Merge branch 'master' of gitlab.iut-clermont.uca.fr:maribemont/projet-tut

origin/fixingSettings
thmaillarb 3 years ago
commit 2bf765869e

@ -48,7 +48,7 @@ int main(int argc, char *argv[]) {
switch (generalState) {
case GS_MainMenu:
mainMenu(renderer,window,&generalState, fontHandler, audioHandler);
playSFX(validate_sound, audioHandler)
playSFX(SFX_validate_sound, audioHandler);
break;
case GS_GameCreationMenu:{
int windowW;
@ -73,16 +73,16 @@ int main(int argc, char *argv[]) {
}*/
generalState = GS_Game;
gameView(&generalState, window, renderer, players, nbPlayers, &fontHandler);
//gameView(&generalState, window, renderer, players, nbPlayers, &fontHandler);
//Pour tester le endGameMenu directement
/*generalState = GS_EndOfGameMenu;
generalState = GS_EndOfGameMenu;
players[0].eliminationTurn = 10;
players[0].rank = 3;
players[1].eliminationTurn = 15;
players[1].rank = 2;
players[2].eliminationTurn = 0;
players[2].rank = 1;*/
players[2].rank = 1;
endGameMenu(&generalState, window, renderer, &fontHandler, players, nbPlayers);
break;

@ -13,7 +13,7 @@
struct P_buttonArg;
enum BUTTON_EVENT {BUTTON_NOTHING, BUTTON_ENTRY, BUTTON_EXIT};
typedef enum {BUTTON_NOTHING, BUTTON_ENTRY, BUTTON_EXIT} ButtonEvent;
/**
* \struct P_Button

@ -10,13 +10,14 @@
#include "model/Coord.h"
#include "engine/Button.h"
/**
* \enum InputType
* \brief Different types for input
*/
typedef enum {InputType_None, InputType_ClickGame, InputType_MoveGame, InputType_ActivateUI, InputType_Window_Resize} InputType;
typedef enum {InputType_None, InputType_ClickGame, InputType_MoveGame, InputType_ActivateUI, InputType_Window_Resize, InputType_ButtonChanged} InputType;
/**
* \enum UIAction
@ -47,6 +48,12 @@ typedef struct {
int w;
int h;
} windowSize; ///< La nouvelle taille de l'ecran
struct buttonEvent {
P_Button* button;
ButtonEvent event;
} buttonEvent;
} data; ///< Informations about the input
InputType type; ///< Type of input
@ -86,4 +93,7 @@ InputElement createInputElementMoveBoard(const Coord start, const Coord end);
*/
InputElement createInputElementResizeWindow();
InputElement createInputElementButtonClicked(P_Button* button, const ButtonEvent event);
#endif // INPUT_ELEMENT_INCLUDED

@ -10,6 +10,8 @@
#include "engine/Button.h"
#include "engine/arrayButton.h"
#include "engine/TextInput.h"
#include "engine/arrayTextInput.h"
#include "engine/InputElement.h"
/**
@ -19,6 +21,8 @@
typedef struct
{
struct array_P_Button tabButton;
struct array_TextInput tabTextInput;
TextInput* selectedTextInput;
} InputProcessor;

@ -27,7 +27,8 @@
typedef struct
{
char* value;
int cursorPosition;
Sint32 cursorPosition;
SDL_Rect size;
bool isActive;
SDL_Color textColor;

@ -0,0 +1,9 @@
#ifndef ARRAY_TEXT_INPUT_INCLUDED
#define ARRAY_TEXT_INPUT_INCLUDED
#include "engine/TextInput.h"
#include "engine/ArrayUtils.h"
GENERATE_DYNAMIC_ARRAY(TextInput)
#endif //ARRAY_TEXT_INPUT_INCLUDED

@ -3,12 +3,18 @@
#include <assert.h>
#include <stdbool.h>
void onClickDefault(struct P_button* buttonCaller){
//printf("Clicked on button: %p\n", buttonCaller);
}
P_Button createButton(SDL_Texture* texture, SDL_Texture* hoverTexture ,const int coordx, const int coordy, const int sizex, const int sizey, void (*onClick)(P_Button* buttonCaller))
{
// Declarations
P_Button b = { .rect = { .x = coordx, .y = coordy, .w = sizex, .h = sizey }, .onClick = onClick, .enable = true};
if(onClick == NULL)
fprintf(stderr, "Attention: aucune action onClick n'est passé au bouton.\n");
if(onClick == NULL){
fprintf(stderr, "Attention: aucune action onClick n'est passé au bouton. Il prend le onClick par défaut\n");
b.onClick = onClickDefault;
}
b.texture = texture;
b.hoverTexture = hoverTexture;
b.arg = NULL;
@ -17,10 +23,14 @@ P_Button createButton(SDL_Texture* texture, SDL_Texture* hoverTexture ,const int
bool drawButtonOnRenderer(SDL_Renderer* renderer, P_Button* button)
{
SDL_SetRenderTarget(renderer, NULL);
if(button->enable == false)
return false;
if(SDL_RenderCopy(renderer,button->hover && button->hoverTexture != NULL ? button->hoverTexture : button->texture,NULL,&(button->rect)))
SDL_SetRenderTarget(renderer, NULL);
SDL_Texture * texture = button->hover && button->hoverTexture != NULL ? button->hoverTexture : button->texture;
SDL_Rect source = button->rect;
source.x = 0;
source.y = 0;
if(SDL_RenderCopy(renderer,texture,&source,&(button->rect)))
{
fprintf(stderr,"SDLWarning: %s\n",SDL_GetError());
return false;
@ -29,9 +39,9 @@ bool drawButtonOnRenderer(SDL_Renderer* renderer, P_Button* button)
return true;
}
bool isHover(P_Button* button)
bool isEnable(P_Button* button)
{
return button->hover && button->enable;
return button->enable;
}
bool changeButtonTexture(P_Button* button, SDL_Texture* texture)
@ -59,11 +69,18 @@ void freeButton(P_Button * button){
SDL_DestroyTexture(button->hoverTexture);
}
bool isHover(P_Button * button) {
return button->hover;
}
int isButtonInteractWithCursor(P_Button * button,const int x,const int y){
if (!button->enable) return BUTTON_NOTHING;
SDL_Point coord;
coord.x = x;
coord.y = y;
if(isHover(button)){
if(button->hover){
button->hover = SDL_PointInRect(&coord,&(button->rect));
if(button->hover == false){
return BUTTON_EXIT;

@ -30,3 +30,11 @@ InputElement createInputElementResizeWindow(const int w, const int h) {
};
return i;
}
InputElement createInputElementButtonClicked(P_Button* button, const ButtonEvent event) {
InputElement i = {
.type = InputType_ButtonChanged,
.data.buttonEvent={.event=event, .button = button}
};
return i;
}

@ -2,7 +2,8 @@
InputProcessor createInputProcessor() {
InputProcessor inputProcessor = {
.tabButton = array_P_Button_Create()
.tabButton = array_P_Button_Create(),
.tabTextInput = array_TextInput_Create()
};
return inputProcessor;
}
@ -33,13 +34,32 @@ InputElement proccessInput(InputProcessor *inputProcessor)
b->onClick(b);
}
}
bool textInputClicked = false;
for (size_t i = 0; i<inputProcessor->tabTextInput.size; ++i) {
TextInput* ti = &inputProcessor->tabTextInput.elems[i];
if (SDL_PointInRect(&mousePoint, &ti->size)) {
if (inputProcessor->selectedTextInput == NULL) {
SDL_StartTextInput();
}
inputProcessor->selectedTextInput = ti;
textInputClicked = true;
break;
}
}
if (!textInputClicked) {
inputProcessor->selectedTextInput = NULL;
SDL_StopTextInput();
}
return createInputElementNone();
}
case SDL_MOUSEMOTION:
{
for (size_t i = 0; i<inputProcessor->tabButton.size; ++i) {
P_Button* b = &inputProcessor->tabButton.elems[i];
isButtonInteractWithCursor(b, event.motion.x, event.motion.y);
int res = isButtonInteractWithCursor(b, event.motion.x, event.motion.y);
if (res != BUTTON_NOTHING) {
return createInputElementButtonClicked(b, res);
}
}
break;
}
@ -48,7 +68,12 @@ InputElement proccessInput(InputProcessor *inputProcessor)
return createInputElementResizeWindow(event.window.data1, event.window.data2);
}
break;
case SDL_TEXTINPUT:
break;
case SDL_TEXTEDITING:
break;
}
return createInputElementNone();

@ -3,6 +3,8 @@
#include <SDL2/SDL_ttf.h>
#include <engine/FontLoader.h>
#include <engine/TextLabel.h>
#include <engine/arrayButton.h>
#include <engine/arrayTextLabel.h>
//void action boutton
@ -34,8 +36,8 @@ struct array_P_Button createGameInterfaceButtons(SDL_Renderer* renderer, FontHan
struct array_TextLabel createGameInterfaceLabels(SDL_Renderer* renderer, FontHandler* fontHandler) {
//Postion text label
SDL_Point positonNbTurnLabel = {.x=60, .y=800};
SDL_Point positionTimeLablel = {.x=770, .y=800};
SDL_Point positonNbTurnLabel = {.x=60, .y=850};
SDL_Point positionTimeLablel = {.x=770, .y=850};
//Color labal
SDL_Color colorLabel = {0, 255, 0, 255};
@ -48,9 +50,9 @@ struct array_TextLabel createGameInterfaceLabels(SDL_Renderer* renderer, FontHan
struct array_TextLabel labels = array_TextLabel_Create();
// Label : Nb Turn
TextLabel nbTurnLabel = createTextLabel("Turn : ",&positonNbTurnLabel,1,&colorLabel,fontHandler.fonts[FONT_retro],renderer,positionX,positionY);
TextLabel nbTurnLabel = createTextLabel("Turn : ",&positonNbTurnLabel,1,&colorLabel,fontHandler->fonts[FONT_retro],renderer,positionX,positionY);
// Label : Time of the game
TextLabel timeLabel = createTextLabel("Time : ",&positionTimeLablel,1,&colorLabel,fontHandler.fonts[FONT_retro],renderer,positionX,positionY);
TextLabel timeLabel = createTextLabel("Time : ",&positionTimeLablel,1,&colorLabel,fontHandler->fonts[FONT_retro],renderer,positionX,positionY);
//Add TextLabel to the array
array_TextLabel_AddElement(&labels, nbTurnLabel);
@ -179,9 +181,5 @@ void drawButtons(SDL_Renderer* renderer, FontHandler fontHandler)
}
//FREE TEXT LABEL + BUTTON
}

@ -3,6 +3,8 @@
#include "engine/GameInputProcessor.h"
#include "engine/InputElement.h"
#include "engine/TextureHandler.h"
#include "engine/arrayButton.h"
#include "engine/arrayTextLabel.h"
#include "model/Game.h"
#include "model/arrayCoord.h"
@ -43,6 +45,8 @@ void gameView(GeneralState* generalState, SDL_Window* window, SDL_Renderer* rend
TextureHandler textureHandler = newTextureHandler(renderer);
inputProcessor.tabButton = createGameInterfaceButtons(renderer, fontHandler);
struct array_TextLabel tabLabel = createGameInterfaceLabels(renderer,fontHandler);
SDL_Rect windowRect = {0,0,0,0};
SDL_GetWindowSize(window, &windowRect.w, &windowRect.h);
@ -57,6 +61,9 @@ void gameView(GeneralState* generalState, SDL_Window* window, SDL_Renderer* rend
for (size_t i=0; i<inputProcessor.tabButton.size; ++i) {
drawButtonOnRenderer(renderer, &inputProcessor.tabButton.elems[i]);
}
for (size_t i=0; i<tabLabel.size; ++i){
drawTextLabel(renderer,&tabLabel.elems[i]);
}
SDL_RenderPresent(renderer);
@ -133,7 +140,9 @@ void gameView(GeneralState* generalState, SDL_Window* window, SDL_Renderer* rend
for (size_t i=0; i<inputProcessor.tabButton.size; ++i) {
drawButtonOnRenderer(renderer, &inputProcessor.tabButton.elems[i]);
}
for (size_t i=0; i<tabLabel.size; ++i){
drawTextLabel(renderer,&tabLabel.elems[i]);
}
SDL_RenderPresent(renderer);
}
case InputType_None:

@ -7,6 +7,8 @@
#include "view/MainMenu.h"
#include "engine/GeneralState.h"
enum {NEWGAME, OPTION, QUIT};
void quit(P_Button* buttonCaller) {
*((GeneralState*)(buttonCaller->arg)) = GS_Quit;
}
@ -30,35 +32,35 @@ P_Button* drawMainMenu(SDL_Renderer* renderer,const FontHandler fontHandler, uns
*nb = 3;
buttons = (P_Button*)malloc(sizeof(P_Button)*(*nb));
buttons[0] = createButton(NULL,NULL,20, 20, 20, 20, generalStateToNewGame);
buttons[NEWGAME] = createButton(NULL,NULL,20, 20, 20, 20, generalStateToNewGame);
SDL_Texture* newGameButtonTexture = createGenericButtonTexture("Nouvelle Partie",font,fontSize,darkBlue,lightBlue,5, 10,&(buttons[0].rect.w),&(buttons[0].rect.h),renderer);
SDL_Texture* newGameButtonTexture = createGenericButtonTexture("Nouvelle Partie",font,fontSize,darkBlue,lightBlue,5, 10,&(buttons[NEWGAME].rect.w),&(buttons[NEWGAME].rect.h),renderer);
SDL_Texture* newGameButtonTextureHover = createGenericButtonTexture("Nouvelle Partie",font,fontSize,lightBlue,darkBlue,5, 10,NULL,NULL,renderer);
buttons[0].texture = newGameButtonTexture;
buttons[0].hoverTexture = newGameButtonTextureHover;
buttons[NEWGAME].texture = newGameButtonTexture;
buttons[NEWGAME].hoverTexture = newGameButtonTextureHover;
buttons[0].rect.x = (windowSize->w/2)-(buttons[0].rect.w/2);
buttons[0].arg = generalState;
buttons[NEWGAME].rect.x = (windowSize->w/2)-(buttons[NEWGAME].rect.w/2);
buttons[NEWGAME].arg = generalState;
buttons[1] = createButton(NULL,NULL,20, buttons[0].rect.y+buttons[0].rect.h+20, 20, 20, NULL);
buttons[OPTION] = createButton(NULL,NULL,20, buttons[NEWGAME].rect.y+buttons[NEWGAME].rect.h+20, 20, 20, NULL);
SDL_Texture* optionButtonTexture = createGenericButtonTexture("Options",font,fontSize,darkBlue,lightBlue,5, 10,&(buttons[1].rect.w),&(buttons[1].rect.h),renderer);
SDL_Texture* optionButtonTexture = createGenericButtonTexture("Options",font,fontSize,darkBlue,lightBlue,5, 10,&(buttons[OPTION].rect.w),&(buttons[OPTION].rect.h),renderer);
SDL_Texture* optionButtonTextureHover = createGenericButtonTexture("Options",font,fontSize,lightBlue,darkBlue,5, 10,NULL,NULL,renderer);
buttons[1].texture = optionButtonTexture;
buttons[1].hoverTexture = optionButtonTextureHover;
buttons[1].rect.x = (windowSize->w/2)-(buttons[1].rect.w/2);
buttons[OPTION].texture = optionButtonTexture;
buttons[OPTION].hoverTexture = optionButtonTextureHover;
buttons[OPTION].rect.x = (windowSize->w/2)-(buttons[OPTION].rect.w/2);
buttons[2] = createButton(NULL,NULL,20, buttons[1].rect.y+buttons[1].rect.h+20, 20, 20, quit);
buttons[QUIT] = createButton(NULL,NULL,20, buttons[OPTION].rect.y+buttons[OPTION].rect.h+20, 20, 20, quit);
SDL_Texture* quitButtonTexture = createGenericButtonTexture("Quitter",font,fontSize,darkBlue,lightBlue,5, 10,&(buttons[2].rect.w),&(buttons[2].rect.h),renderer);
SDL_Texture* quitButtonTexture = createGenericButtonTexture("Quitter",font,fontSize,darkBlue,lightBlue,5, 10,&(buttons[QUIT].rect.w),&(buttons[QUIT].rect.h),renderer);
SDL_Texture* quitButtonTextureHover = createGenericButtonTexture("Quitter",font,fontSize,lightBlue,darkBlue,5, 10,NULL,NULL,renderer);
buttons[2].texture = quitButtonTexture;
buttons[2].hoverTexture = quitButtonTextureHover;
buttons[2].rect.x = (windowSize->w/2)-(buttons[2].rect.w/2);
buttons[2].arg = generalState;
buttons[QUIT].texture = quitButtonTexture;
buttons[QUIT].hoverTexture = quitButtonTextureHover;
buttons[QUIT].rect.x = (windowSize->w/2)-(buttons[QUIT].rect.w/2);
buttons[QUIT].arg = generalState;
SDL_SetRenderTarget(renderer,NULL);
@ -90,9 +92,9 @@ int mainMenu(SDL_Renderer * renderer,SDL_Window * window, GeneralState * general
}
SDL_Event event;
drawButtonOnRenderer(renderer,&(buttons[0]));
drawButtonOnRenderer(renderer,&(buttons[1]));
drawButtonOnRenderer(renderer,&(buttons[2]));
drawButtonOnRenderer(renderer,&(buttons[NEWGAME]));
drawButtonOnRenderer(renderer,&(buttons[OPTION]));
drawButtonOnRenderer(renderer,&(buttons[QUIT]));
while(*generalState == GS_MainMenu)
{
@ -104,13 +106,11 @@ int mainMenu(SDL_Renderer * renderer,SDL_Window * window, GeneralState * general
*generalState = GS_Quit;
break;
case SDL_MOUSEBUTTONUP:
if(isHover(&(buttons[2]))){
buttons[2].onClick(&(buttons[2]));
for (size_t i = 0; i < nb; i++) {
if(isHover(&(buttons[i]))){
buttons[i].onClick(&(buttons[i]));
break;
}
if(isHover(&(buttons[0]))){
buttons[0].onClick(&(buttons[0]));
break;
}
break;
case SDL_MOUSEMOTION:

@ -183,13 +183,13 @@ void endGameMenu(GeneralState* generalState, SDL_Window* window, SDL_Renderer* r
};
PositionSpecifier positionSpecifierButtonRetour = newPositionSpecifier(&base100, POSX_CENTER, POSY_BOTTOM, ASPECT_KEEP_FIT);
buttonMenuEndGame->rect = adaptPosToRect(&positionSpecifierButtonRetour, &endGameMenuRect);
buttonMenuEndGame->enable = false;
struct endGameMenuTextLabel labels = createLabels(renderer, players, nbPlayers, fontHandler);
drawEndGameMenu(renderer, endGameMenuRect, &labels);
drawButtonOnRenderer(renderer, buttonMenuEndGame);
SDL_RenderPresent(renderer);
bool needToPresent = true;
while(*generalState == GS_EndOfGameMenu)
{
@ -224,9 +224,21 @@ void endGameMenu(GeneralState* generalState, SDL_Window* window, SDL_Renderer* r
drawEndGameMenu(renderer, rectM, &labels);
buttonMenuEndGame->rect = adaptPosToRect(&positionSpecifierButtonRetour, &rectM);
buttonMenuEndGame->enable = false;
fprintf(stderr, "Resize\n"); fflush(stderr);
drawButtonOnRenderer(renderer, buttonMenuEndGame);
needToPresent = true;
break;
}
case InputType_ButtonChanged: {
switch (inputElement.data.buttonEvent.event) {
case BUTTON_ENTRY:
case BUTTON_EXIT:
fprintf(stderr, "Button changed"); fflush(stderr);
drawButtonOnRenderer(renderer, inputElement.data.buttonEvent.button);
needToPresent = true;
break;
}
}
default:
break;
@ -234,9 +246,9 @@ void endGameMenu(GeneralState* generalState, SDL_Window* window, SDL_Renderer* r
}
}
if (!buttonMenuEndGame->enable) {
drawButtonOnRenderer(renderer, buttonMenuEndGame);
if (needToPresent) {
SDL_RenderPresent(renderer);
needToPresent = false;
}
SDL_Delay(10);

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