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#if !defined(HANDMADE_H)
//~ Libraries
#define STB_TRUETYPE_IMPLEMENTATION
#include "libs/stb_truetype.h"
#include "libs/linuxhmh/handmade_platform.h"
#include "handmade_intrinsics.h"
#include "handmade_math.h"
//~ Macro's
#define Max(A, B) (((A) > (B)) ? (A) : (B))
#define Min(A, B) (((A) < (B)) ? (A) : (B))
#define Clamp(A, B, C) (Max((A), Min((B), (C))))
//~ Constants
#define WORDLE_LENGTH 5
//~ Types
enum square_colors
{
SquareColor_Gray,
SquareColor_Yellow,
SquareColor_Green,
SquareColor_Count
};
struct loaded_bitmap
{
int Width;
int Height;
u32 *Pixels;
};
//~ Arena
struct memory_arena
{
psize Size;
u8 *Base;
psize Used;
};
void
InitializeArena(memory_arena *Arena, psize Size, void *Base)
{
Arena->Size = Size;
Arena->Base = (u8 *)Base;
Arena->Used = 0;
}
#define PushStruct(Arena, type) ((type *)PushSize((Arena), (sizeof(type))))
#define PushArray(Arena, Count, type) (type *)PushSize((Arena), (sizeof(type))*(Count))
void *
PushSize(memory_arena *Arena, psize Size)
{
Assert((Arena->Used + Size) < Arena->Size);
void *Result = Arena->Base + Arena->Used;
Arena->Used += Size;
return Result;
}
//~ Colors
struct color_rgb
{
union
{
struct
{
r32 R;
r32 G;
r32 B;
};
r32 E[3];
};
};
#define color_rgb(A) color_rgb{(A), (A), (A)}
inline color_rgb
operator*(color_rgb A, r32 B)
{
color_rgb Result;
Result.R = A.R * B;
Result.G = A.G * B;
Result.B = A.B * B;
return Result;
}
inline color_rgb
operator*(r32 A, color_rgb B)
{
color_rgb Result = B*A;
return Result;
}
inline color_rgb
operator+(color_rgb A, r32 B)
{
color_rgb Result;
Result.R = A.R + B;
Result.G = A.G + B;
Result.B = A.B + B;
return Result;
}
inline color_rgb
operator+(r32 A, color_rgb B)
{
color_rgb Result = B+A;
return Result;
}
inline color_rgb
operator-(color_rgb A)
{
color_rgb Result;
Result.R = -A.R;
Result.G = -A.G;
Result.B = -A.B;
return Result;
}
//~ Game
struct game_font
{
stbtt_fontinfo Info;
s32 Ascent;
s32 Descent;
s32 LineGap;
v2 BoundingBox[2];
b32 Initialized; // For debugging.
};
struct game_state
{
u32 PatternGrid[6][5];
u32 SelectedColor;
u32 ExportedPatternIndex;
// TODO(luca): There is no need for utf8 since we know it will be between a-z. We could use a single byte string and convert to char when appending to the input buffer.
// But the only benefit would be storing less bytes which isn't really a big deal for 5 characters.
b32 WordleWordIsValid;
rune WordleWord[WORDLE_LENGTH];
memory_arena ScratchArena;
game_font RegularFont;
game_font ItalicFont;
game_font BoldFont;
b32 TextInputMode;
rune TextInputText[5];
u32 TextInputCount;
};
#define HANDMADE_H
#endif
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