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@ -20,7 +20,7 @@ SDL_Rect boardRectFromWindowSize(int windowW, int windowH) {
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void gameView(GeneralState* generalState, SDL_Window* window, SDL_Renderer* renderer, Player players[], size_t nbPlayers)
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void gameView(GeneralState* generalState, SDL_Window* window, SDL_Renderer* renderer, Player players[], size_t nbPlayers)
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{
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{
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if (*generalState != GS_Game) {
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if (*generalState != GS_Game) {
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return ;
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return;
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}
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}
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GameInputProcessor inputProcessor = createGameInputProcessor();
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GameInputProcessor inputProcessor = createGameInputProcessor();
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struct array_Coord interactiveCases = array_Coord_Create();
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struct array_Coord interactiveCases = array_Coord_Create();
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@ -38,7 +38,6 @@ void gameView(GeneralState* generalState, SDL_Window* window, SDL_Renderer* rend
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drawFullBoard(renderer, &boardRect, &game.board, textureHandler.textures[TEXTURE_Island], textureHandler.textures[TEXTURE_Bridge], textureHandler.textures[TEXTURE_Water]);
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drawFullBoard(renderer, &boardRect, &game.board, textureHandler.textures[TEXTURE_Island], textureHandler.textures[TEXTURE_Bridge], textureHandler.textures[TEXTURE_Water]);
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for (int iPlayer=0; iPlayer<nbPlayers; ++iPlayer) {
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for (int iPlayer=0; iPlayer<nbPlayers; ++iPlayer) {
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drawPiecesPlayer(renderer, &boardRect, game.board.arrPieces, game.board.nbPieces, iPlayer, textureHandler.textures[TEXTURE_PieceRed]);
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drawPiecesPlayer(renderer, &boardRect, game.board.arrPieces, game.board.nbPieces, iPlayer, textureHandler.textures[TEXTURE_PieceRed]);
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//SDL_Renderer* renderer, const SDL_Rect* boardRect, const Piece arrPieces[], const size_t nbPieces, const size_t numPlayer, SDL_Texture* piece
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}
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}
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SDL_RenderPresent(renderer);
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SDL_RenderPresent(renderer);
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@ -73,7 +72,9 @@ void gameView(GeneralState* generalState, SDL_Window* window, SDL_Renderer* rend
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moveOnBoard(inputElement.data.move.start, inputElement.data.move.end, &game);
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moveOnBoard(inputElement.data.move.start, inputElement.data.move.end, &game);
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drawMovePiece(renderer, &boardRect, &inputElement.data.move.start, &inputElement.data.move.end, textureHandler.textures[TEXTURE_PieceRed], textureHandler.textures[TEXTURE_Island]);
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SDL_RenderPresent(renderer);
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break;
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break;
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case InputType_ClickGame:
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case InputType_ClickGame:
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fprintf(stderr, "Clic on board (%d; %d)\n", inputElement.data.coord.x, inputElement.data.coord.y);
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fprintf(stderr, "Clic on board (%d; %d)\n", inputElement.data.coord.x, inputElement.data.coord.y);
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