origin/fixingSettings
marouault 4 years ago
commit 3d9ccdc3bc

@ -40,12 +40,13 @@ int main(int argc, char const *argv[]) {
exit(2);
}
FontHandler fontHandler = loadFonts();
AudioHandler audioHandler = newAudioHandler(128, 128, 128);
generalState = GS_MainMenu;
while(generalState != GS_Quit){
switch (generalState) {
case GS_MainMenu:
mainMenu(renderer,window,&generalState, fontHandler);
mainMenu(renderer,window,&generalState, fontHandler, audioHandler);
break;
case GS_GameCreationMenu:{
int windowW;

@ -10,11 +10,12 @@
#include "../test/testConnectionMenu.c"*/
//#include "../test/testDrawMainMenu.c
//#include "../test/testSettingsView.c"
#include "../test/oldMain__ThisCanBeGameMain.c"
/*
This file is meant to be modified (used only to called other tests functions)
*/
int main(int argc, char *argv[]) {
/*int main(int argc, char *argv[]) {
//testTextureLoader();
//testAudioHandler();
//testFontLoader();
@ -22,11 +23,11 @@ int main(int argc, char *argv[]) {
//testTextInput();
//testButtonTextureLoader();
//testConnectionMenu();
testMenuEndGame();
//testMenuEndGame();
//testGameInterface();
//testConnectionMenu();
//testDrawMainMenu();
//testSettingsView();
return 0;
}
}*/

@ -31,7 +31,8 @@
* \sa #MACRO_FOR_ALL_MUSICS(M)
*/
#define MACRO_FOR_ALL_SFX(M) \
M(testClick)
M(testClick) \
M(menu_sound_effect)
/**
* Macro used to generate the entries for the musics in #EnumAudios.

@ -54,11 +54,18 @@ bool drawButtonOnRenderer(SDL_Renderer* renderer, P_Button* button);
/**
* \brief Test if a point is on a button
* \param[in] button the button target
* \return true if the cursor is on the button
*/
bool isHover(P_Button* button);// dit si le bouton est survolé en donnant les coordonnées x,y
/**
* \brief Test if the cursor has just entered the button.
* \param[in] button the button target
* \param[in] x x of the point
* \param[in] y y of the point
* \return SDL_TRUE if the point is on the button
* \return true if the cursor has juste entered the button.
*/
bool isHover(P_Button* button, int x,int y);// dit si le bouton est survolé en donnant les coordonnées x,y
bool isButtonEntry(P_Button * button,const int x,const int y);
/**
* \brief Free the texture of a button.

@ -15,7 +15,7 @@
#include "model/Coord.h"
#include "model/arrayCoord.h"
#include <SDL2/SDL_pixels.h>
#include <stdbool.h>
#include <stdbool.h>
/**
* \enum Phase
@ -38,7 +38,7 @@ typedef struct {
//TODO duree
Phase phase; ///< The current state of the game
Player arrPlayers[4]; ///< The array of all the players in this game
size_t nbPlayers;
size_t nbPlayers;
Board board; ///< The board for this game
} Game;
@ -47,19 +47,19 @@ typedef struct {
* \param[in] nbPlayers The number of players for this game
* \return A struct representing the game
*/
Game newGame(const size_t nbPlayers, const char* pseudos[]);
Game newGame(const size_t nbPlayers, const Player player[]);
/**
* \brief (Should not be called outside Game.c) Used to change phase or player (or both) after an action
*
*
* \param [in, out] game The game to mutate
*/
void changePhaseOrPlayerTurn(Game* game);
/**
* \brief Place a piece into the board
*
*
* \param [in, out] p The piece to place
* \param [in] island The island where the piece is placed
* \param [in] b The board in which the piece is placed
@ -78,20 +78,20 @@ bool movePiece(Piece* p, const Island i, const Board* b);
/**
* \brief Test if a movement is possible for a piece to a destination island
*
*
* \param p The piece to test
* \param i The destination island
* \param i The destination island
* \param b The board
* \return true if the piece p can move to the island i
* \return true if the piece p can move to the island i
*/
bool pieceCanMoveTo(const Piece* p, const Island i, const Board* b);
/**
* \brief Check if an island is empty
*
* \brief Check if an island is empty
*
* \param [in] island The island to check
* \param [in] arrPieces the array of piece from the board
* \param [in] nbPieces number of pieces
* \param [in] nbPieces number of pieces
* \return true if none of the pieces is on th island, false otherwise
*/
bool isIslandEmpty(const Island island, const Piece arrPieces[], const size_t nbPieces);
@ -107,16 +107,16 @@ bool isPieceAdjacentToIsland(const Piece p, const Island i);
/**
* \brief test if a piece is isolated
*
* \param [in] piece The piece which is checked
*
* \param [in] piece The piece which is checked
* \param [in] board The board were the piece is
* \return true if no bridge go from piece's island to another island, false otherwise
*/
bool isPieceIsolated(const Piece* piece, const Board* board);
/**
* \brief test if all pieces from a player are stucked
*
* \brief test if all pieces from a player are stucked
*
* \param idJ Player id
* \param arrPieces All pieces from board
* \param nbPieces Number of pieces
@ -126,10 +126,10 @@ bool areAllPlayerPiecesStucked(const size_t idJ, const Piece arrPieces[], const
/**
* \brief Test if one piece of a player can move
*
*
* \param playerID The player to check
* \param board The board
* \return true if at least one of player's piece can move
* \return true if at least one of player's piece can move
*/
bool anyOfPlayersPiecesCanMove(const size_t playerID, const Board* board);
@ -154,7 +154,7 @@ Piece* getPieceFromIsland(Piece arrPieces[9], const size_t logicalSize, const Is
/**
* \brief Handle global game action move
*
*
* \param start Board coord were the move started
* \param end Board coord were the move ended
* \param game Game's state
@ -164,7 +164,7 @@ bool moveOnBoard(const Coord start, const Coord end, Game* game);
/**
* \brief Handle global game action click
*
*
* \param [in] coord Board coord were the click is
* \param [in, out] game Game's state
* \return true if an action was realised, false otherwise
@ -181,7 +181,7 @@ bool rmBridge(Bridge bridge, Board* board);
/**
* \brief List cases that can be interacted with for movement
*
*
* \param[in] game The game
* \param[in] selectedCase The selected case
* \return struct array_Coord An array of coord /!\ Care to free this array with array_Coord_Free
@ -189,4 +189,3 @@ bool rmBridge(Bridge bridge, Board* board);
struct array_Coord getInteractiveCases(const Game* const game, const Coord selectedCase);
#endif //GAME_H

@ -7,9 +7,10 @@
#include "engine/TextureLoader.h"
#include "engine/FontLoader.h"
#include "engine/GeneralState.h"
#include "engine/AudioHandler.h"
P_Button* drawMainMenu(SDL_Renderer* renderer,const FontHandler fontHandler, unsigned int* nb, const SDL_Rect* windowSize);
int mainMenu(SDL_Renderer * renderer,SDL_Window * window, GeneralState * generalState,FontHandler fontHandler);
int mainMenu(SDL_Renderer * renderer,SDL_Window * window, GeneralState * generalState,FontHandler fontHandler, AudioHandler audioHandler);
#endif

@ -2,7 +2,7 @@
// A channel represents the number of SFX we can play at the same time.
// We normally should use only 1 channel, and we add one for safety.
#define NBCHANNELS 2
#define NBCHANNELS 10
// Local functions
@ -19,7 +19,7 @@ int fadeOut(void* args) {
// casting args to a pointer to Mix_Music
Mix_Music* music = (Mix_Music*)args;
int ret;
if(Mix_FadeOutMusic(500) == 1) { // Starting the fadeout
while (Mix_PlayingMusic()) {
; // Waiting until it's done
@ -60,7 +60,7 @@ AudioHandler newAudioHandler(int masterVol, int volMusic, int volSFX) {
audioHandler.masterVol = masterVol;
fprintf(stderr,"Musics: %d\nSFX: %d\n",NB_MUSIC_DEFINED,nb_SFX);
// Loading musics
for (size_t i = 0; i < NB_MUSIC_DEFINED; i++) {
audioHandler.musics[i] = Mix_LoadMUS(musicsPaths[i]);
@ -140,13 +140,13 @@ void playMusic(EnumAudios music, AudioHandler audioHandler) {
fprintf(stderr,"WARNING: tried to play an arbitrary value as a music\n");
return;
}
// Checking if audio has been opened.
if (!(audioHandler.canPlayAudio)) {
fprintf(stderr,"WARNING: tried to play a music with an unusable AudioHandler\n");
return;
}
// If another music is playing, fading the previous one out
if (Mix_PlayingMusic()) {
// Creating the thread, passing the music as parameter
@ -180,7 +180,7 @@ void playSFX(EnumAudios sfx, AudioHandler audioHandler) {
fprintf(stderr,"WARNING: tried to play an SFX with an unusable AudioHandler\n");
return;
}
// Getting actual chunk
chunkSFX = audioHandler.sfx[sfx - NB_MUSIC_DEFINED - 1];
// Getting first available channel
@ -196,4 +196,3 @@ void playSFX(EnumAudios sfx, AudioHandler audioHandler) {
return;
}
}

@ -27,12 +27,8 @@ bool drawButtonOnRenderer(SDL_Renderer* renderer, P_Button* button)
return true;
}
bool isHover(P_Button* button,const int x,const int y)
bool isHover(P_Button* button)
{
SDL_Point coord;
coord.x = x;
coord.y = y;
button->hover = SDL_PointInRect(&coord,&(button->rect));
return button->hover && button->drawn;
}
@ -60,3 +56,15 @@ void freeButton(P_Button * button){
SDL_DestroyTexture(button->texture);
SDL_DestroyTexture(button->hoverTexture);
}
bool isButtonEntry(P_Button * button,const int x,const int y){
SDL_Point coord;
coord.x = x;
coord.y = y;
if(isHover(button)){
button->hover = SDL_PointInRect(&coord,&(button->rect));
return false;
}
button->hover = SDL_PointInRect(&coord,&(button->rect));
return button->hover;
}

@ -81,11 +81,10 @@ InputElement proccessGameInput(GameInputProcessor *gameInputProcessor, const SDL
{
for (size_t i = 0; i<gameInputProcessor->tabButton.size; ++i) {
P_Button* b = &gameInputProcessor->tabButton.elems[i];
isHover(b, event.motion.x, event.motion.y);
isButtonEntry(b, event.motion.x, event.motion.y);
}
}
}
return createInputElementNone();
}

@ -26,7 +26,7 @@ InputElement proccessInput(InputProcessor *inputProcessor)
case SDL_MOUSEBUTTONUP:
{
const SDL_Point mousePoint = {.x = event.button.x, .y = event.button.y};
for (size_t i = 0; i<inputProcessor->tabButton.size; ++i) {
P_Button* b = &inputProcessor->tabButton.elems[i];
if (SDL_PointInRect(&mousePoint, &b->rect)) {
@ -39,7 +39,7 @@ InputElement proccessInput(InputProcessor *inputProcessor)
{
for (size_t i = 0; i<inputProcessor->tabButton.size; ++i) {
P_Button* b = &inputProcessor->tabButton.elems[i];
isHover(b, event.motion.x, event.motion.y);
isButtonEntry(b, event.motion.x, event.motion.y);
}
break;
}
@ -47,4 +47,3 @@ InputElement proccessInput(InputProcessor *inputProcessor)
return createInputElementNone();
}

@ -30,7 +30,7 @@ void applySpecificRulesFor2PlayersGame(Game* g)
}
}
Game newGame(const size_t nbPlayers, const char* pseudos[])
Game newGame(const size_t nbPlayers, const Player player[])
{
Game g = { // In Placement phase, the last player initialized is the 1st to play
.currentPlayerID = nbPlayers - 1,
@ -40,13 +40,9 @@ Game newGame(const size_t nbPlayers, const char* pseudos[])
.nbPlayers = nbPlayers
};
// red, green, blue, yellow
// TODO meilleures couleurs (?)
SDL_Color colors[4] = { { 255, 0, 0, 255 }, { 0, 255, 0, 255 }, { 0, 0, 255, 255 }, { 255, 255, 0, 255 } };
for (size_t player_i = 0; player_i < nbPlayers; player_i++)
{
g.arrPlayers[player_i] = newPlayer(pseudos[player_i], colors[player_i]);
g.arrPlayers[player_i] = player[player_i];
}
if (nbPlayers == 2)
@ -72,8 +68,8 @@ void changePhaseOrPlayerTurn(Game* game)
game->currentPlayerID--;
}
break;
case MOVE_PIECE:
game->phase = RM_BRIDGE;
case MOVE_PIECE:
game->phase = RM_BRIDGE;
break;
case RM_BRIDGE:
{
@ -93,7 +89,7 @@ void changePhaseOrPlayerTurn(Game* game)
} while (areAllPlayerPiecesStucked(game->currentPlayerID, game->board.arrPieces,
game->board.nbPieces));
fprintf(stderr, "Player n°%ld turn\n", game->currentPlayerID);
fflush(stderr);
@ -103,7 +99,7 @@ void changePhaseOrPlayerTurn(Game* game)
}
break;
}
default:
default:
break;
}
}
@ -243,7 +239,7 @@ bool anyOfPlayersPiecesCanMove(const size_t playerID, const Board* board) {
size_t nbNeighbors;
Island* neighbors = islandsAround(board->arrPieces[i].island, &nbNeighbors);
for (size_t n = 0; n < nbNeighbors; ++n)
{
{
if (board->arrPieces[i].idJ == playerID && pieceCanMoveTo(&board->arrPieces[i], neighbors[n], board)) {
return true;
}
@ -304,7 +300,7 @@ bool clickOnBoard(const Coord coord, Game* game)
}
}
break;
default:
default:
break;
}
@ -348,7 +344,7 @@ bool moveOnBoard(const Coord start, const Coord end, Game* game)
}
}
break;
default:
default:
break;
}
@ -385,7 +381,7 @@ struct array_Coord getInteractiveCases(const Game* const game, const Coord selec
case PLACEMENT: {
struct array_Coord retVal = array_Coord_Create();
array_Coord_Reserve(&retVal, 25);
for (int y = 0; y<5; y+=2) {
for (int x = 0; x<5; x+=2) {
array_Coord_AddElement(&retVal, newCoord(x,y));
@ -398,7 +394,7 @@ struct array_Coord getInteractiveCases(const Game* const game, const Coord selec
array_Coord_RemoveElement(&retVal, islandToCoord(&game->board.arrPieces[i].island), &coordEqual);
}
}
array_Coord_FitToSize(&retVal);
return retVal;
@ -412,7 +408,7 @@ struct array_Coord getInteractiveCases(const Game* const game, const Coord selec
if (game->board.arrPieces[i].idJ == game->currentPlayerID && !game->board.arrPieces[i].stuck) {
size_t nbIsland;
Island* islands = islandsAround(game->board.arrPieces[i].island, &nbIsland);
if (nbIsland != 0) {
Coord pieceCoord = islandToCoord(&game->board.arrPieces[i].island);
if (!coordValid(selectedCase)) {
@ -442,7 +438,7 @@ struct array_Coord getInteractiveCases(const Game* const game, const Coord selec
case RM_BRIDGE: {
struct array_Coord retVal = array_Coord_Create();
array_Coord_Reserve(&retVal, 40);
for (size_t y = 0; y<5; ++y) {
for (size_t x = 0; x<4; ++x) {
if (game->board.hBridges[y][x]) {
@ -459,7 +455,7 @@ struct array_Coord getInteractiveCases(const Game* const game, const Coord selec
}
}
}
return retVal;
}
default:

@ -56,7 +56,7 @@ void gameView(GeneralState* generalState, SDL_Window* window, SDL_Renderer* rend
fprintf(stderr, "Move on board\n");
fprintf(stderr, "From (%d; %d)\n", inputElement.data.move.start.x, inputElement.data.move.start.y);
fprintf(stderr, "To (%d; %d)\n", inputElement.data.move.end.x, inputElement.data.move.end.y);
moveOnBoard(inputElement.data.move.start, inputElement.data.move.end, &game);
@ -74,21 +74,21 @@ void gameView(GeneralState* generalState, SDL_Window* window, SDL_Renderer* rend
fprintf(stderr, "\tselected case reset\n");
inputProcessor.selectedCase = newCoord(-1,-1);
}
break;
case InputType_None:
default:
break;
}
array_Coord_Free(&interactiveCases);
interactiveCases = getInteractiveCases(&game, inputProcessor.selectedCase);
fprintf(stderr, "Interactive cases : {");
array_Coord_Foreach(&interactiveCases, *printCoord);
fprintf(stderr, "}\n");
}
fflush(stderr);
// Drawing

@ -63,7 +63,7 @@ P_Button* drawMainMenu(SDL_Renderer* renderer,const FontHandler fontHandler, uns
return buttons;
}
int mainMenu(SDL_Renderer * renderer,SDL_Window * window, GeneralState * generalState,FontHandler fontHandler){
int mainMenu(SDL_Renderer * renderer,SDL_Window * window, GeneralState * generalState,FontHandler fontHandler, AudioHandler audioHandler){
int statut = EXIT_FAILURE;
char* path = "../rsrc/img/Lenna.png";
//Initialisation
@ -92,17 +92,20 @@ int mainMenu(SDL_Renderer * renderer,SDL_Window * window, GeneralState * general
*generalState = GS_Quit;
break;
case SDL_MOUSEBUTTONUP:
if(isHover(buttons,event.button.x,event.button.y))
if(isHover(buttons))
printf("Nouvelle partie\n");
if(isHover(&(buttons[2]),event.motion.x,event.motion.y)){
if(isHover(&(buttons[2]))){
buttons[2].onClick(&(buttons[2]));
break;
}
break;
case SDL_MOUSEMOTION:
isHover(&(buttons[0]),event.motion.x,event.motion.y);
isHover(&(buttons[1]),event.motion.x,event.motion.y);
isHover(&(buttons[2]),event.motion.x,event.motion.y);
if(isButtonEntry(&(buttons[0]),event.motion.x,event.motion.y) ||
isButtonEntry(&(buttons[1]),event.motion.x,event.motion.y) ||
isButtonEntry(&(buttons[2]),event.motion.x,event.motion.y)){
playSFX(SFX_menu_sound_effect, audioHandler);
printf("True\n");
}
break;
default:
break;

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