Initial commit

pull/1/head
DustyP 6 years ago
commit 74444d5ec8

@ -0,0 +1,23 @@
package main
import "github.com/veandco/go-sdl2/sdl"
func drawNumber(pos pos, color sdl.Color, size, num int, pixels []byte) {
startX := int(pos.x) - (size * 3) / 2
startY := int(pos.y) - (size * 5) / 2
for i, v := range nums[num] {
if v == 1 {
for y := startY; y < startY + size; y++ {
for x := startX; x < startX + size; x++ {
setPixel(x, y, color, pixels)
}
}
}
startX += size
if (i + 1) % 3 == 0 {
startY += size
startX -= size * 3
}
}
}

@ -0,0 +1,224 @@
package main
import (
"context"
"fmt"
"github.com/veandco/go-sdl2/sdl"
"log"
"sudokuSolver"
)
var (
winWidth = 541
winHeight = 541
)
func main() {
err := sdl.Init(sdl.INIT_EVERYTHING)
if err != nil {
log.Fatal(err)
}
defer sdl.Quit()
window, err := sdl.CreateWindow(
"SUDOKU",
sdl.WINDOWPOS_CENTERED,
sdl.WINDOWPOS_CENTERED,
int32(winWidth),
int32(winHeight),
sdl.WINDOW_SHOWN)
if err != nil {
log.Fatal(err)
}
defer window.Destroy()
renderer, err := sdl.CreateRenderer(window, -1, sdl.RENDERER_ACCELERATED)
if err != nil {
log.Fatal(err)
}
defer renderer.Destroy()
tex, err := renderer.CreateTexture(
sdl.PIXELFORMAT_ABGR8888,
sdl.TEXTUREACCESS_STREAMING,
int32(winWidth),
int32(winHeight))
if err != nil {
log.Fatal(err)
}
defer tex.Destroy()
grid := [][]int{
{4,6,0,0,0,0,1,0,7},
{2,0,0,4,7,0,9,0,8},
{0,0,0,8,0,2,0,0,0},
{0,0,0,9,4,0,0,8,0},
{5,0,1,0,0,0,6,0,4},
{0,8,0,0,2,5,0,0,0},
{0,0,0,3,0,7,0,0,0},
{7,0,6,0,8,4,0,0,2},
{8,0,3,0,0,0,0,7,1},
}
origGrid := make([][]int, len(grid))
for i := range grid {
origGrid[i] = make([]int, len(grid[i]))
copy(origGrid[i], grid[i])
}
fmt.Println(origGrid)
pixels := make([]byte, winHeight*winWidth*4)
keyState := sdl.GetKeyboardState()
selectedCell := cell{
x: 0,
y: 0,
size: 60,
}
mouseState := mouseState{
Left: false,
Right: false,
x: 0,
y: 0,
}
selectedTexture, err := renderer.CreateTexture(
sdl.PIXELFORMAT_ABGR8888,
sdl.TEXTUREACCESS_STREAMING,
int32(selectedCell.size),
int32(selectedCell.size),
)
if err != nil {
log.Fatal(err)
}
defer selectedTexture.Destroy()
selectedBox := make([]byte, selectedCell.size*selectedCell.size*4)
for i := 0; i < len(selectedBox); i = i + 4 {
selectedBox[i] = 0
selectedBox[i+1] = 0
selectedBox[i+2] = 255
selectedBox[i+3] = 100
}
err = selectedTexture.SetBlendMode(sdl.BLENDMODE_BLEND)
if err != nil {
log.Println(err)
}
selectedTexture.Update(nil,selectedBox, selectedCell.size*4)
gameState := start
solverCtx, solverCancel := context.WithCancel(context.Background())
for {
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
switch event.(type) {
case *sdl.QuitEvent:
return
}
}
mouseState = getMouseState()
if mouseState.Left {
selectedCell.x, selectedCell.y = getSelectedCell(mouseState.x, mouseState.y, selectedCell.size)
}
if keyState[sdl.SCANCODE_0] != 0 {
grid[selectedCell.y][selectedCell.x] = 0
} else if keyState[sdl.SCANCODE_1] != 0 {
grid[selectedCell.y][selectedCell.x] = 1
} else if keyState[sdl.SCANCODE_2] != 0 {
grid[selectedCell.y][selectedCell.x] = 2
} else if keyState[sdl.SCANCODE_3] != 0 {
grid[selectedCell.y][selectedCell.x] = 3
} else if keyState[sdl.SCANCODE_4] != 0 {
grid[selectedCell.y][selectedCell.x] = 4
} else if keyState[sdl.SCANCODE_5] != 0 {
grid[selectedCell.y][selectedCell.x] = 5
} else if keyState[sdl.SCANCODE_6] != 0 {
grid[selectedCell.y][selectedCell.x] = 6
} else if keyState[sdl.SCANCODE_7] != 0 {
grid[selectedCell.y][selectedCell.x] = 7
} else if keyState[sdl.SCANCODE_8] != 0 {
grid[selectedCell.y][selectedCell.x] = 8
} else if keyState[sdl.SCANCODE_9] != 0 {
grid[selectedCell.y][selectedCell.x] = 9
}
if keyState[sdl.SCANCODE_S] != 0 && gameState == start {
gameState = play
for i := range grid {
copy(origGrid[i], grid[i])
}
fmt.Println(origGrid)
go sudokuSolver.SolveSudoku(grid, 0, 0, solverCtx)
}
if keyState[sdl.SCANCODE_P] != 0 {
gameState = end
solverCancel()
}
if keyState[sdl.SCANCODE_R] != 0 {
gameState = start
for i := range origGrid {
copy(grid[i], origGrid[i])
}
solverCtx, solverCancel = context.WithCancel(context.Background())
}
clearScreen(pixels)
for i, row := range grid {
for j, col := range row {
if col == 0 {
continue
}
p := pos {
x: int32((60 * (j + 1)) - 30),
y: int32((60 * (i + 1)) - 30),
}
var c sdl.Color
if origGrid[i][j] == 0 {
c = sdl.Color{
R: 255,
G: 255,
B: 0,
A: 255,
}
} else {
c = sdl.Color{
R: 255,
G: 100,
B: 0,
A: 200,
}
}
drawNumber(p, c, 8, col, pixels)
}
}
tex.Update(nil, pixels, winWidth * 4)
renderer.Copy(tex, nil, nil)
for x := 0; x <= winWidth; x = x + 60 {
if x % 180 == 0 {
renderer.SetDrawColor(255,255,255,255)
} else {
renderer.SetDrawColor(100,100,100,255)
}
renderer.DrawLine(int32(x), int32(0), int32(x), int32(winHeight))
}
for y := 0; y <= winWidth; y = y + 60 {
if y % 180 == 0 {
renderer.SetDrawColor(255,255,255,255)
} else {
renderer.SetDrawColor(100,100,100,255)
}
renderer.DrawLine(int32(0), int32(y), int32(winWidth), int32(y))
}
renderer.Copy(selectedTexture, nil, &sdl.Rect{
X: int32(selectedCell.x * selectedCell.size),
Y: int32(selectedCell.y * selectedCell.size),
W: int32(selectedCell.size),
H: int32(selectedCell.size),
})
renderer.Present()
sdl.Delay(16)
}
}

@ -0,0 +1,74 @@
package main
var nums = [][]byte{
{
1,1,1,
1,0,1,
1,0,1,
1,0,1,
1,1,1,
},
{
1,1,0,
0,1,0,
0,1,0,
0,1,0,
1,1,1,
},
{
1,1,1,
0,0,1,
1,1,1,
1,0,0,
1,1,1,
},
{
1,1,1,
0,0,1,
0,1,1,
0,0,1,
1,1,1,
},
{
1,0,1,
1,0,1,
1,1,1,
0,0,1,
0,0,1,
},
{
1,1,1,
1,0,0,
1,1,1,
0,0,1,
1,1,1,
},
{
1,0,0,
1,0,0,
1,1,1,
1,0,1,
1,1,1,
},
{
1,1,1,
0,0,1,
0,1,0,
1,0,0,
1,0,0,
},
{
1,1,1,
1,0,1,
1,1,1,
1,0,1,
1,1,1,
},
{
1,1,1,
1,0,1,
1,1,1,
0,0,1,
0,0,1,
},
}

@ -0,0 +1,26 @@
package main
type pos struct {
x, y int32
}
type gameState int
const (
start gameState = iota
play
pause
end
)
type mouseState struct {
Left bool
Right bool
x int32
y int32
}
type cell struct {
x int
y int
size int
}

@ -0,0 +1,95 @@
package main
import (
"github.com/veandco/go-sdl2/sdl"
"math"
)
func setPixel(x, y int, c sdl.Color, pixels []byte) {
index := (y*winWidth + x) * 4
if index < len(pixels) - 4 && index >= 0 {
pixels[index] = c.R
pixels[index+1] = c.G
pixels[index+2] = c.B
//pixels[index+3] = c.A
}
}
func clearScreen(pixels []byte) {
for i := range pixels {
pixels[i] = 0
}
}
func getCenter() pos {
return pos{int32(winWidth / 2), int32(winHeight / 2)}
}
func float32Lerp(a, b, pct float32) float32 {
return a + pct * (b - a)
}
func byteLerp(b1, b2 byte, pct float32) byte {
return byte(float32(b1) + pct * (float32(b2) - float32(b1)))
}
func colorLerp(c1, c2 sdl.Color, pct float32) sdl.Color {
return sdl.Color{
R: byteLerp(c1.R, c2.R, pct),
G: byteLerp(c1.G, c2.G, pct),
B: byteLerp(c1.B, c2.B, pct),
A: byteLerp(c1.A, c2.A, pct),
}
}
func clamp(min, max, v int) int {
if v < min {
return min
} else if v > max {
return max
}
return v
}
func getGradient(c1, c2 sdl.Color) []sdl.Color {
var result = make([]sdl.Color, 256)
for i := range result {
pct := float32(i) / float32(255)
result[i] = colorLerp(c1, c2, pct)
}
return result
}
func getDualGradient(c1, c2, c3, c4 sdl.Color) []sdl.Color {
var result = make([]sdl.Color, 256)
for i := range result {
pct := float32(i) / float32(255)
if pct < 0.5 {
result[i] = colorLerp(c1, c2, pct * 2)
} else {
result[i] = colorLerp(c3, c4, pct * 1.5 - 0.5)
}
}
return result
}
func getMouseState() mouseState {
mouseX, mouseY, s := sdl.GetMouseState()
state := mouseState{
Left: s & sdl.BUTTON_LEFT != 0,
Right: s & sdl.BUTTON_RIGHT != 0,
x: mouseX,
y: mouseY,
}
return state
}
func getSelectedCell(x, y int32, size int) (int, int) {
cellX := int(math.Floor(float64(x / int32(size))))
cellY := int(math.Floor(float64(y / int32(size))))
return cellX, cellY
}
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