y; int w; int h; bool visible; int finger; const char *caption; enum Icons::Icon icon; game_lambda_t action; }; class ChoiceScreen : public Page { public: ChoiceScreen(Game *game, ChoiceScreenButton *buttons, int count, enum Icons::Icon back=Icons::NONE); virtual ~ChoiceScreen(); virtual void render(OpenGLRenderer *renderer); virtual void handle(Circle1DEvent *event); protected: long m_time; private: ChoiceScreenButton *m_buttons; int m_count; }; #endif /* SHADYPOSTPROC_CHOICESCREEN_H */ chromono-1.1.3/ChangeLog0000644000175000017500000000414315125741141013265 0ustar thpthp2026-01-02 Thomas Perl * CMakeLists.txt: Add support for building with devkitPPC * README: Document how to cross-build for Wii 2025-11-07 Thomas Perl chro.mono 1.1.3 * Replace pthreads with SDL2-based mutex implementation for cross-platform compatibility (Wii, Win32); based on an initial patch by Alberto Mardegan * Fix cross-build for Win32 2025-10-14 Thomas Perl * Allow building against OpenGL ES 2.0 in addition to OpenGL 3.2; fix documented OpenGL requirement in README (thanks Alberto Mardegan) 2025-09-14 Chris Hofstaedtler * src/highscoresscreen.cpp: Fix build on GCC 15 (Debian bug 1114081) 2025-04-22 Alberto Mardegan * Port to Wii using devkitPro and OpenGX 2025-04-20 Alberto Mardegan * src/renderer/framebuffer.cpp: clear texture on initialization; OpenGL does not guarantee that the texture is initialized to all zeroes. Skipping the texture initialization can result in garbage being present in the effect overlay template. 2025-04-19 Alberto Mardegan * src/main.cpp: Fix SDL audio initialization for big endian platforms; add SDL_INIT_AUDIO to SDL_Init call. 2025-04-11 Alberto Mardegan * src/mixer.cpp, src/platform.h, src/main.cpp: Tell libvorbis about the platform's endianness (for Wii) * src/renderer/font.cpp: Allocate font pixels on the heap (otherwise crashes on Wii due to stack size) 2025-03-30 Alberto Mardegan * src/circle1d/serialize.h: Add missing include (stdint.h) for GCC 14 2024-09-27 Thomas Perl chro.mono 1.1.2 * Support for Windows XP and cross-compilation; requires an OpenGL 3.0-compatible graphics card due to FBO usage (tested with GeForce 9400M). 2021-08-18 Thomas Perl chro.mono 1.1.1 * Replace a CC Sampling+-licensed sound effect with a CC0-licensed sound effect for DFSG, and mention sound file names in about box 2021-08-12 Thomas Perl chro.mono 1.1.0 * Initial open source release of chro.mono chromono-1.1.3/wii/0000755000175000017500000000000015125742413012304 5ustar thpthpchromono-1.1.3/wii/meta.xml0000644000175000017500000000117515125741141013755 0ustar thpthp chro.mono Thomas Perl, Alberto Mardegan (port) 1.1.3 20251107000000 Circle color puzzle game All those half-colored spheres could really need some help. And with that, we obviously mean your help, otherwise this would probably not be a game, but a movie or something. Grab those fully-colored spheres and share the color (and the correct one at that) to bring the world order back to normal. chromono-1.1.3/wii/icon.png0000664000175000017500000002432215125741141013744 0ustar thpthp‰PNG  IHDR€0Ùôr¾bKGDÿÿÿ ½§“ pHYs × ×B(›xtIMEé3„È7 IDATxÚ]|M³dÇqÝÉ̪{»ßÇÌ †IÅ/“e;B!Ù¦w¦d1¼ðR”Hʶü/2“ïßøëAlŒ`× F€™ús dRžÛùõÏ!å ÂÏ?¾Ak~³µU¨*T $Ccc‘$Ô²ðËKž@i†©¢Õ‚Z+š*š*Œ €Rq‘ÀLÑê m)O”A,ÐZ}£³ 5…jƒ`, N0b¨šŒB-F°ÄhjP|»Ô€Ú*šŒ%þ]Ö⟋FÓ†ZV3ZYa¦0hœQ…¶A+òðÑçþ“Ÿ0@DDF'.N¨ïè±Q Fþ±;¨¿žhìlô=aÚ¶á¸OüÕÇÓ?Ç66¢ƒÅW &0q\7žn„TžmÞÅn~‡Ò@uÁ£·.LkœZ‰ÏD0k0m”!â7ÝÌ@D”¡Ö@̰¦ˆ°Ó¯Ú ­!O3(¢–¤ŒVKl† h¥ø†a hµ¢µߎ ­ù&1ƒšÅ)W€ë²Àây$ f¾HD ,Ð µU0sDñÅŽÅI`‘ø* U…<|çñ“¾N, &"&ˆ€‰ LÄD„3’‰01"ˆ™A 3˜‰¨Ç&™‡TòFÔw ÅßÙŒ-è[ÁC)õ=FÔ¿¨¸Ç$‘Up»CÙ‡¯}ý<~ç>ÊÚ Eq¾` *UOWGôßøWdž4ÒIZŸÓD·gïâ`Œr(¸æ¸Æ´9Únª *P¢/d­ #1Y í^þ!êýW¢205€LŽÂG‰C=‚!",;— 8ª/U™ƒLâÀ ñž0øâF41X€O/[óÓî|‚‚§ÙËÆZlf´æGþÝ¿ÿÁ“u­H‰!¯‘Â=¤×öZέÕÃg'zNJEÔêùº/¸™¡E9ÂQ"–RÑšB„°=›ðàÁ?~€oûóøÒ—Â(‡ŠMš`fV«ÆFçþáŽÄ 9¡c£ˆ€9HÒú$çØOoÒmi(kÃÃËÉ 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Æì}ô7!zÛ¼†‚„ÀQ/†“Cø6æ9€çYzøeã¡ß0ðמf^bPˆü@(™`4#Oÿø¯?ù5 b¼3ÿ]O˽tÞö6ËLV…ÅJŸß¨ÝzìߌÁ º}R)ý‚r6Ã,w”˜îôý]~Üê_Ý7$1A„ÓƒJníj7vêßçAíÕ}¦Ñ”ÿSâ;²TM¦ó|D-ó±rÃCí=òغÚÊôJr;QÔñË·ZÕT †eÎyžˆmÇuîØd8¬¸¸ÉAô©’7‚Dºò`,´Ò'Íš|L¥ kIü@°OÕ H!+‰–6§•rã Úôá+”ÜEϘ©–J9RsFúòÿ mÏôùl7Ú/ú|<Àˆ ÷Þk®ßû½*mw]wZ×]DB•Æ1)9¨¯Ñœ®ÞΓ+ƒçsÑ›§T‘ðß=ã”hýlúÐCÝg1ÜEÓnú02ˆ­8Dæ2 cÇ—Ç$‡Ž§þ“g2Çy©å}³È-êm ˆFXuÙuØ úAÍ ]Üdû{=|Ïè³€ÎÓÓ¡$¹_{1(22¬ƒ Sz@NÔX„¥6­lÂŒm½UóƇ`×ÁéTó^~”Õ¢à~Å“õù!H’š“)$æð±‡aÄUvö]ê(¢ÝÊ|Q90µ¼é Í}ü®ù|ÐfCÁ‡ÛTÒK!aâ-A-d¤ Ši_ÁLµ5*gVW_ÇA³T©Á¬t|óZ0 ú:q˜y(%Öà +‘4_çÞo/jT΋üø ÿó¿åCÓãIûÆ9‡Cù¡çÔ(Æì©=ì×g×]_ñq0h¤mÛEI7R–¥‹v)×ÁG~^ÊàÏ¿h{^œŠ\®Bãeu˜UÔ³~6é/=SPÕÜuI‹$òa/Ù€ý’MŒXëz¨Æ`š9ïè¿þï¿èÞA!#Ò@ˆý=NìCÆ,þp“{1ÖÙ•¥²Z%’„aTZ„MõÛÞ¹pûØ.n‚¤šþ²B ¡W9h7þkûˆH½€¡IEND®B`‚chromono-1.1.3/chromono.desktop0000644000175000017500000000020515125741141014725 0ustar thpthp[Desktop Entry] Type=Application Name=chro.mono Comment=Very circular color puzzle game Exec=chromono Icon=chromono Categories=Game; chromono-1.1.3/README0000644000175000017500000000420615125741713012400 0ustar thpthp _ __| |_ _ _ ___ _ __ ___ _ _ ___ / _| ' \| '_/ _ \_| ' \/ _ \ ' \/ _ \ \__|_||_|_| \___(_)_|_|_\___/_||_\___/ https://thp.io/2013/chromono/ This is the open source release of my game "chro.mono", originally released in Summer 2013. If you like the game, check out "chro.mono 2" on Google Play and the App Store. The code is licensed under the terms of the GNU General Public License, version 2 or later, see the file COPYING. Version 1.1.3 (see ChangeLog) now contains a port to the Wii using devkitPro, thanks to Alberto Mardegan. Also thanks to Chris Hofstaedtler for finding GCC 15-related issues and sponsoring the package in Debian. -- thp, January 2026 DEPENDENCIES ============ - C++17 compiler (GCC or clang) - CMake 3.27 - pkg-config 0.29.1 - Python 3.3 - SDL 2.0.10 - OpenGL 3.2 or OpenGL ES 2.0 (-DUSE_OPENGL_ES in CMake) - zlib 1.2.11 - libvorbisfile 1.3.6 On Debian-based systems, use: sudo apt install -y \ cmake pkg-config python3 build-essential \ libsdl2-dev libgl-dev zlib1g-dev libvorbis-dev On Arch-based systems, use: sudo pacman -S \ cmake python3 base-devel \ sdl2 libglvnd zlib libvorbis On Fedora-based systems, use: sudo dnf install \ cmake pkgconf-pkg-config python3 make gcc-c++ \ SDL2-devel libglvnd-devel zlib-devel libvorbis-devel On macOS, use: sudo brew install \ cmake python2 \ sdl2 zlib libvorbis BUILDING / INSTALLING ===================== cmake -B build . make -C build sudo make -C build install WII === To cross-compile for the Wii (using devkitPro's PowerPC Docker image): docker run -v $PWD:/home -w /home/ -it --rm devkitpro/devkitppc \ /opt/devkitpro/portlibs/wii/bin/powerpc-eabi-cmake -B build-wii \ -DBUILD_FOR_WII=ON \ . docker run -v $PWD:/home -w /home/ -it --rm devkitpro/devkitppc \ make -C build-wii docker run -v $PWD:/home -w /home/ -it --rm devkitpro/devkitppc \ elf2dol build-wii/chromono.elf wii/boot.dol sh wii/make-package.sh chromono-1.1.3/COPYING0000644000175000017500000004325415125741141012554 0ustar thpthp GNU GENERAL PUBLIC LICENSE Version 2, June 1991 Copyright (C) 1989, 1991 Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. Preamble The licenses for most software are designed to take away your freedom to share and change it. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change free software--to make sure the software is free for all its users. This General Public License applies to most of the Free Software Foundation's software and to any other program whose authors commit to using it. (Some other Free Software Foundation software is covered by the GNU Lesser General Public License instead.) You can apply it to your programs, too. When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for this service if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs; and that you know you can do these things. To protect your rights, we need to make restrictions that forbid anyone to deny you these rights or to ask you to surrender the rights. These restrictions translate to certain responsibilities for you if you distribute copies of the software, or if you modify it. For example, if you distribute copies of such a program, whether gratis or for a fee, you must give the recipients all the rights that you have. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights. We protect your rights with two steps: (1) copyright the software, and (2) offer you this license which gives you legal permission to copy, distribute and/or modify the software. Also, for each author's protection and ours, we want to make certain that everyone understands that there is no warranty for this free software. If the software is modified by someone else and passed on, we want its recipients to know that what they have is not the original, so that any problems introduced by others will not reflect on the original authors' reputations. Finally, any free program is threatened constantly by software patents. We wish to avoid the danger that redistributors of a free program will individually obtain patent licenses, in effect making the program proprietary. To prevent this, we have made it clear that any patent must be licensed for everyone's free use or not licensed at all. The precise terms and conditions for copying, distribution and modification follow. GNU GENERAL PUBLIC LICENSE TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION 0. This License applies to any program or other work which contains a notice placed by the copyright holder saying it may be distributed under the terms of this General Public License. The "Program", below, refers to any such program or work, and a "work based on the Program" means either the Program or any derivative work under copyright law: that is to say, a work containing the Program or a portion of it, either verbatim or with modifications and/or translated into another language. (Hereinafter, translation is included without limitation in the term "modification".) Each licensee is addressed as "you". Activities other than copying, distribution and modification are not covered by this License; they are outside its scope. The act of running the Program is not restricted, and the output from the Program is covered only if its contents constitute a work based on the Program (independent of having been made by running the Program). Whether that is true depends on what the Program does. 1. You may copy and distribute verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any warranty; and give any other recipients of the Program a copy of this License along with the Program. You may charge a fee for the physical act of transferring a copy, and you may at your option offer warranty protection in exchange for a fee. 2. You may modify your copy or copies of the Program or any portion of it, thus forming a work based on the Program, and copy and distribute such modifications or work under the terms of Section 1 above, provided that you also meet all of these conditions: a) You must cause the modified files to carry prominent notices stating that you changed the files and the date of any change. b) You must cause any work that you distribute or publish, that in whole or in part contains or is derived from the Program or any part thereof, to be licensed as a whole at no charge to all third parties under the terms of this License. c) If the modified program normally reads commands interactively when run, you must cause it, when started running for such interactive use in the most ordinary way, to print or display an announcement including an appropriate copyright notice and a notice that there is no warranty (or else, saying that you provide a warranty) and that users may redistribute the program under these conditions, and telling the user how to view a copy of this License. (Exception: if the Program itself is interactive but does not normally print such an announcement, your work based on the Program is not required to print an announcement.) These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Program, and can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections when you distribute them as separate works. But when you distribute the same sections as part of a whole which is a work based on the Program, the distribution of the whole must be on the terms of this License, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it. Thus, it is not the intent of this section to claim rights or contest your rights to work written entirely by you; rather, the intent is to exercise the right to control the distribution of derivative or collective works based on the Program. In addition, mere aggregation of another work not based on the Program with the Program (or with a work based on the Program) on a volume of a storage or distribution medium does not bring the other work under the scope of this License. 3. You may copy and distribute the Program (or a work based on it, under Section 2) in object code or executable form under the terms of Sections 1 and 2 above provided that you also do one of the following: a) Accompany it with the complete corresponding machine-readable source code, which must be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or, b) Accompany it with a written offer, valid for at least three years, to give any third party, for a charge no more than your cost of physically performing source distribution, a complete machine-readable copy of the corresponding source code, to be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or, c) Accompany it with the information you received as to the offer to distribute corresponding source code. (This alternative is allowed only for noncommercial distribution and only if you received the program in object code or executable form with such an offer, in accord with Subsection b above.) The source code for a work means the preferred form of the work for making modifications to it. For an executable work, complete source code means all the source code for all modules it contains, plus any associated interface definition files, plus the scripts used to control compilation and installation of the executable. However, as a special exception, the source code distributed need not include anything that is normally distributed (in either source or binary form) with the major components (compiler, kernel, and so on) of the operating system on which the executable runs, unless that component itself accompanies the executable. If distribution of executable or object code is made by offering access to copy from a designated place, then offering equivalent access to copy the source code from the same place counts as distribution of the source code, even though third parties are not compelled to copy the source along with the object code. 4. You may not copy, modify, sublicense, or distribute the Program except as expressly provided under this License. Any attempt otherwise to copy, modify, sublicense or distribute the Program is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance. 5. You are not required to accept this License, since you have not signed it. However, nothing else grants you permission to modify or distribute the Program or its derivative works. These actions are prohibited by law if you do not accept this License. Therefore, by modifying or distributing the Program (or any work based on the Program), you indicate your acceptance of this License to do so, and all its terms and conditions for copying, distributing or modifying the Program or works based on it. 6. Each time you redistribute the Program (or any work based on the Program), the recipient automatically receives a license from the original licensor to copy, distribute or modify the Program subject to these terms and conditions. You may not impose any further restrictions on the recipients' exercise of the rights granted herein. You are not responsible for enforcing compliance by third parties to this License. 7. If, as a consequence of a court judgment or allegation of patent infringement or for any other reason (not limited to patent issues), conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot distribute so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not distribute the Program at all. For example, if a patent license would not permit royalty-free redistribution of the Program by all those who receive copies directly or indirectly through you, then the only way you could satisfy both it and this License would be to refrain entirely from distribution of the Program. If any portion of this section is held invalid or unenforceable under any particular circumstance, the balance of the section is intended to apply and the section as a whole is intended to apply in other circumstances. It is not the purpose of this section to induce you to infringe any patents or other property right claims or to contest validity of any such claims; this section has the sole purpose of protecting the integrity of the free software distribution system, which is implemented by public license practices. Many people have made generous contributions to the wide range of software distributed through that system in reliance on consistent application of that system; it is up to the author/donor to decide if he or she is willing to distribute software through any other system and a licensee cannot impose that choice. This section is intended to make thoroughly clear what is believed to be a consequence of the rest of this License. 8. If the distribution and/or use of the Program is restricted in certain countries either by patents or by copyrighted interfaces, the original copyright holder who places the Program under this License may add an explicit geographical distribution limitation excluding those countries, so that distribution is permitted only in or among countries not thus excluded. In such case, this License incorporates the limitation as if written in the body of this License. 9. The Free Software Foundation may publish revised and/or new versions of the General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns. Each version is given a distinguishing version number. If the Program specifies a version number of this License which applies to it and "any later version", you have the option of following the terms and conditions either of that version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of this License, you may choose any version ever published by the Free Software Foundation. 10. If you wish to incorporate parts of the Program into other free programs whose distribution conditions are different, write to the author to ask for permission. For software which is copyrighted by the Free Software Foundation, write to the Free Software Foundation; we sometimes make exceptions for this. Our decision will be guided by the two goals of preserving the free status of all derivatives of our free software and of promoting the sharing and reuse of software generally. NO WARRANTY 11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 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 convey the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found. Copyright (C) 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, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. Also add information on how to contact you by electronic and paper mail. If the program is interactive, make it output a short notice like this when it starts in an interactive mode: Gnomovision version 69, Copyright (C) year name of author Gnomovision 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, the commands you use may be called something other than `show w' and `show c'; they could even be mouse-clicks or menu items--whatever suits your program. You should also get your employer (if you work as a programmer) or your school, if any, to sign a "copyright disclaimer" for the program, if necessary. Here is a sample; alter the names: Yoyodyne, Inc., hereby disclaims all copyright interest in the program `Gnomovision' (which makes passes at compilers) written by James Hacker. , 1 April 1989 Ty Coon, President of Vice This 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. chromono-1.1.3/data/0000755000175000017500000000000015125741150012422 5ustar thpthpchromono-1.1.3/data/shaders/0000755000175000017500000000000015125741150014053 5ustar thpthpchromono-1.1.3/data/shaders/line.fsh0000644000175000017500000000163615125741141015512 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ varying vec4 col; void main(void) { gl_FragColor = col; } chromono-1.1.3/data/shaders/spheretemplate.fsh0000644000175000017500000000403415125741141017600 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ varying vec2 pos; uniform vec2 center; uniform float size; // red = desired color intensity // green = color intensity // blue = highlight void main(void) { // Distance of this point to the center float dist = length(pos - center); // Shadow effect float shadow_border = 0.005 * size; float shadow_dist = length(pos - (center + vec2(shadow_border))); // Distance of this point to the highlight center float highlight = length(pos - (center - 0.2 * size)); // Border width for antialiased sphere border float border = 2.7; // Alpha value determines the shape of the sphere gl_FragColor.rgba = vec4(smoothstep(size, size-border, dist)); if (shadow_dist < dist) { gl_FragColor.a += smoothstep(size-shadow_border, size-border, shadow_dist); } // Intensity of highlight float intensity = 0.15; highlight = smoothstep(size, size/2.0, highlight); // Color is based on original color + highlight effect //gl_FragColor.rgb = vec3(intensity) * highlight; gl_FragColor.b *= intensity * highlight; float mixer = smoothstep(size/2.0, size/2.0 - border, dist); gl_FragColor.r *= mixer; gl_FragColor.g *= (1.0 - mixer); } chromono-1.1.3/data/shaders/background.vsh0000644000175000017500000000233715125741141016721 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ attribute vec4 vtxcoord; uniform vec2 screensize; varying vec2 pos; varying vec2 tex; void main(void) { gl_Position = vtxcoord; pos = vtxcoord.xy; tex = ((pos + vec2(1.0)) / 2.0); // Due to the texture rendering, flip the texture vertically tex.y = 1.0 - tex.y; // Scale coordinates to "subwidth/subheight" of framebuffer texture tex *= screensize; } chromono-1.1.3/data/shaders/levelpreview.vsh0000644000175000017500000000202015125741141017300 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ attribute vec4 vtxcoord; attribute vec2 texcoord; uniform mat4 projection; varying vec2 tex; void main(void) { gl_Position = vtxcoord * projection; tex = texcoord; } chromono-1.1.3/data/shaders/pageindicator.vsh0000644000175000017500000000207615125741141017413 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ attribute vec4 vtxcoord; uniform mat4 projection; uniform vec2 center; uniform float size; varying vec2 pos; void main(void) { pos = center + vtxcoord.xy * size; gl_Position = vec4(pos, 0.0, 1.0) * projection; } chromono-1.1.3/data/shaders/background.fsh0000644000175000017500000000203715125741141016676 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ uniform vec4 color; uniform sampler2D sampler; varying vec2 pos; varying vec2 tex; void main(void) { float intensity = texture2D(sampler, tex).r; gl_FragColor = color * intensity; } chromono-1.1.3/data/shaders/effect.fsh0000644000175000017500000000203715125741141016013 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ uniform sampler2D frame_a; uniform sampler2D frame_b; varying vec2 tex; varying float dim; void main(void) { gl_FragColor = mix(texture2D(frame_a, tex), texture2D(frame_b, tex), dim); } chromono-1.1.3/data/shaders/backgroundtemplate.fsh0000644000175000017500000000274415125741141020437 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ uniform float time; uniform sampler2D sampler; varying vec2 pos; varying vec2 tex; void main(void) { float intensity = 0.6; // Add randomness float random_color = texture2D(sampler, mod(tex, vec2(1.0))).r; intensity += 0.06 * random_color; // Add vignette effect float hvignette = smoothstep(2.5, 0.5, abs(pos.x)); float vvignette = smoothstep(2.4, 0.5, abs(pos.y)); intensity *= hvignette * vvignette; // Add highlight effect float highlight = smoothstep(1.0, 0.0, distance(pos, vec2(-0.2, -0.3))); intensity += highlight * 0.2; gl_FragColor = vec4(intensity, intensity, intensity, 1.0); } chromono-1.1.3/data/shaders/effectoverlaytemplate.fsh0000644000175000017500000000213215125741141021145 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ varying vec2 pos; uniform bool portrait; void main(void) { if (mod(portrait ? gl_FragCoord.x : gl_FragCoord.y, 2.0) < 1.0) { gl_FragColor = vec4(0.0, 0.0, 0.0, 0.76); } else { gl_FragColor = vec4(0.0, 0.0, 0.0, 0.65); } } chromono-1.1.3/data/shaders/font.fsh0000644000175000017500000000237515125741141015532 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ varying vec2 tex; varying vec4 col; uniform vec4 transform; uniform sampler2D sampler; void main(void) { // The bigger the text scale, the smaller we have to make the alpha border // Scale is stored in "z" of transform float e = 0.05 / transform.z; float dist = texture2D(sampler, tex).a; float alpha = smoothstep(0.5 - e, 0.5 + e, dist); gl_FragColor = vec4(col.rgb, col.a * alpha); } chromono-1.1.3/data/shaders/loading.fsh0000644000175000017500000000164215125741141016175 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ uniform vec4 color; void main(void) { gl_FragColor = color; } chromono-1.1.3/data/shaders/effect.vsh0000644000175000017500000000227115125741141016033 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ attribute vec4 coord; uniform vec2 subtex; uniform float brightness; uniform bool portrait; uniform float time; varying vec2 tex; varying float dim; void main(void) { dim = brightness; gl_Position = vec4( 2.0 * coord.x - 1.0, 2.0 * coord.y - 1.0, coord.z, coord.w ); tex = coord.xy * subtex; } chromono-1.1.3/data/shaders/spheretemplate.vsh0000644000175000017500000000240615125741141017621 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ attribute vec4 vtxcoord; uniform vec2 framebuffer_size; uniform vec2 center; uniform float size; varying vec2 pos; void main(void) { pos = center + vtxcoord.xy * size; // Make position relative to framebuffer without using projection gl_Position.x = 2.0 * (pos.x / framebuffer_size.x) - 1.0; gl_Position.y = 2.0 * (pos.y / framebuffer_size.y) - 1.0; gl_Position.z = 0.0; gl_Position.w = 1.0; } chromono-1.1.3/data/shaders/font.vsh0000644000175000017500000000235315125741141015546 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ attribute vec4 vtxcoord; attribute vec2 texcoord; uniform mat4 projection; uniform vec4 transform; uniform vec4 color; varying vec2 tex; varying vec4 col; void main(void) { vec4 p = vec4( vtxcoord.x * transform.z + transform.x, vtxcoord.y * transform.z + transform.y, 0.0, 1.0 ); gl_Position = p * projection; tex = texcoord; col = color; } chromono-1.1.3/data/shaders/spheredefault.vsh0000644000175000017500000000220615125741141017430 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ attribute vec4 vtxcoord; attribute vec2 texcoord; attribute vec3 color; attribute vec3 desired; uniform mat4 projection; varying vec2 tex; varying vec3 col; varying vec3 des; void main(void) { gl_Position = vtxcoord * projection; tex = texcoord; col = color; des = desired; } chromono-1.1.3/data/shaders/cachedscreen.fsh0000644000175000017500000000171615125741141017171 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ varying vec2 tex; uniform sampler2D sampler; void main(void) { gl_FragColor = texture2D(sampler, tex); } chromono-1.1.3/data/shaders/loading.vsh0000644000175000017500000000172015125741141016212 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ attribute vec4 vtxcoord; uniform mat4 projection; void main(void) { gl_Position = vtxcoord * projection; } chromono-1.1.3/data/shaders/icons.vsh0000644000175000017500000000202015125741141015702 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ attribute vec4 vtxcoord; attribute vec2 texcoord; uniform mat4 projection; varying vec2 tex; void main(void) { gl_Position = vtxcoord * projection; tex = texcoord; } chromono-1.1.3/data/shaders/shadow.vsh0000644000175000017500000000202015125741141016054 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ attribute vec4 vtxcoord; attribute float opacity; uniform mat4 projection; varying float opa; void main(void) { gl_Position = vtxcoord * projection; opa = opacity; } chromono-1.1.3/data/shaders/levelpreview.fsh0000644000175000017500000000220315125741141017263 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ uniform sampler2D sampler; varying vec2 tex; void main(void) { gl_FragColor = texture2D(sampler, tex); //gl_FragColor.rgb = 0.5 * gl_FragColor.aaa; // We could use this if the level is not yet solved gl_FragColor = mix(vec4(0.0, 0.0, 0.0, 0.4), gl_FragColor, gl_FragColor.a); } chromono-1.1.3/data/shaders/shadow.fsh0000644000175000017500000000167215125741141016050 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ varying float opa; void main(void) { gl_FragColor = vec4(0.0, 0.0, 0.0, opa * 0.1); } chromono-1.1.3/data/shaders/pageindicator.fsh0000644000175000017500000000265015125741141017371 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ uniform bool filled; uniform vec2 center; uniform float size; varying vec2 pos; void main(void) { float dist = distance(pos, center); float border = 0.8; float outer_radius = size / 2.0; float inner_radius = size / 2.0 - border * 2.0; // Antialiased circle shape float intensity = smoothstep(outer_radius, outer_radius-border, dist); if (!filled) { // Remove the circle (inner radius) to leave only an outline intensity -= smoothstep(inner_radius, inner_radius-border, dist); } gl_FragColor = vec4(1.0, 1.0, 1.0, intensity); } chromono-1.1.3/data/shaders/effectoverlay.fsh0000644000175000017500000000171515125741141017417 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ uniform sampler2D sampler; varying vec2 pos; void main(void) { gl_FragColor = texture2D(sampler, pos); } chromono-1.1.3/data/shaders/cachedscreen.vsh0000644000175000017500000000220415125741141017202 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ attribute vec4 vtxcoord; uniform vec2 offset; uniform vec2 subsize; varying vec2 tex; void main(void) { gl_Position = vec4(vtxcoord.x + offset.x * 2.0, vtxcoord.y + offset.y * 2.0, 0.0, 1.0); tex = vec2((0.5 + 0.5 * vtxcoord.x) * subsize.x, (0.5 + 0.5 * vtxcoord.y) * subsize.y); } chromono-1.1.3/data/shaders/effectoverlay.vsh0000644000175000017500000000210115125741141017425 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ attribute vec4 vtxcoord; varying vec2 pos; uniform vec2 subtex; void main(void) { gl_Position.xy = vtxcoord.xy * 2.0 - vec2(1.0, 1.0); gl_Position.z = 0.0; gl_Position.w = 1.0; pos = vtxcoord.xy * subtex; } chromono-1.1.3/data/shaders/effectoverlaytemplate.vsh0000644000175000017500000000201315125741141021163 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ attribute vec4 vtxcoord; void main(void) { vec2 pos = vtxcoord.xy; gl_Position.xy = pos * 2.0 - vec2(1.0, 1.0); gl_Position.z = 0.0; gl_Position.w = 1.0; } chromono-1.1.3/data/shaders/backgroundtemplate.vsh0000644000175000017500000000222115125741141020445 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ attribute vec4 vtxcoord; uniform vec2 screensize; uniform vec2 randomsize; varying vec2 pos; varying vec2 tex; void main(void) { gl_Position = vtxcoord; pos = vtxcoord.xy; // Texture coordinate of random pattern (1:1 pixels) tex = ((pos + vec2(1.0)) / 2.0) * screensize / randomsize; } chromono-1.1.3/data/shaders/decal.vsh0000644000175000017500000000202015125741141015637 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ attribute vec4 vtxcoord; attribute vec2 texcoord; uniform mat4 projection; varying vec2 tex; void main(void) { gl_Position = vtxcoord * projection; tex = texcoord; } chromono-1.1.3/data/shaders/line.vsh0000644000175000017500000000201215125741141015517 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ attribute vec4 vtxcoord; attribute vec4 color; uniform mat4 projection; varying vec4 col; void main(void) { gl_Position = vtxcoord * projection; col = color; } chromono-1.1.3/data/shaders/decal.fsh0000644000175000017500000000200515125741141015622 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ uniform sampler2D sampler; uniform float opacity; varying vec2 tex; void main(void) { gl_FragColor = vec4(1.0, 1.0, 1.0, opacity*texture2D(sampler, tex).a); } chromono-1.1.3/data/shaders/icons.fsh0000644000175000017500000000232715125741141015674 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ uniform vec4 color; uniform sampler2D sampler; varying vec2 tex; void main(void) { vec4 t = texture2D(sampler, tex); float alpha = t.r; float glow = t.g; float highlight = t.b; // Basic shape (area + glow) gl_FragColor.rgba = color * (alpha + 2.0 * glow); // Highlight gl_FragColor.rgba += vec4(1.0) * 0.03 * highlight * (alpha + glow); } chromono-1.1.3/data/shaders/spheredefault.fsh0000644000175000017500000000205115125741141017406 0ustar thpthp/** * chro.mono: A very circular color puzzle game * https://thp.io/2013/chromono/ * Copyright (C) 2013-2021 Thomas Perl * * 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, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. **/ varying vec2 tex; varying vec3 col; varying vec3 des; uniform sampler2D sampler; void main(void) { vec4 t = texture2D(sampler, tex); gl_FragColor = vec4(t.r * des + t.g * col + t.bbb, t.a); } chromono-1.1.3/data/sounds/0000755000175000017500000000000015125741150013735 5ustar thpthpchromono-1.1.3/data/sounds/sound_color_changes_to_right.ogg0000644000175000017500000001215415125741141022353 0ustar thpthpOggS\lAÓ%h%vorbis"V€>ªOggS\lAöðÞ=ÿÿÿÿÿÿÿÿÿÿÿÿšvorbis-Xiph.Org libVorbis I 20101101 (Schaufenugget)vorbis"BCV€ Æ€ÐUBˆFÆP§”—‚…GÄP‡óPjé xJaɘôkBß{Ͻ÷Þ{ 4d@bà1 B¡Å Qœ)Ba9 –r: B÷ „.çÞrî½÷ Y0!„B!„B )¥RŠ)¦˜bÊ1ÇsÌ1È ƒ :褓N2©¤“Ž2ɨ£ÔZJ-ÅSl¹ÅXk­5çÜkPÊcŒ1ÆcŒ1ÆcŒ1ÆBCV „AdB!…RŠ)¦sÌ1Ç€ÐU €G‘ɑɑ$I²$KÒ$Ïò,Ïò,O5QSEUuUÛµ}Û—}ÛwuÙ·}ÙvuY—eYwm[—uW×u]×u]×u]×u]×u]×u 4d  #9Ž#9Ž#9’#)’„†¬dà(Žâ8’#9–cI–¤IšåYžåiž&j¢„†¬ (Šâ(Ž#I–¥išç©ž(Цªª¢iªªªš¦iš¦iš¦iš¦iš¦iš¦iš¦iš¦iš¦iš¦iš¦iš@hÈ*@@ÇqÇQÇqÉ‘$  YÈÀPG‘˱$ÍÒ,Ïò4Ñ3=W”MÝÔU YÀñÏñOò$ÏòÏñ$OÒ4MÓ4MÓ4MÓ4MÓ4MÓ4MÓ4MÓ4MÓ4MÓ4MÓ4MÓ4MÓ4MÓ4MÓ€ÐU ˆB†1 4d€¢‘1Ô)%Á¥`!Ä1Ô!ä<”Z:žRX2&=Å„Â÷Þsï½÷ YFƒxL‚B(FqBg ‚BXN‚¥œ‡N‚Ð=!„˹·œ{ï½BCV€ B!„B!„BJ)…”bŠ)¦˜rÌ1Çs 2È ƒ:餓L*餣L2ê(µ–RK1Å[n1ÖZkÍ9÷”2ÆcŒ1ÆcŒ1ÆcŒ1‚ÐUaA„BH!…”bŠ)ÇsÌ1 4d ÀQ$Er$Gr$I’,É’4ɳ<˳<ËÓDMÔTQU]Õvmßöeßö]]öm_¶]]ÖeYÖ]ÛÖeÝÕu]×u]×u]×u]×u]×u YHèHŽãHŽãHŽäHФ¡!«8Š£8ŽäHŽåX’%i’fy–gyš§‰šè¡!«@(Š¢8ŠãH’eišæyª'Š¢©ªªhšªªª¦iš¦iš¦iš¦iš¦iš¦iš¦iš¦iš¦iš¦iš¦iš&² ÐqÇqÇqGr$IBCV20ÅQ$Çr,I³4˳[WuUÀ€@€ e Ð•@` cŒAh”rÎ9RÎ9!sB©dÎA¡¤Ì9¥¤”9¡””B¥¤ÔZ¡””Z+ À ÀM‰Å Y ¤GÓLÓueÙËEU•eÛ6†Å²DQUeÙ¶…cEU•eÛÖu4QTUY¶mÝWŽSUeÙ¶}]82UU–m[×}#U–m[×…¡’*˶më¾QI¶m]7†ã¨$Û¶îû¾q,ñ…¡°,•ð•_8*ð VG8) ,4d%¤”QJ)£”RJ)Æ”RŒ p0¡ ²"ˆœsÎ9çœsÎ9çœsÎ9çœsÎ9çcŒ1ÆcŒ1ÆcŒ1ÆcŒ1ÆcŒ1ÆcŒ1ÆìD8ìDX…†¬Â„‚’R)¥”9礔RJ)¥”ÈA¥”RJ)¥DÒI)¥”RJ)¥qPJ)¥”RJ)¡”RJ)¥”RJ ¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ)¥”RJ&P 6ΰ’tV8\hÈJ 7PŠ9Æ$”JH%„Jå„ÎI )µVB ­„ :h£RK­•”JI™„B(¡„RZ)%µR2¡„PJ!¥RJ ¡ePB %””RI-´TJÉ „PZ ©•ÔZ %•”A)©„’R*­µ”JJ­ƒÒR)­µÖJJ!•–R¥¤–R)¥µJk­µNR)-¤ÖRk­•VJ)¥”JI­µ–Zk)¥VB)­´ÒZ)%µÖRk-•ÔZK­¥ÖRk­¥ÖJ)%¥–Zk­µ–Z*)µ”B)¥•’Bj©¥ÖJ*-„ÐRI¥•VZk)¥”J(%•”Z*©µ–Rh¥…ÒJI%¥–J*)¥ÔR*¡”R*¡•ÔRk©¥–J*-µÔR+©”–JJ©tà`D¥…ØiÆ•GàˆB† (ˆ™@  dÀB‚PX`(]è‚"HA\8qã‰NèЈ™¡"$dÀE…t°¸À(]è‚"HA\8qã‰NèÐÀÑ\†ÆG‡ÇHˆ€OggSKF\lA‰:½õ%J2,1.81&*,%7+7.(*0,526796::57>6281 "E—Œe‚`HÌÕÂËŒ$U5GÖÜ"EÚ²=ËòT*•úùíç'ÙÖf³Ùl6eëžR(ïý¿­,Àç èE¢”A©ë’NïRWG&)õ6CWå¼Ocêfäü¨ê€¨‚Òe ø¦|°¨S¥+t@¡a+‰l ëmqÒ5 NC?ˆ,Ò«Àšcì €ª@ê³L O™ða´±‰I‘ ”Ù Àt'5fGÄ{m%à-CJRàzšßx¡lÒû‡$›ÃRã–ßa€m´Ô˜jG÷c7Q…&é€ch DÚ£@ø¥%ÀµnôB=hÔVò@Ó›xbCwÁx¿Å¬?ùæj!UÞß ÏheóS ðÝU /ù‘ç«'¥ÌISƒhƒRèŒVEûDþ>¦ÝÒ™–­c¼jP¦ k aÐvhú$Å‘ “WTš(ð¼Ö4†_£ÖL¸U’c(U€iö=€Ö˜®ž–hxš(†Y£Ïù¦Šãàj(c ¨ì(Ö,­AÌ¥bŽ¥Ør³ƒÚäü~]w‹r¿Õ·„jaR&@³îÓ`¨ÈMß³º÷ìV¤Æ¸Š]—{ëóQÿ¸• ÇPPñUX¬}8l´ZÒ$pņe÷{²]Ø8Ú:9†¶€ 0µ‚ à:¹2hšcïÉ~ßæ?ÿÅ1ô#h`@Ü6@9;sÂqzO§Å³?®oìL„æSe _õª³[{ŽϦS˜Áü ·Dƒ3r˜Ä’¦O§(ÌEZ™¦  …‚U—GyŸjâxP-ÔÀ@Y Ö¦I¨% Ì—‡X˜CçÙî‚Æ:0*vI§Ay¿½¼ƒÛ ¬O° $¤*𥵠[×d†¥ôS0·†¨‡±?§kE‚oh âŽY—;ã~Ì7†ì´€€Dj‰%0éÞÒÒX:GpLÑaó@z§Â¡Ó»€‚’_§“q~L'†´äkð½2XþP Û ¬{w1ý¦ý™~W›Ë ·ia(çCÝN ºåžà™–~,$£ùöÉ8]<€~]û#ÖÛ¥aDß&ª…ìWÆ€çù¬ßU™#ˆ´-kƆ &“Izב~]§=ß·Ù1™û,«ZèœÈ¦­ö…¶Í Iòt"Ñ^{ ÔÍt&€ƒŠS× ¿o—EžS8†&€WõîW M>ÉíǯëïXv €Th”’@*´)¸ãyûnOë…ns>G‹œ “p•Z¿f \o‡šjÀ/ë^2@ÕL*AOÛh©h.uvM›R—u‹j±å@UàËŸ{‚üŸœåñ`e ¸•ô ‚¾8¤ÚÑQ8:IÅÃe1fKû™n§—¯õU /&UA-Ç­ƒxÛr›¡-¼4Øw’Ðñ l‚ÊFI¦M ô P˜VIà ÷v>‡Šl\¢Œëá¨Ñ£à¶ê4ÑRŸ¨-^Š—¡PDL”Û"›\/;¦‹®C4RAaæë-®j¿^ZºZh Ê”ak²-ðþ–ð*¿Ø4VˆWj Û7†K)à©0õ>%(bCëQ·8ª­}¤Z80ઌÚß%|ç‰M|m@ïmž›A˜8 jéàø[ÁÁ¤i@) º‚¢ŸJC­c寯j˙ԺZ®Ê˜õi÷„zDðVj#=vrU6PJ€&³ìÓŽú iJó|Ñ; 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thpthpchromono-1.1.3/data/markup/howtoplay.markup0000644000175000017500000000407115125741141017172 0ustar thpthpGrab those fully-colored spheres and share the color (and the correct one at that) to bring the world order back to normal. =The Basics Drag full-colored spheres around the screen. Not all spheres are movable - you'll have to find out which ones are. Half-colored spheres need to be colored: The center color tells you the target color - the outer ring tells you the current color. If the colors match, the sphere becomes one whole again. After all spheres are colored, and all fingers are released, the level is completed. =Collecting Stars For each completed level, you can get up to 3 stars, depending on the time it took you to complete the level. Find the fastest way to finish a level and collect all stars to unlock more levels. =Unlocking Chapters and levels are unlocked by collecting stars. You can check your current star count in the lower left corner of the chapter and level selection screen. Tapping on a locked chapter or level will inform you how many additional stars are required for unlocking. If the next level is locked, try playing some of your solved levels and complete them faster to earn up to 3 stars for each level. =Rails Be fast! With colorable spheres moving on rails, you have to quickly color them before they hit the ends of the rail and get colored by the spheres sitting there. =Mixer In later levels, you will have to mix colors to get the desired target color. You can't color the spheres directly, but have to color connected colorable spheres - the color will automatically be mixed. =Untangle Help the spheres have good connections by untangling their lines. Move colored spheres so that lines don't cross. Crossing lines will be highlighted red, so you know which ones to take care of. Some spheres are gray (apparently somebody didn't color them in time) - you can't move them directly, but you can bump them with other spheres to move them around. =Challenges At various stages of the game, new challenge levels are unlocked. These are usually harder to solve than the story levels. You can also earn up to 3 stars for each challenge level. chromono-1.1.3/data/markup/copyrights.markup0000644000175000017500000000650015125741467017351 0ustar thpthpchro.mono: A very circular color puzzle game https://thp.io/2013/chromono/ Copyright (C) 2013-2026 Thomas Perl 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, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. This game uses certain third party code, libraries, audio and fonts. The licenses for these are listed below. =Public Domain Music Creative Commons - CC0 1.0 Universal (Public Domain) http://creativecommons.org/publicdomain/zero/1.0/ data/sounds/music_snapper.ogg 90 bouncing strings with field by Snapper4298 http://freesound.org/people/Snapper4298/sounds/161440/ data/sounds/music_subd.ogg loop meditations no drums by Sub-d http://freesound.org/people/Sub-d/sounds/49900/ data/sounds/music_alveg.ogg justkidding by alveg http://freesound.org/people/alveg/sounds/69258/ data/sounds/music_kasa90.ogg Perc Loop #2 by kasa90 http://freesound.org/people/kasa90/sounds/162124/ =CC BY 3.0 Sound Effects Creative Commons - Attribution 3.0 Unported (CC BY 3.0) http://creativecommons.org/licenses/by/3.0/ data/sounds/sound_level_complete.ogg buttonchime02up by JustinBW http://freesound.org/people/JustinBW/sounds/80921/ data/sounds/sound_button_press.ogg data/sounds/sound_button_release.ogg Button Click 01 by Fats Million http://freesound.org/people/Fats%20Million/sounds/187781/ data/sounds/sound_toggle_switch_on.ogg data/sounds/sound_toggle_switch_off.ogg fender telecaster toggle switch (3 way) by ShotgunPicker http://freesound.org/people/ShotgunPicker/sounds/132718/ data/sounds/sound_page_transition.ogg data/sounds/sound_color_changes_to_right.ogg data/sounds/sound_color_changes_to_wrong.ogg 060701B by Freed http://freesound.org/people/Freed/sounds/3017/ data/sounds/sound_chain_breaks.ogg JBF Plywood Breaking by cmusounddesign http://freesound.org/people/cmusounddesign/sounds/96167/ data/sounds/sound_movable_sphere_press.ogg data/sounds/sound_movable_sphere_release.ogg 31 PassosPisoChãoBatido slower by Leossom http://freesound.org/people/Leossom/sounds/169635/ =CC0 (Public Domain) Sound Effects Creative Commons - CC0 1.0 Universal (Public Domain) http://creativecommons.org/publicdomain/zero/1.0/ data/sounds/sound_sphere_hits_wall.ogg studs moln v1 by simon.rue http://freesound.org/people/simon.rue/sounds/49963/ sound_level_locked_message_box.ogg Click Metronome atonal low by Jack_Master https://freesound.org/people/Jack_Master/sounds/566887/ =Source Sans Pro Semi-Bold https://github.com/adobe/source-sans-pro/ Copyright 2010, 2012 Adobe Systems Incorporated (http://www.adobe.com/), with Reserved Font Name 'Source'. All Rights Reserved. Source is a trademark of Adobe Systems Incorporated in the United States and/or other countries. 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