Mercurial > molko
view libmlk-adventure/adventure/state/panic.c @ 301:f04b4ee04db3
make: switch to GNU make
author | David Demelier <markand@malikania.fr> |
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date | Wed, 23 Jun 2021 22:41:34 +0200 |
parents | 196264679079 |
children | d01e83210ca2 |
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/* * panic_state.c -- panic state * * Copyright (c) 2020 David Demelier <markand@malikania.fr> * * Permission to use, copy, modify, and/or distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ #include <assert.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <core/alloc.h> #include <core/error.h> #include <core/event.h> #include <core/font.h> #include <core/game.h> #include <core/painter.h> #include <core/panic.h> #include <core/state.h> #include <core/sys.h> #include <core/texture.h> #include <core/window.h> #include <ui/align.h> #include <ui/theme.h> #include "panic.h" #define BACKGROUND 0x4f5070ff #define FOREGROUND 0xffffffff #define OUT "molko-adventure.txt" struct self { struct state state; struct { struct texture tex; int x; int y; } texts[4]; }; static void die(const char *fmt, ...) { assert(fmt); va_list ap; va_start(ap, fmt); fprintf(stderr, "abort: "); vfprintf(stderr, fmt, ap); va_end(ap); abort(); exit(1); } static void stop(void) { die("%s", error()); } static void dump(void) { FILE *fp; if ((fp = fopen(OUT, "w"))) { /* TODO: add more info here. */ fprintf(fp, "Molko's Adventure crash dump report\n"); fclose(fp); } abort(); } static void handle_keydown(const struct event_key *ev) { assert(ev); switch (ev->key) { case KEY_q: game_quit(); break; case KEY_s: dump(); break; default: break; } } static void start(struct state *state) { struct self *self = state->data; struct theme *theme; struct font *font; /* We remove the panic handler to avoid infinite recursion. */ panic_handler = stop; theme = theme_default(); font = theme->fonts[THEME_FONT_INTERFACE]; if (font_render(font, &self->texts[0].tex, "An unrecoverable error occured and the game cannot continue.", FOREGROUND) < 0|| font_render(font, &self->texts[1].tex, "Please report the detailed error as provided below.", FOREGROUND) < 0|| font_render(font, &self->texts[2].tex, "Press <s> to save information and generate a core dump.", FOREGROUND) < 0|| font_render(font, &self->texts[3].tex, "Press <q> to quit without saving information.", FOREGROUND) < 0) die("%s", error()); /* All align x the same. */ for (size_t i = 0; i < UTIL_SIZE(self->texts); ++i) self->texts[i].x = theme->padding; /* Header (0-1). */ self->texts[0].y = theme->padding; self->texts[1].y = self->texts[0].y + self->texts[0].tex.h + theme->padding; /* Footer. (2-3). */ self->texts[3].y = window.h - self->texts[2].tex.h - theme->padding; self->texts[2].y = self->texts[3].y - self->texts[3].tex.h - theme->padding; } static void handle(struct state *state, const union event *ev) { assert(ev); (void)state; switch (ev->type) { case EVENT_KEYDOWN: handle_keydown(&ev->key); break; default: break; } } static void draw(struct state *state) { struct self *self = state->data; struct theme *theme = theme_default(); struct texture tex; struct font *font; int x, y; painter_set_color(BACKGROUND); painter_clear(); for (size_t i = 0; i < UTIL_SIZE(self->texts); ++i) texture_draw(&self->texts[i].tex, self->texts[i].x, self->texts[i].y); /* The error is only available here. */ font = theme->fonts[THEME_FONT_INTERFACE]; if (font_render(font, &tex, error(), FOREGROUND) < 0) die("%s\n", error()); align(ALIGN_LEFT, &x, &y, tex.w, tex.h, 0, 0, window.w, window.h); texture_draw(&tex, x + theme->padding, y); texture_finish(&tex); painter_present(); } static void finish(struct state *state) { struct self *self = state->data; for (size_t i = 0; i < UTIL_SIZE(self->texts); ++i) texture_finish(&self->texts[i].tex); free(self); } struct state * state_panic_new(void) { struct self *self; self = alloc_new0(sizeof (*self)); self->state.data = self; self->state.start = start; self->state.handle = handle; self->state.draw = draw; self->state.finish = finish; return &self->state; }