linije

Клон игре Color lines
git clone https://git.sr.ht/~strahinja/linije
Дневник | Датотеке | Референце | ПРОЧИТАЈМЕ | ЛИЦЕНЦА

linije.c (61754B)


      1 /* This program is licensed under the terms of GNU GPL v3 or (at your option)
      2  * any later version. Copyright (C) 2025-2026  Страхиња Радић.
      3  * See the file LICENSE for exact copyright and license details. */
      4 
      5 /*
      6  * Term definitions
      7  *
      8  * 	ball string	A set of adjacent (horizontally, vertically or
      9  * 			diagonally) balls with the same color
     10  *
     11  *	popping the string
     12  * 			Erasing all the balls in the string from the board
     13  */
     14 #include <SDL3/SDL.h>
     15 #include <SDL3_image/SDL_image.h>
     16 #include <assert.h>
     17 #include <errno.h>
     18 #include <limits.h>
     19 #include <math.h>
     20 #include <stdarg.h>
     21 #include <stdio.h>
     22 #include <stdlib.h>
     23 #include <time.h>
     24 #include <unistd.h>
     25 
     26 #include "hiscore.h"
     27 #include "local.h"
     28 #include "version.h"
     29 
     30 /* clang-format off */
     31 #define ANIM_SPEED 100 /* how long does it take for the animation to go
     32 		        * from start to finish (ms) */
     33 /* clang-format on */
     34 #define FPS	   60
     35 #define ANIM_STEPS (ANIM_SPEED * FPS / 1000)
     36 
     37 #define BOLD_START		'\1'
     38 #define BOLD_END		'\2'
     39 #define CENTER_LINE		'\3'
     40 #define DIM_START		'\4'
     41 #define DIM_END			'\2'
     42 #define CELL_SCALE_FACTOR	2.0f
     43 #define BUFSIZE			4096
     44 #define CELL_SIZE		20
     45 #define DEFAULT_WIDTH		1280
     46 #define DEFAULT_HEIGHT		720
     47 #define HOF_DIALOG_MAX_LINE_LEN 80
     48 // #define HOF_DIALOG_TEXT_ORIGIN_X 70
     49 #define HOF_DIALOG_TEXT_ORIGIN_X 0
     50 #define HOF_STANDOUT_ENTRIES	 3
     51 #define GAME_OVER_DIALOG_WIDTH	 270
     52 #define GAME_OVER_DIALOG_HEIGHT	 110
     53 #define GRID_WIDTH		 15
     54 #define GRID_HEIGHT		 15
     55 #define INPUT_WIDTH		 600
     56 #define INPUT_HEIGHT		 120
     57 #define LOCATION_STACK_MAX	 (GRID_WIDTH * GRID_HEIGHT)
     58 #define MIN_POP_LEN		 5
     59 /* clang-format off */
     60 #define POP_STRING_CELL_VALUE 100 /* Multiplied by # of balls in a string and
     61 				   * added to score when popping a string */
     62 /* clang-format on */
     63 #define PRINT_BUFSIZE	    4096
     64 #define PROGNAME	    "linije"
     65 #define QUIT_MSGBOX_WIDTH   450
     66 #define QUIT_MSGBOX_HEIGHT  150
     67 #define TER12_WIDTH	    6
     68 #define TER12_HEIGHT	    12
     69 #define TEXT_OPACITY_DIM    0.3f
     70 #define TEXT_OPACITY_NORMAL 0.6f
     71 #define TEXT_OPACITY_BOLD   1.0f
     72 #define TEXT_SCALE_FACTOR   2.0f
     73 #define WIN_TITLE	    "Linije"
     74 
     75 #define HELP_DIALOG_WIDTH  TER12_WIDTH * 75 * TEXT_SCALE_FACTOR
     76 #define HELP_DIALOG_HEIGHT TER12_HEIGHT * 20 * TEXT_SCALE_FACTOR
     77 #define HOF_DIALOG_WIDTH \
     78 	TER12_WIDTH*(HOF_DIALOG_MAX_LINE_LEN + 3) * TEXT_SCALE_FACTOR
     79 #define HOF_DIALOG_HEIGHT TER12_HEIGHT * 19 * TEXT_SCALE_FACTOR
     80 
     81 #define MIN(a, b)     (((a) < (b)) ? (a) : (b))
     82 #define MAX(a, b)     (((a) > (b)) ? (a) : (b))
     83 #define INDEX(x, y)   ((y) * GRID_WIDTH + (x))
     84 #define INDEXFI(x, y) (((int)floor(y)) * GRID_WIDTH + ((int)floor(x)))
     85 #define UNUSED(x)     ((void)(x))
     86 #define VALNAME(n)    [n] = #n
     87 
     88 /* clang-format off */
     89 enum {
     90 	CELL_EMPTY,
     91 	CELL_RED,
     92 	CELL_BLUE,
     93 	CELL_GREEN,
     94 	CELL_PURPLE,
     95 	CELL_ORANGE,
     96 	CELL_SELECTED
     97 };
     98 
     99 enum {
    100 	STATE_IDLE,
    101 	STATE_SELECTION,
    102 	STATE_MOVING,
    103 	STATE_GAME_OVER
    104 };
    105 
    106 const char* cell_names[] = {
    107 	VALNAME(CELL_EMPTY),
    108 	VALNAME(CELL_RED),
    109 	VALNAME(CELL_BLUE),
    110 	VALNAME(CELL_GREEN),
    111 	VALNAME(CELL_PURPLE),
    112 	VALNAME(CELL_ORANGE),
    113 	VALNAME(CELL_SELECTED),
    114 };
    115 
    116 const int check_five_deltas[][4] = {
    117 	{ -1, -1,  1, 1 },
    118 	{  1, -1, -1, 1 },
    119 	{  0, -1,  0, 1 },
    120 	{ -1,  0,  1, 0 },
    121 };
    122 
    123 const SDL_Point sprite_positions[] = {
    124 	[CELL_EMPTY]	= { .x = 0,		.y = 0			},
    125 	[CELL_RED]	= { .x = 1 * CELL_SIZE,	.y = 0			},
    126 	[CELL_BLUE]	= { .x = 2 * CELL_SIZE,	.y = 0			},
    127 	[CELL_GREEN]	= { .x = 3 * CELL_SIZE,	.y = 0			},
    128 	[CELL_PURPLE]	= { .x = 4 * CELL_SIZE,	.y = 0			},
    129 	[CELL_ORANGE]	= { .x = 5 * CELL_SIZE,	.y = 0			},
    130 	[CELL_SELECTED]	= { .x = 0,		.y = 1 * CELL_SIZE	},
    131 };
    132 
    133 const char* state_descriptions[] = {
    134 	"Idle",
    135 	"Selecting",
    136 	"Moving",
    137 	"Game over"
    138 };
    139 
    140 const char* game_over_text[] = {
    141 	"\3==== \1GAME OVER\2 ====",
    142 	"\3Press \1F2\2 to restart",
    143 	NULL
    144 };
    145 
    146 const char* help_text[] = {
    147 	"\3==== \1linije - Color lines clone\2 ====",
    148 	"\3\\\\ Version " VERSION " //",
    149 	"",
    150 	"\1F1\2        - Show this help screen",
    151 	"\1F2\2        - Restart the game",
    152 	"\1F3\2        - Show the hall of fame",
    153 	"\1Esc\2       - Hide this help screen",
    154 	"\1Alt+Enter\2 - Toggle fullscreen",
    155 	"\1Ctrl+Q\2    - Exit",
    156 	"",
    157 	"---",
    158 	"",
    159 	"\4This program is licensed under the terms of GNU GPL v3 or (at your\2",
    160 	"\4option) any later version. Copyright (C) 2025-2026  Strahinya Radich.\2",
    161 	"\4See the file LICENSE for exact copyright and license details.\2",
    162 	NULL
    163 };
    164 
    165 const char* name_text[] = {
    166 	"\3==== \1ENTER YOUR NAME\2 ====",
    167 	"",
    168 	NULL
    169 };
    170 
    171 const char* quit_msgbox_text[] = {
    172 	"\3==== \1CONFIRM\2 ====",
    173 	"",
    174 	"\3Do you really want to quit [\1y\2/\1n\2]?",
    175 	NULL
    176 };
    177 
    178 const char* restart_msgbox_text[] = {
    179 	"\3==== \1CONFIRM\2 ====",
    180 	"",
    181 	"\3Do you really want to start a new game [\1y\2/\1n\2]?",
    182 	NULL
    183 };
    184 
    185 const char ascii_shift[255] = {
    186 	['`'] = '~', ['1'] = '!', ['2'] = '@', ['3'] = '#', ['4'] = '$',
    187 	['5'] = '%', ['6'] = '^', ['7'] = '&', ['8'] = '*', ['9'] = '(',
    188 	['0'] = ')', ['-'] = '_', ['='] = '+',
    189 	
    190 	['q'] = 'Q', ['w'] = 'W', ['e'] = 'E', ['r'] = 'R', ['t'] = 'T',
    191 	['y'] = 'Y', ['u'] = 'U', ['i'] = 'I', ['o'] = 'O', ['p'] = 'P',
    192 	['['] = '{', [']'] = '}',
    193 
    194 	['a'] = 'A', ['s'] = 'S', ['d'] = 'D', ['f'] = 'F', ['g'] = 'G',
    195 	['h'] = 'H', ['j'] = 'J', ['k'] = 'K', ['l'] = 'L', [';'] = ':',
    196 	['\''] = '"',['\\'] = '|',
    197 
    198 	['z'] = 'Z', ['x'] = 'X', ['c'] = 'C', ['v'] = 'V', ['b'] = 'B',
    199 	['n'] = 'N', ['m'] = 'M', [','] = '<', ['.'] = '>', ['/'] = '?'
    200 };
    201 /* clang-format on */
    202 
    203 struct AnimationState {
    204 	SDL_FPoint start;
    205 	SDL_FPoint position;
    206 	SDL_FPoint end;
    207 	SDL_FPoint delta;
    208 	int active;
    209 	int step;
    210 	int final_step;
    211 };
    212 
    213 struct Cell {
    214 	int empty; /* logical variables */
    215 	int popping;
    216 	int path;
    217 	int starting;
    218 	int ending; /* logical variables end */
    219 	SDL_FPoint coords;
    220 	int contents;
    221 	struct Cell* down;
    222 	struct Cell* left;
    223 	struct Cell* right;
    224 	struct Cell* up;
    225 	struct Cell* path_next; /* next cell in shortest path */
    226 	struct Cell* path_prev; /* previous cell in shortest path */
    227 	int path_dist;		/* length of shortest path so far */
    228 };
    229 
    230 /* clang-format off */
    231 struct State {
    232 	struct AnimationState	animation;
    233 	SDL_Texture*		background;
    234 	struct Cell*		grid;
    235 	float			cell_scale_factor;
    236 	int			check_score;
    237 	SDL_Point		dialog_dims;
    238 	SDL_Point		dialog_text_origin;
    239 	int			dialog_shown;
    240 	const char**		dialog_text;
    241 	int			display_width; /* Physical, detected */
    242 	int			display_height;
    243 	int			full_screen;
    244 	struct HiScoreEntry*	hall_of_fame;
    245 	void			(*input_callback)(struct State*);
    246 	int			input_col;
    247 	int			input_instant_reset;
    248 	int 			input_shown;
    249 	int			location_pointer;
    250 	SDL_FPoint*		location_stack;
    251 	int			mode;
    252 	SDL_FPoint		mouse;
    253 	int			moveno;
    254 	int			nfree;
    255 	struct Cell*		path_start;
    256 	struct Cell*		path_end;
    257 	char			player_name[HI_SCORE_NAME_MAX];
    258 	int			player_name_length;
    259 	int			query_shown;
    260 	void			(*query_callback)(struct State*);
    261 	int			redraw;
    262 	SDL_Renderer*		renderer;
    263 	int			running;
    264 	int			screen_width; /* Logical */
    265 	int			screen_height;
    266 	unsigned long int	score;
    267 	SDL_FPoint		selection_start, selection_end;
    268 	SDL_Texture*		sprites;
    269 	SDL_Texture*		ter12_texture;
    270 	float			text_scale_factor;
    271 	SDL_Window*		window;
    272 };
    273 /* clang-format on */
    274 
    275 void add_cell(struct State* state, struct Cell* c, const int color,
    276 	const int index);
    277 void assign_pointFF(const SDL_FPoint* from, SDL_FPoint* to);
    278 void assign_pointIF(const SDL_Point* from, SDL_FPoint* to);
    279 void assign_point_xyIF(const int x, const int y, SDL_FPoint* to);
    280 void assign_point_xyII(const int x, const int y, SDL_Point* to);
    281 void calculate_delta(struct State* state);
    282 void calculate_grid_origin(const struct State* state, float* sx, float* sy);
    283 void calculate_display_size(struct State* state);
    284 int check_five(struct State* state, struct Cell* c);
    285 void cleanup(struct State* state);
    286 void do_exit(const int code, struct State* state);
    287 void draw(struct State* state);
    288 void erase_cell(struct State* state, struct Cell* c);
    289 void fill_triplet(struct State* state);
    290 int find_shortest_path(struct Cell* c, struct Cell* source, const int dist);
    291 void game_over(struct State* state);
    292 void game_over_dialog(struct State* state);
    293 void get_sprite_xy(const char cell, float* x, float* y);
    294 void grid_coord_to_screen_coord(const struct State* state, const int x,
    295 	const int y, const float startx, const float starty, float* to_x,
    296 	float* to_y);
    297 void grid_coord_to_screen_coordF(const struct State* state, const float x,
    298 	const float y, const float startx, const float starty, float* to_x,
    299 	float* to_y);
    300 void handle_click(struct State* state);
    301 void handle_event(struct State* state, SDL_Event* event);
    302 void handle_input(struct State* state, SDL_Event* event);
    303 void handle_key_down(struct State* state, SDL_Event* event);
    304 void init_cell(struct Cell* c, const int full, const SDL_FPoint* coords);
    305 void init_state(struct State* state);
    306 void input_name(struct State* state);
    307 void input_name_callback(struct State* state);
    308 int load_textures(struct State* state);
    309 void location_delete(struct State* state, const int index);
    310 int location_index(const struct State* state, const SDL_FPoint* location);
    311 void location_push(struct State* state, const SDL_FPoint* location);
    312 void mark_five(struct State* state, SDL_FPoint* start, SDL_FPoint* end);
    313 void mark_path(struct Cell* c);
    314 int num_size(const unsigned int num);
    315 void pop_strings(struct State* state);
    316 void prepare_dialog(struct State* state, const int w, const int h,
    317 	const char** text, const int dx, const int show);
    318 void prepare_hof_dialog(struct State* state, const int show);
    319 void print_matrix(const struct Cell* M);
    320 void print_path(struct Cell* c);
    321 void quit_callback(struct State* state);
    322 void really_quit(struct State* state);
    323 void render_background(struct State* state, SDL_FRect* bg_rect);
    324 void render_balls(struct State* state, const float startx, const float starty);
    325 void render_dialog(struct State* state);
    326 void render_selection(struct State* state, const float startx,
    327 	const float starty);
    328 void render_status(struct State* state);
    329 void render_text(struct State* state, const int x, const int y,
    330 	const int font_width, const int font_height, SDL_Texture* font_tex,
    331 	const char* text, ...);
    332 void repeat_char(char** s, const char ch, const int num_times);
    333 void reset(struct State* state);
    334 void reset_path(struct Cell* grid);
    335 void screen_coord_to_grid_coord(struct State* state, const int x, const int y,
    336 	const float startx, const float starty, float* to_x, float* to_y);
    337 void screen_coord_to_grid_coordF(struct State* state, const float x,
    338 	const float y, const float startx, const float starty, float* to_x,
    339 	float* to_y);
    340 void step_animation(struct State* state);
    341 int strlen_visible(const char* s);
    342 SDL_Texture* try_load(SDL_Renderer* renderer, const char* filename);
    343 
    344 void
    345 add_cell(struct State* state, struct Cell* c, const int color, const int index)
    346 {
    347 	assert((state != NULL) && (c != NULL));
    348 	c->contents = color;
    349 	c->empty    = 0;
    350 	state->nfree--;
    351 	location_delete(state, index);
    352 	SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
    353 		"add_cell: Cell at (%0.0f, %0.0f) is %s, "
    354 		"new location_pointer is %d",
    355 		c->coords.x, c->coords.y, cell_names[c->contents],
    356 		state->location_pointer);
    357 }
    358 
    359 void
    360 assign_pointFF(const SDL_FPoint* from, SDL_FPoint* to)
    361 {
    362 	assert((from != NULL) && (to != NULL));
    363 	to->x = from->x;
    364 	to->y = from->y;
    365 }
    366 
    367 void
    368 assign_pointIF(const SDL_Point* from, SDL_FPoint* to)
    369 {
    370 	assert((from != NULL) && (to != NULL));
    371 	to->x = (float)from->x;
    372 	to->y = (float)from->y;
    373 }
    374 
    375 void
    376 assign_point_xyIF(const int x, const int y, SDL_FPoint* to)
    377 {
    378 	assert(to != NULL);
    379 	to->x = (float)x;
    380 	to->y = (float)y;
    381 }
    382 
    383 void
    384 assign_point_xyII(const int x, const int y, SDL_Point* to)
    385 {
    386 	assert(to != NULL);
    387 	to->x = x;
    388 	to->y = y;
    389 }
    390 
    391 void
    392 calculate_delta(struct State* state)
    393 {
    394 	SDL_FPoint* start = NULL;
    395 	SDL_FPoint* end	  = NULL;
    396 	SDL_FPoint* delta = NULL;
    397 
    398 	assert(state != NULL);
    399 
    400 	start = &state->animation.start;
    401 	end   = &state->animation.end;
    402 	delta = &state->animation.delta;
    403 
    404 	delta->x = fabsf(end->x - start->x) / ANIM_STEPS;
    405 	if (end->x < start->x)
    406 		delta->x *= -1;
    407 	delta->y = fabsf(end->y - start->y) / ANIM_STEPS;
    408 	if (end->y < start->y)
    409 		delta->y *= -1;
    410 	SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
    411 		"calculate_delta: (%0.2f, %0.2f)", delta->x, delta->y);
    412 }
    413 
    414 void
    415 calculate_grid_origin(const struct State* state, float* sx, float* sy)
    416 {
    417 	int cx, cy;
    418 	float csf;
    419 
    420 	assert((state != NULL) && (sx != NULL) && (sy != NULL));
    421 
    422 	csf = state->cell_scale_factor;
    423 	cx  = state->screen_width / 2;
    424 	cy  = state->screen_height / 2;
    425 
    426 	*sx = cx - (csf * GRID_WIDTH * CELL_SIZE) / 2;
    427 	*sy = cy - (csf * GRID_HEIGHT * CELL_SIZE) / 2;
    428 }
    429 
    430 void
    431 calculate_display_size(struct State* state)
    432 {
    433 	assert(state != NULL);
    434 
    435 	if (!SDL_GetRenderOutputSize(state->renderer, &state->display_width,
    436 		    &state->display_height))
    437 	{
    438 		SDL_LogError(SDL_LOG_CATEGORY_ERROR,
    439 			"SDL_GetRenderOutputSize failed");
    440 		do_exit(1, state);
    441 	}
    442 	SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
    443 		"output display size: (%d, %d)", state->display_width,
    444 		state->display_height);
    445 }
    446 
    447 /* Returns: 0 if no strings, 1 if present */
    448 int
    449 check_five(struct State* state, struct Cell* c)
    450 {
    451 	SDL_FPoint start, end;
    452 	int x, y, len;
    453 	int i;
    454 	int found_string = 0;
    455 
    456 	assert((state != NULL) && (c != NULL));
    457 
    458 	i = 0;
    459 check_five_loop:
    460 	assign_pointFF(&c->coords, &start);
    461 	assign_pointFF(&c->coords, &end);
    462 	x = c->coords.x;
    463 	y = c->coords.y;
    464 	SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "Deltas: %d, %d",
    465 		check_five_deltas[i][0], check_five_deltas[i][1]);
    466 	len = 1;
    467 	while ((x >= 0 && y >= 0) && (x < GRID_WIDTH && y < GRID_HEIGHT))
    468 	{
    469 		SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "At (%d, %d): %s", x,
    470 			y, cell_names[state->grid[INDEX(x, y)].contents]);
    471 		if (state->grid[INDEX(x, y)].contents == c->contents)
    472 		{
    473 			assign_point_xyIF(x, y, &start);
    474 			len++;
    475 		}
    476 		else
    477 			break;
    478 		x += check_five_deltas[i][0];
    479 		y += check_five_deltas[i][1];
    480 	}
    481 	x = c->coords.x + check_five_deltas[i][2];
    482 	y = c->coords.y + check_five_deltas[i][3];
    483 	SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "Deltas: %d, %d",
    484 		check_five_deltas[i][2], check_five_deltas[i][3]);
    485 	while ((x >= 0 && y >= 0) && (x < GRID_WIDTH && y < GRID_HEIGHT))
    486 	{
    487 		SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "At (%d, %d): %s", x,
    488 			y, cell_names[state->grid[INDEX(x, y)].contents]);
    489 		if (state->grid[INDEX(x, y)].contents == c->contents)
    490 		{
    491 			assign_point_xyIF(x, y, &end);
    492 			len++;
    493 		}
    494 		else
    495 			break;
    496 		x += check_five_deltas[i][2];
    497 		y += check_five_deltas[i][3];
    498 	}
    499 	if (len > MIN_POP_LEN)
    500 	{
    501 		mark_five(state, &start, &end);
    502 		state->score += (len - 1) * POP_STRING_CELL_VALUE;
    503 		found_string = 1;
    504 	}
    505 	else
    506 	{
    507 		SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
    508 			"check_five: len = %d, not popping", len);
    509 	}
    510 	i++;
    511 	if (i < (ssize_t)(sizeof(check_five_deltas)
    512 		    / sizeof(check_five_deltas[0])))
    513 		goto check_five_loop;
    514 
    515 	SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
    516 		"check_five: nfree = %d < 3? %s", state->nfree,
    517 		state->nfree < 3 ? "TRUE" : "FALSE");
    518 
    519 	state->mode = STATE_IDLE;
    520 
    521 	return found_string;
    522 }
    523 
    524 void
    525 cleanup(struct State* state)
    526 {
    527 	assert(state != NULL);
    528 
    529 	free(state->location_stack);
    530 
    531 	if (state->background)
    532 		SDL_DestroyTexture(state->background);
    533 	if (state->ter12_texture)
    534 		SDL_DestroyTexture(state->ter12_texture);
    535 	if (state->sprites)
    536 		SDL_DestroyTexture(state->sprites);
    537 	if (state->renderer)
    538 		SDL_DestroyRenderer(state->renderer);
    539 	if (state->window)
    540 		SDL_DestroyWindow(state->window);
    541 
    542 	SDL_Quit();
    543 }
    544 
    545 void
    546 do_exit(const int code, struct State* state)
    547 {
    548 	cleanup(state);
    549 	exit(code);
    550 }
    551 
    552 void
    553 draw(struct State* state)
    554 {
    555 	SDL_FRect bg_rect;
    556 	SDL_FRect dest_rect;
    557 	float startx, starty;
    558 	float csf;
    559 
    560 	assert(state != NULL);
    561 	assert(state->cell_scale_factor != 0.0f);
    562 
    563 	csf = state->cell_scale_factor;
    564 	calculate_grid_origin(state, &startx, &starty);
    565 
    566 	bg_rect.x = 0;
    567 	bg_rect.y = 0;
    568 	bg_rect.w = csf * (CELL_SIZE * GRID_WIDTH + 1);
    569 	bg_rect.h = csf * (CELL_SIZE * GRID_HEIGHT + 1);
    570 
    571 	SDL_SetRenderDrawColor(state->renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
    572 	SDL_RenderClear(state->renderer);
    573 
    574 	/* Render background */
    575 	if (!state->background)
    576 		render_background(state, &bg_rect);
    577 
    578 	/* Draw buffered copy of background */
    579 	dest_rect.x = startx;
    580 	dest_rect.y = starty;
    581 	dest_rect.w = bg_rect.w;
    582 	dest_rect.h = bg_rect.h;
    583 	SDL_RenderTexture(state->renderer, state->background, &bg_rect,
    584 		&dest_rect);
    585 
    586 	/* Render balls */
    587 	render_balls(state, startx, starty);
    588 
    589 	/* Render selection */
    590 	if (state->selection_start.x != -1)
    591 		render_selection(state, startx, starty);
    592 
    593 	/* Render status */
    594 	render_status(state);
    595 
    596 	if (state->dialog_shown)
    597 		render_dialog(state);
    598 
    599 	/*render_text(600, screen_height - text_scale_factor * TER12_HEIGHT,
    600 		TER12_WIDTH, TER12_HEIGHT, ter12_texture, "(%05.2f, %05.2f)",
    601 		pointer.x, pointer.y);*/
    602 
    603 	SDL_RenderPresent(state->renderer);
    604 }
    605 
    606 void
    607 erase_cell(struct State* state, struct Cell* c)
    608 {
    609 	assert((state != NULL) && (c != NULL));
    610 	c->contents = CELL_EMPTY;
    611 	c->empty    = 1;
    612 	location_push(state, &c->coords);
    613 }
    614 
    615 void
    616 fill_triplet(struct State* state)
    617 {
    618 	struct Cell* c	= NULL;
    619 	SDL_FPoint* loc = NULL;
    620 	int idx;
    621 	int pass;
    622 	char color;
    623 
    624 	pass = 0;
    625 fill_triplet_generate:
    626 	if (state->location_pointer == 0)
    627 		goto fill_triplet_fail;
    628 	idx = random() % state->location_pointer;
    629 	SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
    630 		"fill_triplet: idx=%d/%d (%0.0f, %0.0f)", idx,
    631 		state->location_pointer, state->location_stack[idx].x,
    632 		state->location_stack[idx].y);
    633 	loc = &state->location_stack[idx];
    634 	c   = &state->grid[INDEXFI(loc->x, loc->y)];
    635 
    636 	/* Should never happen */
    637 	if (c->contents != CELL_EMPTY)
    638 	{
    639 		SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
    640 			"fill_triplet: Should not happen! Contents of cell "
    641 			"at (%0.0f, %0.0f) is %s",
    642 			c->coords.x, c->coords.y, cell_names[c->contents]);
    643 		do_exit(1, state);
    644 		goto fill_triplet_generate;
    645 	}
    646 
    647 	switch (random() % 5)
    648 	{
    649 	case 0:
    650 		color = CELL_RED;
    651 		break;
    652 	case 1:
    653 		color = CELL_BLUE;
    654 		break;
    655 	case 2:
    656 		color = CELL_GREEN;
    657 		break;
    658 	case 3:
    659 		color = CELL_PURPLE;
    660 		break;
    661 	default:
    662 		color = CELL_ORANGE;
    663 	}
    664 	add_cell(state, c, color, idx);
    665 	if (check_five(state, c))
    666 	{
    667 		pop_strings(state);
    668 		goto fill_triplet_generate;
    669 	}
    670 	/* Shouldn't happen */
    671 	if (state->nfree < 3)
    672 		goto fill_triplet_fail;
    673 	pass++;
    674 	SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
    675 		"fill_triplet: %s at (%0.0f, %0.0f)", cell_names[(int)color],
    676 		c->coords.x, c->coords.y);
    677 	if (pass < 3)
    678 		goto fill_triplet_generate;
    679 
    680 	return;
    681 
    682 fill_triplet_fail:
    683 	SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
    684 		"fill_triplet: input_instant_reset = %s",
    685 		state->input_instant_reset ? "TRUE" : "FALSE");
    686 	game_over(state);
    687 }
    688 
    689 int
    690 find_shortest_path(struct Cell* c, struct Cell* source, const int dist)
    691 {
    692 	int result = 0;
    693 
    694 	if (!c || c->path_dist <= dist)
    695 		return 0;
    696 
    697 	if (!c->empty && !c->starting && !c->ending)
    698 		return 0;
    699 
    700 	if (c->starting)
    701 		c->path_dist = dist;
    702 
    703 	if (c->path_dist > dist)
    704 	{
    705 		c->path_dist = dist;
    706 		c->path_prev = source;
    707 	}
    708 
    709 	if (c->ending)
    710 		return 1;
    711 
    712 	result |= find_shortest_path(c->left, c, dist + 1);
    713 	result |= find_shortest_path(c->up, c, dist + 1);
    714 	result |= find_shortest_path(c->right, c, dist + 1);
    715 	result |= find_shortest_path(c->down, c, dist + 1);
    716 
    717 	return result;
    718 }
    719 
    720 void
    721 game_over(struct State* state)
    722 {
    723 	assert(state != NULL);
    724 	state->mode = STATE_GAME_OVER;
    725 	if (state->check_score
    726 		&& state->score > state->hall_of_fame[HI_SCORE_MAX - 1].score)
    727 	{
    728 		state->check_score = 0;
    729 		input_name(state);
    730 	}
    731 	else
    732 	{
    733 		SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
    734 			"game_over: input_instant_reset = %s",
    735 			state->input_instant_reset ? "TRUE" : "FALSE");
    736 		if (state->input_instant_reset)
    737 		{
    738 			reset(state);
    739 			fill_triplet(state);
    740 			state->check_score	   = 1;
    741 			state->input_instant_reset = 0;
    742 		}
    743 		else
    744 			game_over_dialog(state);
    745 	}
    746 }
    747 
    748 void
    749 game_over_dialog(struct State* state)
    750 {
    751 	prepare_dialog(state, GAME_OVER_DIALOG_WIDTH, GAME_OVER_DIALOG_HEIGHT,
    752 		game_over_text, 0, 1);
    753 }
    754 
    755 void
    756 get_sprite_xy(const char cell, float* x, float* y)
    757 {
    758 	assert((x != NULL) && (y != NULL));
    759 	*x = sprite_positions[(int)cell].x;
    760 	*y = sprite_positions[(int)cell].y;
    761 }
    762 
    763 void
    764 grid_coord_to_screen_coord(const struct State* state, const int x, const int y,
    765 	const float startx, const float starty, float* to_x, float* to_y)
    766 {
    767 	assert((state != NULL) && (to_x != NULL) && (to_y != NULL));
    768 	*to_x = startx + x * state->cell_scale_factor * CELL_SIZE;
    769 	*to_y = starty + y * state->cell_scale_factor * CELL_SIZE;
    770 }
    771 
    772 void
    773 grid_coord_to_screen_coordF(const struct State* state, const float x,
    774 	const float y, const float startx, const float starty, float* to_x,
    775 	float* to_y)
    776 {
    777 	assert((state != NULL) && (to_x != NULL) && (to_y != NULL));
    778 	*to_x = startx + x * state->cell_scale_factor * CELL_SIZE;
    779 	*to_y = starty + y * state->cell_scale_factor * CELL_SIZE;
    780 }
    781 
    782 static char* cell_image[] = {"[ ]", "[R]", "[B]", "[G]", "[P]", "[O]", "[/]",
    783 	"[S]", "[E]", "[.]"};
    784 
    785 #define CELL_START 7
    786 #define CELL_END   8
    787 #define CELL_PATH  9
    788 
    789 void
    790 handle_click(struct State* state)
    791 {
    792 	float startx, starty;
    793 
    794 	assert(state != NULL);
    795 
    796 	if (state->dialog_shown)
    797 		return;
    798 
    799 	if (state->mode == STATE_IDLE)
    800 	{
    801 		calculate_grid_origin(state, &startx, &starty);
    802 		screen_coord_to_grid_coord(state, state->mouse.x,
    803 			state->mouse.y, startx, starty,
    804 			&state->selection_start.x, &state->selection_start.y);
    805 		state->animation.start.x    = (int)state->selection_start.x;
    806 		state->animation.start.y    = (int)state->selection_start.y;
    807 		state->animation.position.x = state->animation.start.x;
    808 		state->animation.position.y = state->animation.start.y;
    809 		state->path_start
    810 			= &state->grid[INDEXFI(state->animation.start.x,
    811 				state->animation.start.y)];
    812 		SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
    813 			"path_start(%0.2f, %0.2f)->empty = %s",
    814 			state->path_start->coords.x,
    815 			state->path_start->coords.y,
    816 			state->path_start->empty ? "TRUE" : "FALSE");
    817 		if (state->path_start->empty)
    818 		{
    819 			state->path_start	 = NULL;
    820 			state->selection_start.x = -1;
    821 			state->selection_start.y = -1;
    822 			return;
    823 		}
    824 
    825 		state->mode		    = STATE_SELECTION;
    826 		state->path_start->starting = 1;
    827 		SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
    828 			"[origin = (%0.2f, %0.2f)] "
    829 			"mouse = (%0.2f, %0.2f) => "
    830 			"selected = (%0.2f, %0.2f)",
    831 			startx, starty, state->mouse.x, state->mouse.y,
    832 			state->selection_start.x, state->selection_start.y);
    833 		state->redraw = 1;
    834 	}
    835 	else if (state->mode == STATE_SELECTION)
    836 	{
    837 		state->mode = STATE_MOVING;
    838 		calculate_grid_origin(state, &startx, &starty);
    839 		screen_coord_to_grid_coord(state, state->mouse.x,
    840 			state->mouse.y, startx, starty, &state->selection_end.x,
    841 			&state->selection_end.y);
    842 		state->path_end = &state->grid[INDEXFI(state->selection_end.x,
    843 			state->selection_end.y)];
    844 
    845 		assert((state->path_start != NULL) && (state->path_end != NULL));
    846 		if (!state->path_end->empty)
    847 			goto handle_click_reset;
    848 
    849 		SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
    850 			"[origin = (%0.2f, %0.2f)] "
    851 			"mouse = (%0.2f, %0.2f) => "
    852 			"selected_end = (%0.2f, %0.2f)",
    853 			startx, starty, state->mouse.x, state->mouse.y,
    854 			state->selection_end.x, state->selection_end.y);
    855 
    856 		SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
    857 			"Path: (%0.0f, %0.0f) to (%0.0f, %0.0f)",
    858 			state->path_start->coords.x,
    859 			state->path_start->coords.y, state->path_end->coords.x,
    860 			state->path_end->coords.y);
    861 		state->path_end->ending = 1;
    862 
    863 		if (!find_shortest_path(state->path_start, NULL, 0))
    864 		{
    865 			reset_path(state->grid);
    866 			goto handle_click_reset;
    867 		}
    868 
    869 		mark_path(state->path_end);
    870 		printf("M =\n");
    871 		print_matrix(state->grid);
    872 
    873 		if (!state->path_start->path_next)
    874 			return;
    875 
    876 		state->animation.end.x = state->path_start->path_next->coords.x;
    877 		state->animation.end.y = state->path_start->path_next->coords.y;
    878 		SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
    879 			"Animation: (%0.0f, %0.0f) to (%0.0f, %0.0f)",
    880 			state->animation.start.x, state->animation.start.y,
    881 			state->animation.end.x, state->animation.end.y);
    882 		state->selection_start.x = -1;
    883 		state->selection_start.y = -1;
    884 		calculate_delta(state);
    885 		state->animation.step	    = 1;
    886 		state->animation.final_step = ANIM_STEPS;
    887 		state->animation.active	    = 1;
    888 		state->redraw		    = 1;
    889 		print_path(&state->grid[INDEXFI(state->animation.start.x,
    890 			state->animation.start.y)]);
    891 	}
    892 	return;
    893 
    894 handle_click_reset:
    895 	SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "handle_click: Reset");
    896 	state->selection_start.x    = -1;
    897 	state->selection_start.y    = -1;
    898 	state->path_start->starting = 0;
    899 	state->path_start	    = NULL;
    900 	state->path_end->ending	    = 0;
    901 	state->path_end		    = NULL;
    902 	state->mode		    = STATE_IDLE;
    903 	state->redraw		    = 1;
    904 }
    905 
    906 void
    907 handle_event(struct State* state, SDL_Event* event)
    908 {
    909 	/* assert(3) within the SDL_PollEvent(3) loop hangs the entire system
    910 	 * when given an argument which evaluates to zero, so we are taking the
    911 	 * risk of not using assert(3) here (and only here) */
    912 	/*assert((state != NULL) && (event != NULL));*/
    913 
    914 	switch (event->type)
    915 	{
    916 	case SDL_EVENT_QUIT:
    917 		state->running = 0;
    918 		break;
    919 	case SDL_EVENT_WINDOW_EXPOSED:
    920 		state->redraw = 1;
    921 		break;
    922 	case SDL_EVENT_WINDOW_RESIZED:
    923 		state->redraw = 1;
    924 		calculate_display_size(state);
    925 		break;
    926 	case SDL_EVENT_KEY_DOWN:
    927 		SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
    928 			"handle_event (before): player = {%s} [%d]",
    929 			state->player_name, state->player_name_length);
    930 		handle_key_down(state, event);
    931 		SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
    932 			"handle_event (after): player = {%s} [%d]",
    933 			state->player_name, state->player_name_length);
    934 		break;
    935 	case SDL_EVENT_MOUSE_BUTTON_UP:
    936 		handle_click(state);
    937 		break;
    938 	case SDL_EVENT_MOUSE_MOTION:
    939 		state->mouse.x = event->motion.x;
    940 		state->mouse.y = event->motion.y;
    941 		break;
    942 	}
    943 }
    944 
    945 void
    946 handle_input(struct State* state, SDL_Event* event)
    947 {
    948 	int i;
    949 
    950 	SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
    951 		"handle_input (before): state->player_name = {%s} [%d], %d",
    952 		state->player_name, state->player_name_length,
    953 		state->input_col);
    954 	switch (event->key.key)
    955 	{
    956 	case SDLK_ESCAPE:
    957 		state->input_shown = 0;
    958 		game_over_dialog(state);
    959 		break;
    960 	case SDLK_RETURN:
    961 		state->input_shown = 0;
    962 		if (state->input_callback)
    963 			state->input_callback(state);
    964 		break;
    965 	case SDLK_BACKSPACE:
    966 		if (state->input_col == 0)
    967 			break;
    968 		for (i = state->input_col - 1; i < state->player_name_length;
    969 			i++)
    970 			state->player_name[i] = state->player_name[i + 1];
    971 		state->player_name_length--;
    972 		state->player_name[state->player_name_length] = 0;
    973 		state->input_col--;
    974 		state->redraw = 1;
    975 		break;
    976 	case SDLK_DELETE:
    977 		if (state->input_col == state->player_name_length)
    978 			break;
    979 		for (i = state->input_col; i < state->player_name_length; i++)
    980 			state->player_name[i] = state->player_name[i + 1];
    981 		state->player_name_length--;
    982 		state->player_name[state->player_name_length] = 0;
    983 		state->redraw				      = 1;
    984 		break;
    985 	case SDLK_LEFT:
    986 		if (state->input_col > 0)
    987 		{
    988 			state->input_col--;
    989 			state->redraw = 1;
    990 		}
    991 		SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
    992 			"SDLK_LEFT: player_name = {%s} [%d]",
    993 			state->player_name, state->player_name_length);
    994 		break;
    995 	case SDLK_RIGHT:
    996 		if (state->input_col < state->player_name_length)
    997 		{
    998 			state->input_col++;
    999 			state->redraw = 1;
   1000 		}
   1001 		SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
   1002 			"SDLK_RIGHT: player_name = {%s} [%d]",
   1003 			state->player_name, state->player_name_length);
   1004 		break;
   1005 	case SDLK_HOME:
   1006 		state->input_col = 0;
   1007 		state->redraw	 = 1;
   1008 		break;
   1009 	case SDLK_END:
   1010 		state->input_col = state->player_name_length;
   1011 		state->redraw	 = 1;
   1012 		break;
   1013 	default:
   1014 		if (event->key.key == SDLK_A && event->key.mod & SDL_KMOD_CTRL)
   1015 		{
   1016 			state->input_col = 0;
   1017 			state->redraw	 = 1;
   1018 			break;
   1019 		}
   1020 		if (event->key.key == SDLK_E && event->key.mod & SDL_KMOD_CTRL)
   1021 		{
   1022 			state->input_col = state->player_name_length;
   1023 			state->redraw	 = 1;
   1024 			break;
   1025 		}
   1026 		if (event->key.key == SDLK_U && event->key.mod & SDL_KMOD_CTRL)
   1027 		{
   1028 			*state->player_name	  = 0;
   1029 			state->player_name_length = 0;
   1030 			state->input_col	  = 0;
   1031 			state->redraw		  = 1;
   1032 			break;
   1033 		}
   1034 
   1035 		if (state->player_name_length < HI_SCORE_NAME_MAX
   1036 			&& event->key.key >= SDLK_SPACE
   1037 			&& event->key.key <= SDLK_TILDE)
   1038 		{
   1039 			for (i = state->player_name_length;
   1040 				i > state->input_col; i--)
   1041 				state->player_name[i]
   1042 					= state->player_name[i - 1];
   1043 			state->player_name[state->input_col++]
   1044 				= event->key.mod & SDL_KMOD_SHIFT
   1045 				? ascii_shift[event->key.key]
   1046 				: (char)event->key.key;
   1047 			state->player_name_length++;
   1048 			state->player_name[state->player_name_length] = 0;
   1049 			SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
   1050 				"handle_input: event->key.key = %d",
   1051 				event->key.key);
   1052 			SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
   1053 				"handle_input (after): state->player_name = "
   1054 				"{%s} [%d], %d",
   1055 				state->player_name, state->player_name_length,
   1056 				state->input_col);
   1057 			state->redraw = 1;
   1058 		}
   1059 	}
   1060 }
   1061 
   1062 void
   1063 handle_key_down(struct State* state, SDL_Event* event)
   1064 {
   1065 	if (state->input_shown)
   1066 	{
   1067 		SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
   1068 			"handle_key_down (before): player = {%s} [%d]",
   1069 			state->player_name, state->player_name_length);
   1070 		handle_input(state, event);
   1071 		SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
   1072 			"handle_key_down (after): player = {%s} [%d]",
   1073 			state->player_name, state->player_name_length);
   1074 		return;
   1075 	}
   1076 
   1077 	SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
   1078 		"Got Keydown, key = %X, mod = %X", event->key.key,
   1079 		event->key.mod);
   1080 
   1081 	switch (event->key.key)
   1082 	{
   1083 	case SDLK_F1:
   1084 		if (event->key.mod & SDL_KMOD_CTRL)
   1085 		{
   1086 			game_over(state);
   1087 			break;
   1088 		}
   1089 
   1090 		if (state->dialog_shown)
   1091 			break;
   1092 		prepare_dialog(state, HELP_DIALOG_WIDTH, HELP_DIALOG_HEIGHT,
   1093 			help_text, 0, 1);
   1094 		SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "Dialog shown: %s",
   1095 			state->dialog_shown ? "YES" : "NO");
   1096 		break;
   1097 	case SDLK_F2:
   1098 		if (state->dialog_shown && state->dialog_text == help_text)
   1099 			break;
   1100 		state->input_instant_reset = 1;
   1101 		game_over(state);
   1102 		break;
   1103 	case SDLK_F3:
   1104 		if (state->dialog_shown)
   1105 			break;
   1106 		prepare_hof_dialog(state, 1);
   1107 		SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "Dialog shown: %s",
   1108 			state->dialog_shown ? "YES" : "NO");
   1109 		break;
   1110 	case SDLK_RETURN:
   1111 		if (!(event->key.mod & SDL_KMOD_ALT))
   1112 			break;
   1113 		state->full_screen = !state->full_screen;
   1114 		SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
   1115 			"Set fullscreen state: %s",
   1116 			state->full_screen ? "ON" : "OFF");
   1117 		SDL_SetWindowFullscreen(state->window, state->full_screen);
   1118 		SDL_SetWindowBordered(state->window, !state->full_screen);
   1119 		break;
   1120 	case SDLK_ESCAPE:
   1121 		if (state->dialog_shown && state->mode == STATE_GAME_OVER)
   1122 			break;
   1123 		state->dialog_shown = 0;
   1124 		state->dialog_text  = NULL;
   1125 		state->query_shown  = 0;
   1126 		// assign_point_xyII(-1, -1, &state->dialog_dims);
   1127 		state->redraw = 1;
   1128 		break;
   1129 	case SDLK_Y:
   1130 		if (state->query_shown)
   1131 		{
   1132 			state->dialog_shown = 0;
   1133 			state->dialog_text  = NULL;
   1134 			state->query_shown  = 0;
   1135 			state->redraw	    = 1;
   1136 			if (state->query_callback)
   1137 				state->query_callback(state);
   1138 		}
   1139 		break;
   1140 	case SDLK_N:
   1141 		if (state->query_shown)
   1142 		{
   1143 			state->dialog_shown   = 0;
   1144 			state->dialog_text    = NULL;
   1145 			state->query_callback = NULL;
   1146 			state->query_shown    = 0;
   1147 			state->redraw	      = 1;
   1148 		}
   1149 		break;
   1150 	case SDLK_Q:
   1151 		if (event->key.mod & SDL_KMOD_CTRL)
   1152 			really_quit(state);
   1153 		// state->running = 0;
   1154 		break;
   1155 	default:
   1156 		SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
   1157 			"Handle keyboard event: switch fallthrough");
   1158 	}
   1159 }
   1160 
   1161 void
   1162 init_animation(struct AnimationState* animation)
   1163 {
   1164 	assert(animation != NULL);
   1165 	animation->start.x    = -1;
   1166 	animation->start.y    = -1;
   1167 	animation->position.x = -1;
   1168 	animation->position.y = -1;
   1169 	animation->end.x      = -1;
   1170 	animation->end.y      = -1;
   1171 	animation->delta.x    = 0;
   1172 	animation->delta.y    = 0;
   1173 	animation->active     = 0;
   1174 	animation->step	      = 0;
   1175 	animation->final_step = 0;
   1176 }
   1177 
   1178 void
   1179 init_cell(struct Cell* c, const int full, const SDL_FPoint* coords)
   1180 {
   1181 	assert(c != NULL);
   1182 	c->empty    = 1;
   1183 	c->starting = 0;
   1184 	c->ending   = 0;
   1185 	c->popping  = 0;
   1186 	c->path	    = 0;
   1187 	if (full)
   1188 	{
   1189 		assert(coords != NULL);
   1190 		c->coords.x = coords->x;
   1191 		c->coords.y = coords->y;
   1192 		c->down = c->left = c->right = c->up = NULL;
   1193 	}
   1194 	c->contents  = CELL_EMPTY;
   1195 	c->path_next = NULL;
   1196 	c->path_prev = NULL;
   1197 	c->path_dist = INT_MAX;
   1198 }
   1199 
   1200 void
   1201 init_state(struct State* state)
   1202 {
   1203 	assert(state != NULL);
   1204 	init_animation(&state->animation);
   1205 	state->background	 = NULL;
   1206 	state->grid		 = NULL;
   1207 	state->cell_scale_factor = CELL_SCALE_FACTOR;
   1208 	state->check_score	 = 1;
   1209 	assign_point_xyII(-1, -1, &state->dialog_dims);
   1210 	assign_point_xyII(0, 0, &state->dialog_text_origin);
   1211 	state->dialog_shown   = 0;
   1212 	state->dialog_text    = NULL;
   1213 	state->display_width  = DEFAULT_WIDTH;
   1214 	state->display_height = DEFAULT_HEIGHT;
   1215 	state->full_screen    = 1;
   1216 	state->hall_of_fame   = NULL;
   1217 	// state->hof_text		= NULL;
   1218 	state->input_callback	   = NULL;
   1219 	state->input_col	   = 0;
   1220 	state->input_instant_reset = 0;
   1221 	state->input_shown	   = 0;
   1222 	state->location_pointer	   = 0;
   1223 	state->location_stack	   = NULL;
   1224 	state->mode		   = STATE_IDLE;
   1225 	state->moveno		   = 1;
   1226 	state->nfree		   = GRID_WIDTH * GRID_HEIGHT;
   1227 	assign_point_xyIF(0, 0, &state->mouse);
   1228 	state->path_start	  = NULL;
   1229 	state->path_end		  = NULL;
   1230 	state->player_name[0]	  = 0;
   1231 	state->player_name_length = 0;
   1232 	state->query_shown	  = 0;
   1233 	state->query_callback	  = NULL;
   1234 	state->redraw		  = 1;
   1235 	state->renderer		  = NULL;
   1236 	state->running		  = 1;
   1237 	state->screen_width	  = DEFAULT_WIDTH;
   1238 	state->screen_height	  = DEFAULT_HEIGHT;
   1239 	state->score		  = 0;
   1240 	assign_point_xyIF(-1, -1, &state->selection_start);
   1241 	assign_point_xyIF(-1, -1, &state->selection_end);
   1242 	state->sprites		 = NULL;
   1243 	state->ter12_texture	 = NULL;
   1244 	state->text_scale_factor = TEXT_SCALE_FACTOR;
   1245 	state->window		 = NULL;
   1246 }
   1247 
   1248 void
   1249 input_name(struct State* state)
   1250 {
   1251 	state->input_shown	  = 1;
   1252 	state->query_shown	  = 0;
   1253 	state->input_col	  = 0;
   1254 	state->player_name_length = 0;
   1255 	state->player_name[0]	  = 0;
   1256 	state->input_callback	  = &input_name_callback;
   1257 	prepare_dialog(state, INPUT_WIDTH, INPUT_HEIGHT, name_text, 0, 1);
   1258 }
   1259 
   1260 void
   1261 input_name_callback(struct State* state)
   1262 {
   1263 	int i;
   1264 	assert(state != NULL);
   1265 	state->input_callback = NULL;
   1266 	SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
   1267 		"input_name_callback: player_name = %s", state->player_name);
   1268 	for (i = 0; i < state->player_name_length; i++)
   1269 		SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "%d",
   1270 			state->player_name[i]);
   1271 	hs_add_now(&state->hall_of_fame, state->player_name,
   1272 		state->player_name_length, state->score);
   1273 
   1274 	if (hs_write(state->hall_of_fame, hs_get_hofdir()))
   1275 	{
   1276 		state->running = 1;
   1277 		return;
   1278 	}
   1279 
   1280 	SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
   1281 		"input_name_callback: input_instant_reset = %s",
   1282 		state->input_instant_reset ? "TRUE" : "FALSE");
   1283 	if (state->input_instant_reset)
   1284 	{
   1285 		reset(state);
   1286 		fill_triplet(state);
   1287 		state->check_score	   = 1;
   1288 		state->input_instant_reset = 0;
   1289 	}
   1290 	else
   1291 		game_over_dialog(state);
   1292 }
   1293 
   1294 int
   1295 load_textures(struct State* state)
   1296 {
   1297 	SDL_ScaleMode scale_mode = SDL_SCALEMODE_PIXELART;
   1298 
   1299 	assert(state != NULL);
   1300 
   1301 	state->sprites = try_load(state->renderer, SPRITES_PNG);
   1302 	if (!state->sprites)
   1303 		return -1;
   1304 	SDL_SetTextureScaleMode(state->sprites, scale_mode);
   1305 
   1306 	state->ter12_texture = try_load(state->renderer, TER12_PNG);
   1307 	if (!state->ter12_texture)
   1308 		return -1;
   1309 	SDL_SetTextureScaleMode(state->ter12_texture, scale_mode);
   1310 
   1311 	return 0;
   1312 }
   1313 
   1314 void
   1315 location_delete(struct State* state, const int index)
   1316 {
   1317 	assert(state != NULL);
   1318 	if (state->location_pointer == 0 || index < 0
   1319 		|| index >= state->location_pointer)
   1320 		return;
   1321 	assign_pointFF(&state->location_stack[state->location_pointer - 1],
   1322 		&state->location_stack[index]);
   1323 	state->location_pointer--;
   1324 }
   1325 
   1326 int
   1327 location_index(const struct State* state, const SDL_FPoint* location)
   1328 {
   1329 	SDL_FPoint* p = NULL;
   1330 	int i;
   1331 
   1332 	assert((state != NULL) && (location != NULL));
   1333 	for (i = 0; i < state->location_pointer; i++)
   1334 	{
   1335 		p = &state->location_stack[i];
   1336 		if (p->x == location->x && p->y == location->y)
   1337 			return i;
   1338 	}
   1339 	return -1;
   1340 }
   1341 
   1342 void
   1343 location_push(struct State* state, const SDL_FPoint* location)
   1344 {
   1345 	assert((state != NULL) && (location != NULL));
   1346 	state->location_stack[state->location_pointer].x = location->x;
   1347 	state->location_stack[state->location_pointer].y = location->y;
   1348 	state->location_pointer++;
   1349 }
   1350 
   1351 void
   1352 mark_five(struct State* state, SDL_FPoint* start, SDL_FPoint* end)
   1353 {
   1354 	struct Cell* c = NULL;
   1355 	float dx, dy, x, y;
   1356 
   1357 	assert((state != NULL) && (start != NULL) && (end != NULL));
   1358 	assert(!((start->x == end->x) && (start->y == end->y)));
   1359 
   1360 	dx = end->x - start->x;
   1361 	dy = end->y - start->y;
   1362 	if (dx != 0.0f)
   1363 		dx = dx / fabsf(dx);
   1364 	if (dy != 0.0f)
   1365 		dy = dy / fabsf(dy);
   1366 	SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
   1367 		"mark_five: String[%d], from (%0.0f, %0.0f) to (%0.0f, "
   1368 		"%0.0f)",
   1369 		(int)floor(
   1370 			MAX(fabsf(end->x - start->x), fabsf(end->y - start->y)))
   1371 			+ 1,
   1372 		start->x, start->y, end->x, end->y);
   1373 	x = start->x;
   1374 	y = start->y;
   1375 	do
   1376 	{
   1377 		c	   = &state->grid[INDEXFI(x, y)];
   1378 		c->popping = 1;
   1379 		x += dx;
   1380 		y += dy;
   1381 		/* clang-format off */
   1382 	}
   1383 	while (!((x == end->x + dx) && (y == end->y + dy)));
   1384 	/* clang-format on */
   1385 }
   1386 
   1387 void
   1388 mark_path(struct Cell* c)
   1389 {
   1390 	if (!c)
   1391 		return;
   1392 
   1393 	c->path = 1;
   1394 	if (c->path_prev)
   1395 	{
   1396 		c->path_prev->path_next = c;
   1397 		SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
   1398 			"mark_path: Next of (%0.0f, %0.0f) is (%0.0f, %0.0f)",
   1399 			c->path_prev->coords.x, c->path_prev->coords.y,
   1400 			c->path_prev->path_next->coords.x,
   1401 			c->path_prev->path_next->coords.y);
   1402 	}
   1403 	mark_path(c->path_prev);
   1404 }
   1405 
   1406 int
   1407 num_size(const unsigned int num)
   1408 {
   1409 	if (num > 999999999)
   1410 		return 10;
   1411 	if (num > 99999999)
   1412 		return 9;
   1413 	if (num > 9999999)
   1414 		return 8;
   1415 	if (num > 999999)
   1416 		return 7;
   1417 	if (num > 99999)
   1418 		return 6;
   1419 	if (num > 9999)
   1420 		return 5;
   1421 	if (num > 999)
   1422 		return 4;
   1423 	if (num > 99)
   1424 		return 3;
   1425 	if (num > 9)
   1426 		return 2;
   1427 	return 1;
   1428 }
   1429 
   1430 void
   1431 pop_strings(struct State* state)
   1432 {
   1433 	struct Cell* c = NULL;
   1434 	int x, y;
   1435 
   1436 	assert(state != NULL);
   1437 	for (y = 0; y < GRID_HEIGHT; y++)
   1438 		for (x = 0; x < GRID_WIDTH; x++)
   1439 		{
   1440 			c = &state->grid[INDEX(x, y)];
   1441 			if (c->popping)
   1442 			{
   1443 				erase_cell(state, c);
   1444 				state->nfree++;
   1445 				c->popping = 0;
   1446 			}
   1447 		}
   1448 }
   1449 
   1450 void
   1451 prepare_dialog(struct State* state, const int w, const int h, const char** text,
   1452 	const int dx, const int show)
   1453 {
   1454 	assert((state != NULL) && (text != NULL));
   1455 
   1456 	assign_point_xyII(w, h, &state->dialog_dims);
   1457 	state->dialog_text_origin.x = dx;
   1458 	state->dialog_text	    = text;
   1459 	state->dialog_shown	    = show;
   1460 	if (show)
   1461 		state->redraw = 1;
   1462 }
   1463 
   1464 #define HOF_SCORES_START_IDX 2
   1465 
   1466 void
   1467 prepare_hof_dialog(struct State* state, const int show)
   1468 {
   1469 	struct HiScoreEntry* e = NULL;
   1470 	static char** hof_text = NULL;
   1471 	static int hof_size    = HI_SCORE_MAX + 2 + 2 + 1;
   1472 	char* dots	       = NULL;
   1473 	int i;
   1474 	int hof_line_len = 0;
   1475 
   1476 	assert(state != NULL);
   1477 	errno = 0;
   1478 
   1479 	if (!(dots = malloc(HOF_DIALOG_MAX_LINE_LEN + 1)))
   1480 		goto prepare_hof_dialog_malloc_error;
   1481 
   1482 	/*if (hof_text)
   1483 		for (i = 3; i < hof_size - 3; i++)
   1484 			free(hof_text[i]);
   1485 	free(hof_text);*/
   1486 
   1487 	if (!hof_text)
   1488 	{
   1489 		if (!(hof_text = calloc(hof_size, sizeof(char*))))
   1490 			goto prepare_hof_dialog_malloc_error;
   1491 
   1492 		hof_text[0]	       = "\3==== \1HALL OF FAME\2 ====";
   1493 		hof_text[1]	       = "";
   1494 		hof_text[hof_size - 3] = "";
   1495 		hof_text[hof_size - 2] = "\3Press \1Esc\2 to close";
   1496 		hof_text[hof_size - 1] = NULL;
   1497 	}
   1498 
   1499 	for (i = 0; i < HI_SCORE_MAX; i++)
   1500 	{
   1501 		if (!(hof_text[HOF_SCORES_START_IDX + i]))
   1502 		{
   1503 			if (!(hof_text[HOF_SCORES_START_IDX + i]
   1504 				    = malloc(HOF_DIALOG_MAX_LINE_LEN + 1)))
   1505 				goto prepare_hof_dialog_malloc_error;
   1506 		}
   1507 		e = &state->hall_of_fame[i];
   1508 		repeat_char(&dots, '.',
   1509 			HOF_DIALOG_MAX_LINE_LEN - 4 - e->name_len
   1510 				- num_size(e->score) - 1 - TIMESTAMP_MAX - 1);
   1511 
   1512 		/* +4 is the number of special characters (the number of visible
   1513 		 * characters remains HOF_DIALOG_MAX_LINE_LEN) */
   1514 		hof_line_len = HOF_DIALOG_MAX_LINE_LEN + 5;
   1515 
   1516 		/* For the first HOF_STANDOUT_ENTRIES entries, the number of
   1517 		 * special characters increases by 1 */
   1518 		if (i < HOF_STANDOUT_ENTRIES)
   1519 			hof_line_len++;
   1520 
   1521 		snprintf(hof_text[HOF_SCORES_START_IDX + i], hof_line_len,
   1522 			"\4%2d. %s%s\4%s\2%s%lu %s%s", i + 1,
   1523 			i < HOF_STANDOUT_ENTRIES ? "\1" : "\2", e->name, dots,
   1524 			i < HOF_STANDOUT_ENTRIES ? "\1" : "", e->score,
   1525 			i < HOF_STANDOUT_ENTRIES ? "\2" : "\4",
   1526 			e->timestamp);
   1527 
   1528 		SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
   1529 			"HOF[%d] = \"%s\" (%ld [vis=%d])\n", i,
   1530 			hof_text[HOF_SCORES_START_IDX + i],
   1531 			strlen(hof_text[HOF_SCORES_START_IDX + i]),
   1532 			strlen_visible(hof_text[HOF_SCORES_START_IDX + i]));
   1533 	}
   1534 
   1535 	prepare_dialog(state, HOF_DIALOG_WIDTH, HOF_DIALOG_HEIGHT,
   1536 		(const char**)hof_text, HOF_DIALOG_TEXT_ORIGIN_X, show);
   1537 
   1538 	free(dots);
   1539 	return;
   1540 
   1541 prepare_hof_dialog_malloc_error:
   1542 	SDL_LogError(SDL_LOG_CATEGORY_ERROR, "malloc failed");
   1543 	exit(1);
   1544 }
   1545 
   1546 void
   1547 print_matrix(const struct Cell* M)
   1548 {
   1549 	const struct Cell* c = NULL;
   1550 	int x, y;
   1551 
   1552 	for (y = 0; y < GRID_HEIGHT; y++)
   1553 	{
   1554 		for (x = 0; x < GRID_WIDTH; x++)
   1555 		{
   1556 			c = &M[INDEX(x, y)];
   1557 			if (c->starting)
   1558 				printf("%s", cell_image[CELL_START]);
   1559 			else if (c->ending)
   1560 				printf("%s", cell_image[CELL_END]);
   1561 			else if (c->path)
   1562 				printf("%s", cell_image[CELL_PATH]);
   1563 			else if (!c->empty)
   1564 				printf("%s", cell_image[c->contents]);
   1565 			else
   1566 				printf("%s", cell_image[CELL_EMPTY]);
   1567 		}
   1568 		printf("\n");
   1569 	}
   1570 }
   1571 
   1572 void
   1573 print_path(struct Cell* c)
   1574 {
   1575 	printf("(%0.0f, %0.0f)", c->coords.x, c->coords.y);
   1576 	if (c->path_next)
   1577 	{
   1578 		printf(" -> ");
   1579 		print_path(c->path_next);
   1580 	}
   1581 	else
   1582 		printf("\n");
   1583 }
   1584 
   1585 void
   1586 quit_callback(struct State* state)
   1587 {
   1588 	assert(state != NULL);
   1589 	UNUSED(state);
   1590 	state->query_callback = NULL;
   1591 	state->running	      = 0;
   1592 }
   1593 
   1594 void
   1595 really_quit(struct State* state)
   1596 {
   1597 	assert(state != NULL);
   1598 	state->query_shown    = 1;
   1599 	state->query_callback = quit_callback;
   1600 	prepare_dialog(state, QUIT_MSGBOX_WIDTH, QUIT_MSGBOX_HEIGHT,
   1601 		quit_msgbox_text, 0, 1);
   1602 }
   1603 
   1604 void
   1605 render_background(struct State* state, SDL_FRect* bg_rect)
   1606 {
   1607 	const SDL_DisplayMode* mode;
   1608 	SDL_FRect cell_rect, dest_rect;
   1609 	SDL_DisplayID display;
   1610 	int x, y;
   1611 
   1612 	assert((state != NULL) && (bg_rect != NULL));
   1613 	assert(state->cell_scale_factor != 0.0f);
   1614 
   1615 	if ((display = SDL_GetDisplayForWindow(state->window)) == 0)
   1616 	{
   1617 		SDL_LogError(SDL_LOG_CATEGORY_ERROR,
   1618 			"SDL_GetDisplayForWindow failed: %s", SDL_GetError());
   1619 		do_exit(1, state);
   1620 	}
   1621 
   1622 	if ((mode = SDL_GetCurrentDisplayMode(display)) == NULL)
   1623 	{
   1624 		SDL_LogError(SDL_LOG_CATEGORY_ERROR,
   1625 			"SDL_GetCurrentDisplayMode failed: %s", SDL_GetError());
   1626 		do_exit(1, state);
   1627 	}
   1628 
   1629 	state->background = SDL_CreateTexture(state->renderer, mode->format,
   1630 		SDL_TEXTUREACCESS_TARGET, bg_rect->w, bg_rect->h);
   1631 	if (!state->background)
   1632 	{
   1633 		SDL_LogError(SDL_LOG_CATEGORY_ERROR,
   1634 			"SDL_CreateTexture failed: %s", SDL_GetError());
   1635 		do_exit(1, state);
   1636 	}
   1637 	if (!SDL_SetRenderTarget(state->renderer, state->background))
   1638 	{
   1639 		SDL_LogError(SDL_LOG_CATEGORY_ERROR,
   1640 			"SDL_SetRenderTarget failed: %s", SDL_GetError());
   1641 		do_exit(1, state);
   1642 	}
   1643 
   1644 	dest_rect.w = state->cell_scale_factor * CELL_SIZE;
   1645 	dest_rect.h = state->cell_scale_factor * CELL_SIZE;
   1646 	get_sprite_xy(CELL_EMPTY, &cell_rect.x, &cell_rect.y);
   1647 	cell_rect.w = CELL_SIZE;
   1648 	cell_rect.h = CELL_SIZE;
   1649 	for (y = 0; y < GRID_HEIGHT; y++)
   1650 		for (x = 0; x < GRID_WIDTH; x++)
   1651 		{
   1652 			grid_coord_to_screen_coord(state, x, y, 0.0f, 0.0f,
   1653 				&dest_rect.x, &dest_rect.y);
   1654 			dest_rect.x += state->cell_scale_factor;
   1655 			dest_rect.y += state->cell_scale_factor;
   1656 			SDL_RenderTexture(state->renderer, state->sprites,
   1657 				&cell_rect, &dest_rect);
   1658 		}
   1659 
   1660 	/* Draw upper border */
   1661 	for (x = -1; x < GRID_WIDTH; x++)
   1662 	{
   1663 		grid_coord_to_screen_coord(state, x, -1, 0.0f, 0.0f,
   1664 			&dest_rect.x, &dest_rect.y);
   1665 		dest_rect.x += state->cell_scale_factor;
   1666 		dest_rect.y += state->cell_scale_factor;
   1667 		SDL_RenderTexture(state->renderer, state->sprites, &cell_rect,
   1668 			&dest_rect);
   1669 	}
   1670 
   1671 	/* Draw left border */
   1672 	for (y = 0; y < GRID_WIDTH; y++)
   1673 	{
   1674 		grid_coord_to_screen_coord(state, -1, y, 0.0f, 0.0f,
   1675 			&dest_rect.x, &dest_rect.y);
   1676 		dest_rect.x += state->cell_scale_factor;
   1677 		dest_rect.y += state->cell_scale_factor;
   1678 		SDL_RenderTexture(state->renderer, state->sprites, &cell_rect,
   1679 			&dest_rect);
   1680 	}
   1681 
   1682 	SDL_SetRenderDrawBlendMode(state->renderer, SDL_BLENDMODE_NONE);
   1683 	SDL_SetRenderDrawColor(state->renderer, 255, 255, 255, SDL_ALPHA_OPAQUE);
   1684 
   1685 	SDL_SetRenderTarget(state->renderer, NULL);
   1686 }
   1687 
   1688 void
   1689 render_balls(struct State* state, const float startx, const float starty)
   1690 {
   1691 	struct Cell* c = NULL;
   1692 	SDL_FRect cell_rect, dest_rect;
   1693 	float csf;
   1694 	int x, y;
   1695 
   1696 	assert(state != NULL);
   1697 	assert(state->cell_scale_factor != 0.0f);
   1698 
   1699 	csf	    = state->cell_scale_factor;
   1700 	cell_rect.w = CELL_SIZE;
   1701 	cell_rect.h = CELL_SIZE;
   1702 	dest_rect.w = csf * CELL_SIZE;
   1703 	dest_rect.h = csf * CELL_SIZE;
   1704 	for (y = 0; y < GRID_HEIGHT; y++)
   1705 		for (x = 0; x < GRID_WIDTH; x++)
   1706 		{
   1707 			c = &state->grid[INDEX(x, y)];
   1708 			if (c->contents == CELL_EMPTY)
   1709 				continue;
   1710 
   1711 			get_sprite_xy(c->contents, &cell_rect.x, &cell_rect.y);
   1712 			if (c->path)
   1713 				grid_coord_to_screen_coord(state,
   1714 					state->animation.position.x,
   1715 					state->animation.position.y, startx + 1,
   1716 					starty + 1, &dest_rect.x, &dest_rect.y);
   1717 			else
   1718 				grid_coord_to_screen_coord(state, x, y,
   1719 					startx + 1, starty + 1, &dest_rect.x,
   1720 					&dest_rect.y);
   1721 			SDL_RenderTexture(state->renderer, state->sprites,
   1722 				&cell_rect, &dest_rect);
   1723 		}
   1724 }
   1725 
   1726 /* state is not const because of renderer, etc */
   1727 void
   1728 render_dialog(struct State* state)
   1729 {
   1730 	const char** ptext = NULL;
   1731 	SDL_FRect dialog_rect, input_rect, cursor_rect;
   1732 	float tsf;
   1733 	int w, h;
   1734 	int sx, sy, dx, _sx;
   1735 
   1736 	assert(state != NULL);
   1737 	assert(state->dialog_text != NULL);
   1738 	assert(state->text_scale_factor != 0.0f);
   1739 
   1740 	ptext = state->dialog_text;
   1741 	w     = state->dialog_dims.x;
   1742 	h     = state->dialog_dims.y;
   1743 	sx    = state->screen_width / 2 - w / 2;
   1744 	sy    = state->screen_height / 2 - h / 2;
   1745 	dx    = state->dialog_text_origin.x;
   1746 	tsf   = state->text_scale_factor;
   1747 
   1748 	dialog_rect.x = sx;
   1749 	dialog_rect.y = sy;
   1750 	dialog_rect.w = w;
   1751 	dialog_rect.h = h;
   1752 
   1753 	SDL_SetRenderDrawBlendMode(state->renderer, SDL_BLENDMODE_BLEND);
   1754 	SDL_SetRenderDrawColor(state->renderer, 0, 0, 0, .75 * 255);
   1755 	SDL_RenderFillRect(state->renderer, &dialog_rect);
   1756 
   1757 	SDL_SetRenderDrawBlendMode(state->renderer, SDL_BLENDMODE_NONE);
   1758 	SDL_SetRenderDrawColor(state->renderer, 255, 255, 255, SDL_ALPHA_OPAQUE);
   1759 	SDL_RenderRect(state->renderer, &dialog_rect);
   1760 	SDL_SetRenderDrawColor(state->renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
   1761 	dialog_rect.x--;
   1762 	dialog_rect.y--;
   1763 	dialog_rect.w += 2;
   1764 	dialog_rect.h += 2;
   1765 	SDL_RenderRect(state->renderer, &dialog_rect);
   1766 	dialog_rect.x--;
   1767 	dialog_rect.y--;
   1768 	dialog_rect.w += 2;
   1769 	dialog_rect.h += 2;
   1770 	SDL_RenderRect(state->renderer, &dialog_rect);
   1771 
   1772 	while (*ptext)
   1773 	{
   1774 		_sx = sx + dx + tsf * (2 * TER12_WIDTH);
   1775 		// SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "1. _sx=%d", _sx);
   1776 		if (strchr(*ptext, CENTER_LINE))
   1777 			_sx += w / 2 - dx
   1778 				- tsf * TER12_WIDTH
   1779 					* (2 + strlen_visible(*ptext) / 2);
   1780 		// SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "2. _sx=%d", _sx);
   1781 
   1782 		render_text(state, _sx,
   1783 			sy
   1784 				+ (ptext - state->dialog_text + 1) * tsf
   1785 					* (TER12_HEIGHT + 2),
   1786 			TER12_WIDTH, TER12_HEIGHT, state->ter12_texture, "%s",
   1787 			*ptext);
   1788 		ptext++;
   1789 	}
   1790 
   1791 	if (state->input_shown)
   1792 	{
   1793 		input_rect.w = tsf * TER12_WIDTH * (HI_SCORE_NAME_MAX + 2);
   1794 		input_rect.h = tsf * TER12_HEIGHT;
   1795 		input_rect.x = sx + w / 2
   1796 			- tsf * TER12_WIDTH * HI_SCORE_NAME_MAX / 2;
   1797 		input_rect.y = sy + h - tsf * 2 * TER12_HEIGHT;
   1798 
   1799 		cursor_rect.w = TER12_WIDTH;
   1800 		cursor_rect.h = 3;
   1801 
   1802 		SDL_SetRenderDrawBlendMode(state->renderer, SDL_BLENDMODE_BLEND);
   1803 		SDL_SetRenderDrawColor(state->renderer, 55, 55, 55, .75 * 255);
   1804 		SDL_RenderFillRect(state->renderer, &input_rect);
   1805 		_sx = input_rect.x + tsf * TER12_WIDTH;
   1806 
   1807 		render_text(state, _sx, input_rect.y, TER12_WIDTH, TER12_HEIGHT,
   1808 			state->ter12_texture, "%s", state->player_name);
   1809 
   1810 		cursor_rect.x = _sx + tsf * TER12_WIDTH * state->input_col;
   1811 		cursor_rect.y
   1812 			= input_rect.y + tsf * TER12_HEIGHT - cursor_rect.h;
   1813 		SDL_SetRenderDrawColor(state->renderer, 255, 255, 255,
   1814 			SDL_ALPHA_OPAQUE);
   1815 		SDL_RenderFillRect(state->renderer, &cursor_rect);
   1816 	}
   1817 }
   1818 
   1819 void
   1820 render_selection(struct State* state, const float startx, const float starty)
   1821 {
   1822 	SDL_FRect cell_rect, dest_rect;
   1823 	float csf;
   1824 
   1825 	assert(state != NULL);
   1826 	assert(state->cell_scale_factor != 0.0f);
   1827 
   1828 	csf = state->cell_scale_factor;
   1829 	get_sprite_xy(CELL_SELECTED, &cell_rect.x, &cell_rect.y);
   1830 	cell_rect.w = CELL_SIZE;
   1831 	cell_rect.h = CELL_SIZE;
   1832 	grid_coord_to_screen_coord(state, state->selection_start.x,
   1833 		state->selection_start.y, startx + 1, starty + 1, &dest_rect.x,
   1834 		&dest_rect.y);
   1835 	dest_rect.w = csf * CELL_SIZE;
   1836 	dest_rect.h = csf * CELL_SIZE;
   1837 	SDL_RenderTexture(state->renderer, state->sprites, &cell_rect,
   1838 		&dest_rect);
   1839 }
   1840 
   1841 void
   1842 render_status(struct State* state)
   1843 {
   1844 	float h, tsf;
   1845 	int maxw = 30;
   1846 
   1847 	assert(state != NULL);
   1848 
   1849 	h   = state->screen_height;
   1850 	tsf = state->text_scale_factor;
   1851 
   1852 	render_text(state, 0, h - tsf * TER12_HEIGHT, TER12_WIDTH, TER12_HEIGHT,
   1853 		state->ter12_texture, "Score: \1%u\2", state->score);
   1854 	render_text(state, maxw * TER12_WIDTH, h - tsf * TER12_HEIGHT,
   1855 		TER12_WIDTH, TER12_HEIGHT, state->ter12_texture,
   1856 		"\1F1\2 = Help");
   1857 	render_text(state, 2 * maxw * TER12_WIDTH, h - tsf * TER12_HEIGHT,
   1858 		TER12_WIDTH, TER12_HEIGHT, state->ter12_texture, "Move: \1%u\2",
   1859 		state->moveno);
   1860 	render_text(state, 3 * maxw * TER12_WIDTH, h - tsf * TER12_HEIGHT,
   1861 		TER12_WIDTH, TER12_HEIGHT, state->ter12_texture, "Free: \1%u\2",
   1862 		state->nfree);
   1863 	render_text(state, 4 * maxw * TER12_WIDTH, h - tsf * TER12_HEIGHT,
   1864 		TER12_WIDTH, TER12_HEIGHT, state->ter12_texture,
   1865 		"Status: \1%s\2", state_descriptions[state->mode]);
   1866 }
   1867 
   1868 void
   1869 render_text(struct State* state, const int x, const int y, const int font_width,
   1870 	const int font_height, SDL_Texture* font_tex, const char* text, ...)
   1871 {
   1872 	char buf[PRINT_BUFSIZE];
   1873 	va_list args;
   1874 	const char* pbuf = NULL;
   1875 	SDL_FRect source_rect;
   1876 	SDL_FRect dest_rect;
   1877 	float tsf;
   1878 	int xstart	  = 0;
   1879 	int ystart	  = 0;
   1880 	int index	  = 0;
   1881 	int chars_per_row = 0;
   1882 	char first_char	  = ' ';
   1883 	char last_char	  = '~';
   1884 	float tex_w, tex_h;
   1885 	float opacity = TEXT_OPACITY_NORMAL;
   1886 
   1887 	assert((state != NULL) && (font_tex != NULL) && (text != NULL));
   1888 	assert(state->text_scale_factor != 0.0f);
   1889 	assert(font_width != -1);
   1890 
   1891 	tsf = state->text_scale_factor;
   1892 
   1893 	va_start(args, text);
   1894 	vsnprintf(buf, sizeof(buf), text, args);
   1895 	va_end(args);
   1896 
   1897 	source_rect.w = font_width;
   1898 	source_rect.h = font_height;
   1899 
   1900 	dest_rect.x = x;
   1901 	dest_rect.y = y;
   1902 	dest_rect.w = tsf * font_width;
   1903 	dest_rect.h = tsf * font_height;
   1904 
   1905 	if (!SDL_GetTextureSize(font_tex, &tex_w, &tex_h))
   1906 	{
   1907 		SDL_LogError(SDL_LOG_CATEGORY_ERROR,
   1908 			"SDL_GetTextureSize failed: %s", SDL_GetError());
   1909 		do_exit(1, state);
   1910 	}
   1911 
   1912 	SDL_SetTextureBlendMode(font_tex, SDL_BLENDMODE_BLEND);
   1913 
   1914 	chars_per_row = tex_w / (font_width + 1);
   1915 
   1916 	pbuf = buf;
   1917 	while (*pbuf)
   1918 	{
   1919 		if (*pbuf >= first_char && *pbuf <= last_char)
   1920 		{
   1921 			index = (int)(*pbuf - first_char);
   1922 
   1923 			xstart = 1 + index % chars_per_row * (font_width + 1);
   1924 			ystart = 1 + index / chars_per_row * (font_height + 1);
   1925 		}
   1926 		else if (*pbuf == CENTER_LINE)
   1927 		{
   1928 			pbuf++;
   1929 			continue;
   1930 		}
   1931 		else if (*pbuf == BOLD_START)
   1932 		{
   1933 			opacity = TEXT_OPACITY_BOLD;
   1934 			pbuf++;
   1935 			continue;
   1936 		}
   1937 		else if (*pbuf == BOLD_END)
   1938 		{
   1939 			opacity = TEXT_OPACITY_NORMAL;
   1940 			pbuf++;
   1941 			continue;
   1942 		}
   1943 		else if (*pbuf == DIM_START)
   1944 		{
   1945 			opacity = TEXT_OPACITY_DIM;
   1946 			pbuf++;
   1947 			continue;
   1948 		}
   1949 		else
   1950 			break;
   1951 
   1952 		source_rect.x = xstart;
   1953 		source_rect.y = ystart;
   1954 
   1955 		if (!SDL_SetTextureAlphaModFloat(font_tex, opacity))
   1956 			SDL_LogError(SDL_LOG_CATEGORY_ERROR,
   1957 				"SDL_SetTextureAlphaModFloat is not supported");
   1958 		SDL_RenderTexture(state->renderer, font_tex, &source_rect,
   1959 			&dest_rect);
   1960 
   1961 		dest_rect.x += tsf * font_width;
   1962 
   1963 		pbuf++;
   1964 	}
   1965 }
   1966 
   1967 void
   1968 repeat_char(char** s, const char ch, const int num_times)
   1969 {
   1970 	int i;
   1971 	assert(s != NULL);
   1972 	for (i = 0; i < num_times; i++)
   1973 		(*s)[i] = ch;
   1974 	(*s)[i] = 0;
   1975 }
   1976 
   1977 void
   1978 reset(struct State* state)
   1979 {
   1980 	struct Cell* c = NULL;
   1981 	int x, y;
   1982 
   1983 	assert(state != NULL);
   1984 	state->location_pointer = 0;
   1985 	for (y = 0; y < GRID_HEIGHT; y++)
   1986 		for (x = 0; x < GRID_WIDTH; x++)
   1987 		{
   1988 			c	    = &state->grid[INDEX(x, y)];
   1989 			c->contents = CELL_EMPTY;
   1990 			c->empty    = 1;
   1991 			c->popping  = 0;
   1992 			location_push(state, &c->coords);
   1993 		}
   1994 
   1995 	state->dialog_text	 = NULL;
   1996 	state->dialog_shown	 = 0;
   1997 	state->mode		 = STATE_IDLE;
   1998 	state->moveno		 = 1;
   1999 	state->nfree		 = GRID_WIDTH * GRID_HEIGHT;
   2000 	state->score		 = 0;
   2001 	state->selection_start.x = -1;
   2002 	state->selection_start.y = -1;
   2003 	state->selection_end.x	 = -1;
   2004 	state->selection_end.y	 = -1;
   2005 	state->animation.active	 = 0;
   2006 	state->redraw		 = 1;
   2007 }
   2008 
   2009 void
   2010 reset_path(struct Cell* grid)
   2011 {
   2012 	struct Cell* c = NULL;
   2013 	int x, y;
   2014 
   2015 	assert(grid != NULL);
   2016 
   2017 	for (y = 0; y < GRID_HEIGHT; y++)
   2018 		for (x = 0; x < GRID_WIDTH; x++)
   2019 		{
   2020 			c	     = &grid[INDEX(x, y)];
   2021 			c->path_next = NULL;
   2022 			c->path_prev = NULL;
   2023 			c->path_dist = INT_MAX;
   2024 			c->starting  = 0;
   2025 			c->ending    = 0;
   2026 			c->path	     = 0;
   2027 		}
   2028 }
   2029 
   2030 void
   2031 screen_coord_to_grid_coord(struct State* state, const int x, const int y,
   2032 	const float startx, const float starty, float* to_x, float* to_y)
   2033 {
   2034 	float _factor_x, _factor_y;
   2035 	float _startx, _starty;
   2036 	float csf;
   2037 
   2038 	assert(state != NULL);
   2039 	assert((to_x != NULL) && (to_y != NULL)
   2040 		&& (state->cell_scale_factor != 0.0f));
   2041 	csf	  = state->cell_scale_factor;
   2042 	_factor_x = (float)state->display_width / state->screen_width;
   2043 	_factor_y = (float)state->display_height / state->screen_height;
   2044 	_startx	  = startx * _factor_x;
   2045 	_starty	  = starty * _factor_y;
   2046 
   2047 	/* clang-format off */
   2048 	*to_x = x >= _startx
   2049 		? (x < _startx + _factor_x * csf
   2050 			  * CELL_SIZE * GRID_WIDTH
   2051 			  ? (x - _startx) / (_factor_x * csf * CELL_SIZE)
   2052 			  : GRID_WIDTH - 1)
   2053 		: 0;
   2054 	*to_y = y >= _starty
   2055 		? (y < _starty + _factor_y * csf
   2056 			  * CELL_SIZE * GRID_HEIGHT
   2057 			  ? (y - _starty) / (_factor_y * csf * CELL_SIZE)
   2058 			  : GRID_HEIGHT - 1)
   2059 		: 0;
   2060 	/* clang-format on */
   2061 }
   2062 
   2063 void
   2064 screen_coord_to_grid_coordF(struct State* state, const float x, const float y,
   2065 	const float startx, const float starty, float* to_x, float* to_y)
   2066 {
   2067 	float _factor_x, _factor_y;
   2068 	float _startx, _starty;
   2069 	float csf;
   2070 
   2071 	assert(state != NULL);
   2072 	assert((to_x != NULL) && (to_y != NULL)
   2073 		&& (state->cell_scale_factor != 0.0f));
   2074 	csf	  = state->cell_scale_factor;
   2075 	_factor_x = (float)state->display_width / state->screen_width;
   2076 	_factor_y = (float)state->display_height / state->screen_height;
   2077 	_startx	  = startx * _factor_x;
   2078 	_starty	  = starty * _factor_y;
   2079 
   2080 	/* clang-format off */
   2081 	*to_x = x >= _startx
   2082 		? (x < _startx + _factor_x * csf * CELL_SIZE * GRID_WIDTH
   2083 			  ? (x - _startx) / (_factor_x * csf * CELL_SIZE)
   2084 			  : GRID_WIDTH - 1)
   2085 		: 0;
   2086 	*to_y = y >= _starty
   2087 		? (y < _starty + _factor_y * csf * CELL_SIZE * GRID_HEIGHT
   2088 			  ? (y - _starty) / (_factor_y * csf * CELL_SIZE)
   2089 			  : GRID_HEIGHT - 1)
   2090 		: 0;
   2091 	/* clang-format on */
   2092 }
   2093 
   2094 void
   2095 step_animation(struct State* state)
   2096 {
   2097 	struct Cell* from = NULL;
   2098 	struct Cell* to	  = NULL;
   2099 	int isx, isy, iex, iey;
   2100 	int idx;
   2101 
   2102 	if (state->animation.step == state->animation.final_step)
   2103 	{
   2104 		isx  = (int)round(state->animation.start.x);
   2105 		isy  = (int)round(state->animation.start.y);
   2106 		iex  = (int)round(state->animation.end.x);
   2107 		iey  = (int)round(state->animation.end.y);
   2108 		from = &state->grid[INDEX(isx, isy)];
   2109 		to   = &state->grid[INDEX(iex, iey)];
   2110 
   2111 		if (to->ending)
   2112 		{
   2113 			state->animation.active = 0;
   2114 			SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
   2115 				"Ending node reached: (%0.0f, %0.0f)",
   2116 				state->animation.end.x, state->animation.end.y);
   2117 		}
   2118 		else if (to->path_next)
   2119 		{
   2120 			state->animation.start.x    = state->animation.end.x;
   2121 			state->animation.start.y    = state->animation.end.y;
   2122 			state->animation.position.x = state->animation.start.x;
   2123 			state->animation.position.y = state->animation.start.y;
   2124 			state->animation.end.x	    = to->path_next->coords.x;
   2125 			state->animation.end.y	    = to->path_next->coords.y;
   2126 			SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
   2127 				"Next node on path: (%0.0f, %0.0f)",
   2128 				state->animation.end.x, state->animation.end.y);
   2129 			SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
   2130 				"Animation: (%0.0f, %0.0f) to (%0.0f, %0.0f)",
   2131 				state->animation.start.x,
   2132 				state->animation.start.y,
   2133 				state->animation.end.x, state->animation.end.y);
   2134 			calculate_delta(state);
   2135 			state->animation.step = 1;
   2136 		}
   2137 		else
   2138 		{
   2139 			SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
   2140 				"End of path at (%0.0f, %0.0f)",
   2141 				state->animation.end.x, state->animation.end.y);
   2142 			state->animation.active = 0;
   2143 		}
   2144 
   2145 		SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
   2146 			"grid[%d][%d] = %d <-> grid[%d][%d] = %d", iey, iex,
   2147 			to->contents, isy, isx, from->contents);
   2148 		idx = location_index(state, &to->coords);
   2149 		SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
   2150 			"location_index: Index of (%0.0f, %0.0f) is %d",
   2151 			to->coords.x, to->coords.y, idx);
   2152 		assert(idx != -1);
   2153 		location_delete(state, idx);
   2154 		location_push(state, &from->coords);
   2155 		to->contents   = from->contents;
   2156 		from->contents = CELL_EMPTY;
   2157 		to->empty      = 0;
   2158 		from->empty    = 1;
   2159 
   2160 		if (to->ending)
   2161 		{
   2162 			reset_path(state->grid);
   2163 			state->path_start = NULL;
   2164 			state->path_end	  = NULL;
   2165 
   2166 			if (check_five(state, to))
   2167 				pop_strings(state);
   2168 			else if (state->nfree < 3)
   2169 				game_over(state);
   2170 			else
   2171 				fill_triplet(state);
   2172 			state->moveno++;
   2173 		}
   2174 	}
   2175 
   2176 	state->animation.position.x += state->animation.delta.x;
   2177 	state->animation.position.y += state->animation.delta.y;
   2178 	state->animation.step++;
   2179 	SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
   2180 		"step_animation: (%0.2f, %0.2f) => (%0.2f, %0.2f), [%d/%d] %s",
   2181 		state->animation.position.x, state->animation.position.y,
   2182 		state->animation.end.x, state->animation.end.y,
   2183 		state->animation.step, state->animation.final_step,
   2184 		state->animation.active ? "ACTIVE" : "INACTIVE");
   2185 }
   2186 
   2187 int
   2188 strlen_visible(const char* s)
   2189 {
   2190 	int result     = 0;
   2191 	const char* ps = NULL;
   2192 
   2193 	assert(s != NULL);
   2194 	ps = s;
   2195 	while (*ps)
   2196 	{
   2197 		if (*ps != CENTER_LINE && *ps != BOLD_START && *ps != BOLD_END
   2198 			&& *ps != DIM_START)
   2199 			result++;
   2200 		ps++;
   2201 	}
   2202 	SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "strlen_visible(%s)=%d\n", s,
   2203 		result);
   2204 	return result;
   2205 }
   2206 
   2207 SDL_Texture*
   2208 try_load(SDL_Renderer* renderer, const char* filename)
   2209 {
   2210 	SDL_Texture* tex = NULL;
   2211 	char tex_pathname[BUFSIZE];
   2212 
   2213 	assert((renderer != NULL) && (filename != NULL));
   2214 	snprintf(tex_pathname, BUFSIZE, "%s/%s", DATADIR, filename);
   2215 	tex = IMG_LoadTexture(renderer, tex_pathname);
   2216 	if (!tex)
   2217 	{
   2218 		SDL_LogError(SDL_LOG_CATEGORY_ERROR,
   2219 			"try_load: IMG_LoadTexture failed: %s", SDL_GetError());
   2220 		snprintf(tex_pathname, BUFSIZE, "./%s", filename);
   2221 		SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
   2222 			"try_load: trying %s", tex_pathname);
   2223 		tex = IMG_LoadTexture(renderer, tex_pathname);
   2224 		if (!tex)
   2225 		{
   2226 			SDL_LogError(SDL_LOG_CATEGORY_ERROR,
   2227 				"try_load: IMG_LoadTexture failed: %s",
   2228 				SDL_GetError());
   2229 			exit(1);
   2230 		}
   2231 		SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION,
   2232 			"try_load: success (%s)", tex_pathname);
   2233 	}
   2234 
   2235 	return tex;
   2236 }
   2237 
   2238 int
   2239 main(int argc, char** argv)
   2240 {
   2241 	SDL_Event event;
   2242 	struct Cell* c = NULL;
   2243 	struct State state;
   2244 	struct HiScoreEntry* hof = NULL;
   2245 	// struct HiScoreEntry* p	 = NULL;
   2246 	struct timespec now;
   2247 	SDL_FPoint coords;
   2248 	float px, py;
   2249 	clockid_t cid;
   2250 	unsigned int last_time, current_time;
   2251 	int x, y;
   2252 
   2253 	UNUSED(argc);
   2254 	UNUSED(argv);
   2255 
   2256 	tzset();
   2257 	init_state(&state);
   2258 	hs_init(&hof);
   2259 	if (hs_load(&hof, hs_get_hofdir()))
   2260 	{
   2261 		SDL_LogError(SDL_LOG_CATEGORY_ERROR, "hs_load: %s",
   2262 			strerror(errno));
   2263 		exit(1);
   2264 	}
   2265 
   2266 	state.hall_of_fame = hof;
   2267 
   2268 	if (!SDL_Init(SDL_INIT_VIDEO))
   2269 	{
   2270 		SDL_LogError(SDL_LOG_CATEGORY_ERROR, "SDL_Init failed: %s",
   2271 			SDL_GetError());
   2272 		exit(1);
   2273 	}
   2274 
   2275 	SDL_SetLogPriorities(SDL_LOG_PRIORITY_DEBUG);
   2276 	if (!SDL_CreateWindowAndRenderer(WIN_TITLE, DEFAULT_WIDTH,
   2277 		    DEFAULT_HEIGHT,
   2278 		    SDL_WINDOW_FULLSCREEN | SDL_WINDOW_BORDERLESS,
   2279 		    &state.window, &state.renderer))
   2280 	{
   2281 		SDL_LogError(SDL_LOG_CATEGORY_ERROR,
   2282 			"SDL_CreateWindowAndRenderer failed: %s",
   2283 			SDL_GetError());
   2284 		do_exit(1, &state);
   2285 	}
   2286 
   2287 	SDL_SetHintWithPriority(SDL_HINT_RENDER_VSYNC, "1", SDL_HINT_OVERRIDE);
   2288 	SDL_SetRenderLogicalPresentation(state.renderer, DEFAULT_WIDTH,
   2289 		DEFAULT_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
   2290 
   2291 	calculate_display_size(&state);
   2292 
   2293 	state.grid = malloc(sizeof(struct Cell) * GRID_WIDTH * GRID_HEIGHT + 1);
   2294 	if (!state.grid)
   2295 	{
   2296 		SDL_LogError(SDL_LOG_CATEGORY_ERROR, "malloc failed");
   2297 		do_exit(1, &state);
   2298 	}
   2299 	state.location_stack = malloc(sizeof(SDL_FPoint) * LOCATION_STACK_MAX);
   2300 	if (!state.location_stack)
   2301 	{
   2302 		SDL_LogError(SDL_LOG_CATEGORY_ERROR, "malloc failed");
   2303 		do_exit(1, &state);
   2304 	}
   2305 	for (y = 0; y < GRID_HEIGHT; y++)
   2306 		for (x = 0; x < GRID_WIDTH; x++)
   2307 		{
   2308 			c	 = &state.grid[INDEX(x, y)];
   2309 			coords.x = x;
   2310 			coords.y = y;
   2311 			init_cell(c, 1, &coords);
   2312 			location_push(&state, &c->coords);
   2313 			if (x > 0)
   2314 				c->left = &state.grid[INDEX(x - 1, y)];
   2315 			if (y > 0)
   2316 				c->up = &state.grid[INDEX(x, y - 1)];
   2317 			if (x < GRID_WIDTH - 1)
   2318 				c->right = &state.grid[INDEX(x + 1, y)];
   2319 			if (y < GRID_HEIGHT - 1)
   2320 				c->down = &state.grid[INDEX(x, y + 1)];
   2321 		}
   2322 
   2323 	if (load_textures(&state) < 0)
   2324 		do_exit(1, &state);
   2325 
   2326 	SDL_GetMouseState(&px, &py);
   2327 	assign_point_xyIF(px, py, &state.mouse);
   2328 
   2329 	last_time = SDL_GetTicks();
   2330 	clock_getcpuclockid(getpid(), &cid);
   2331 	clock_gettime(cid, &now);
   2332 	srandom(now.tv_nsec);
   2333 
   2334 	fill_triplet(&state);
   2335 	while (state.running)
   2336 	{
   2337 		current_time = SDL_GetTicks();
   2338 		if (state.animation.active)
   2339 		{
   2340 			if (current_time > last_time + 1000 / FPS)
   2341 			{
   2342 				draw(&state);
   2343 				step_animation(&state);
   2344 				last_time = current_time;
   2345 			}
   2346 			if (!state.animation.active)
   2347 				draw(&state);
   2348 		}
   2349 		else if (state.redraw)
   2350 		{
   2351 			state.redraw = 0;
   2352 			draw(&state);
   2353 		}
   2354 
   2355 /* For some reason, SDL_RenderPresent is not enough for MSYS2/Windoze...
   2356  * When moving a ball, the state of the screen remains stuck at the next-to-last
   2357  * cell, until a mouse is moved, then it updates. This is a duct tape fix.
   2358  */
   2359 /* 2026-08-28: Probably a result of needing to respond to
   2360  * SDL_EVENT_WINDOW_EXPOSED. Trying with that, now only to find a test machine
   2361  * with MSYS2...
   2362  */ 
   2363 /*#if __WIN32
   2364 		draw(&state);
   2365 #endif*/
   2366 
   2367 		while (SDL_PollEvent(&event))
   2368 			handle_event(&state, &event);
   2369 	}
   2370 
   2371 	return 0;
   2372 }