parent
be2734a793
commit
7b455ae718
@ -1,4 +1,9 @@
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#include <SDL2/SDL.h>
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#include <SDL2/SDL.h>
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#include <stdbool.h>
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#include <stdbool.h>
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#include "engine/TextLabel.h"
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#include "engine/Button.h"
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#include "engine/TextureLoader.h"
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#include "engine/Colors.h"
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#include "engine/FontUtils.h"
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bool drawGameCreationMenu(SDL_Renderer* renderer, TTF_Font* font, int width, int height);
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bool drawGameCreationMenu(SDL_Renderer* renderer, TTF_Font* font, int width, int height);
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@ -0,0 +1,4 @@
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#include "engine/Colors.h"
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const SDL_Color COLOR_GENERIC_BUTTON_BACKGROUND = {225, 225, 225, 255};
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const SDL_Color COLOR_GENERIC_BUTTON_BORDER = {10, 10, 10, 255};
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@ -0,0 +1,68 @@
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#include "view/GameCreationMenu.h"
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bool drawGameCreationMenu(SDL_Renderer* renderer, TTF_Font* font, int width, int height)
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{
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// TextLabel for "Nombre de joueur.euse.s" creation
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SDL_Point nbJoueurLabelPos = {.x=width*0.05, .y=height*0.05};
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SDL_Color black = {0,0,0,255};
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SDL_Color white = {225, 255, 255, 255};
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TextLabel nbJoueurLabel = createTextLabel(
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"Nombre de joueur.euse.s",
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&nbJoueurLabelPos,
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1,
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&white,
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font,
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renderer,
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POSX_LEFT,
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POSY_TOP
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);
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// Incrementation Btn creation
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P_Button incrementBtn = createButton(NULL, NULL, nbJoueurLabelPos.x+calculateStringPixelLenght(font, nbJoueurLabel.text)+32, nbJoueurLabelPos.y, 0, 0, NULL);
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SDL_Texture* btnTexture = createGenericButtonTexture("+", font, 8,COLOR_GENERIC_BUTTON_BACKGROUND, COLOR_GENERIC_BUTTON_BORDER, 4, 8, &(incrementBtn.rect.w), &(incrementBtn.rect.h), renderer);
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if(btnTexture == NULL)
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{
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fprintf(stderr, "WARNING: Can't create texture: %s\n", SDL_GetError());
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return false;
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}
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SDL_Texture* btnHoveredTexture = createGenericButtonTexture("+", font, 8, COLOR_GENERIC_BUTTON_BORDER, COLOR_GENERIC_BUTTON_BACKGROUND, 4, 8, &(incrementBtn.rect.w), &(incrementBtn.rect.h), renderer);
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if(btnHoveredTexture == NULL)
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{
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fprintf(stderr, "WARNING: Can't create hover texture: %s\n", SDL_GetError());
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return false;
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}
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incrementBtn.texture = btnTexture;
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incrementBtn.hoverTexture = btnHoveredTexture;
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// Decrementation Btn creation
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P_Button decrementBtn = createButton(NULL, NULL, nbJoueurLabelPos.x+calculateStringPixelLenght(font, nbJoueurLabel.text)+32, nbJoueurLabelPos.y, 0, 0, NULL);
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btnTexture = createGenericButtonTexture("-", font, 8,COLOR_GENERIC_BUTTON_BACKGROUND, COLOR_GENERIC_BUTTON_BORDER, 4, 8, &(decrementBtn.rect.w), &(decrementBtn.rect.h), renderer);
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if(btnTexture == NULL)
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{
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fprintf(stderr, "WARNING: Can't create texture: %s\n", SDL_GetError());
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return false;
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}
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btnHoveredTexture = createGenericButtonTexture("-", font, 8, COLOR_GENERIC_BUTTON_BORDER, COLOR_GENERIC_BUTTON_BACKGROUND, 4, 8, &(decrementBtn.rect.w), &(decrementBtn.rect.h), renderer);
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if(btnHoveredTexture == NULL)
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{
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fprintf(stderr, "WARNING: Can't create hover texture: %s\n", SDL_GetError());
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return false;
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}
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decrementBtn.texture = btnTexture;
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decrementBtn.hoverTexture = btnHoveredTexture;
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//Draw everything
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drawButtonOnRenderer(renderer, &incrementBtn);
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drawButtonOnRenderer(renderer, &decrementBtn);
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drawTextLabel(renderer, &nbJoueurLabel);
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//free
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freeTextLabel(&nbJoueurLabel);
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freeButton(&incrementBtn);
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return true;
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}
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@ -0,0 +1,98 @@
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#include <SDL2/SDL.h>
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#include <stdio.h>
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#include "view/GameCreationMenu.h"
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#include "engine/FontLoader.h"
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#include "engine/TextInput.h"
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int testCreationMenu(void) {
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SDL_Window *window = NULL;
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SDL_Renderer *renderer = NULL;
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SDL_Texture* picture;
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TextInput textInput;
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int statut = EXIT_FAILURE;
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char* path = "rsrc/img/Lenna.png";
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int i=0;
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int w, h;
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if(0 != SDL_Init(SDL_INIT_VIDEO))
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{
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fprintf(stderr, "Erreur SDL_INIT: %s\n", SDL_GetError());
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goto Quit;
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}
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//fenetre
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window = SDL_CreateWindow("Fenêtre", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640,480, SDL_WINDOW_SHOWN);
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if(window == NULL)
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{
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fprintf(stderr, "Erreur SDL_CreateWindow: %s\n", SDL_GetError());
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goto Quit;
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}
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//rendu
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
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if(renderer == NULL)
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{
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fprintf(stderr, "Erreur SDL_CreateRenderer: %s\n", SDL_GetError());
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goto Quit;
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}
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//Fonts
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if(TTF_Init() == -1)
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{
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fprintf(stderr, "Erreur: TTF_Init: %s\n", TTF_GetError());
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goto Quit;
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}
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if(0 != SDL_SetRenderDrawColor(renderer, 0,0,0,0)) //choisi la couleur avec laquelle travailler
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{
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fprintf(stderr, "Erreur SDL_SetRenderDrawColor: %s\n", SDL_GetError());
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goto Quit;
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}
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if(0 != SDL_RenderClear(renderer)) //efface le rendu en le repeignant avec la couleur choisi
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{
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fprintf(stderr, "Erreur SDL_SetRenderDrawColor: %s\n", SDL_GetError());
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goto Quit;
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}
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if(0 != SDL_SetRenderDrawColor(renderer, 255,255,255,255)) //choisi la couleur avec laquelle travailler
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{
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fprintf(stderr, "Erreur SDL_SetRenderDrawColor: %s\n", SDL_GetError());
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goto Quit;
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}
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SDL_bool quit = SDL_FALSE;
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SDL_Event event;
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FontHandler fontHandler = loadFonts();
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SDL_GetWindowSize(window, &w, &h);
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while(!quit)
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{
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while(SDL_PollEvent(&event))
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{
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switch(event.type)
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{
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case SDL_QUIT:
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quit = SDL_TRUE;
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break;
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case SDL_MOUSEBUTTONUP:
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break;
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}
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}
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drawGameCreationMenu(renderer, fontHandler.fonts[FONT_retro], w, h);
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SDL_RenderPresent(renderer);
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SDL_Delay(20);
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}
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Quit:
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freeFonts(fontHandler);
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if(renderer != NULL)
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SDL_DestroyRenderer(renderer);
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if(window != NULL)
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SDL_DestroyWindow(window);
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TTF_Quit();
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SDL_Quit();
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return statut;
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}
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