|
|
@ -3,8 +3,8 @@
|
|
|
|
#include <SDL2/SDL_ttf.h>
|
|
|
|
#include <SDL2/SDL_ttf.h>
|
|
|
|
|
|
|
|
|
|
|
|
void freeCreateMenuLine(CreateMenuLine* line);
|
|
|
|
void freeCreateMenuLine(CreateMenuLine* line);
|
|
|
|
CreateMenuLine createCreateMenuLine(SDL_Renderer* renderer, int xmin, int y, int xmax, TTF_Font* font, Player* player);
|
|
|
|
CreateMenuLine createCreateMenuLine(SDL_Renderer* renderer, int xmin, int y, int xmax, TTF_Font* font, Player* player, InputProcessor* inproc);
|
|
|
|
void createPlayersLines(SDL_Renderer* renderer, TTF_Font* font, int minx, int maxx, int miny,int nbPlayer, CreateMenuLine* lines);
|
|
|
|
void createPlayersLines(SDL_Renderer* renderer, TTF_Font* font, int minx, int maxx, int miny,int nbPlayer, CreateMenuLine* lines, InputProcessor* inproc, Player players[]);
|
|
|
|
bool drawGameCreationMenu(SDL_Renderer* renderer, TextLabel** labels, int nbLabels, P_Button* buttons, int nbButtons, CreateMenuLine* lines, int nbPlayer, const SDL_Color* bg);
|
|
|
|
bool drawGameCreationMenu(SDL_Renderer* renderer, TextLabel** labels, int nbLabels, P_Button* buttons, int nbButtons, CreateMenuLine* lines, int nbPlayer, const SDL_Color* bg);
|
|
|
|
bool drawCreateMenuLine(SDL_Renderer* renderer, CreateMenuLine* line);
|
|
|
|
bool drawCreateMenuLine(SDL_Renderer* renderer, CreateMenuLine* line);
|
|
|
|
void changePlayerColor(P_Button* caller);
|
|
|
|
void changePlayerColor(P_Button* caller);
|
|
|
@ -24,7 +24,7 @@ void incrementNbPlayer(P_Button* caller)
|
|
|
|
return;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
createPlayersLines(params->renderer, params->font, params->minx, params->maxx, params->lines[*nbPlayers-1].h+params->lines[*nbPlayers-1].y, 1, ¶ms->lines[*nbPlayers]);
|
|
|
|
createPlayersLines(params->renderer, params->font, params->minx, params->maxx, params->lines[*nbPlayers-1].h+params->lines[*nbPlayers-1].y, 1, ¶ms->lines[*nbPlayers], params->inproc, params->players);
|
|
|
|
drawCreateMenuLine(params->renderer, ¶ms->lines[*nbPlayers]);
|
|
|
|
drawCreateMenuLine(params->renderer, ¶ms->lines[*nbPlayers]);
|
|
|
|
|
|
|
|
|
|
|
|
++(*nbPlayers);
|
|
|
|
++(*nbPlayers);
|
|
|
@ -64,14 +64,17 @@ void changePlayerColor(P_Button* caller)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
ChangeColorParams* params = (ChangeColorParams*)caller->arg;
|
|
|
|
ChangeColorParams* params = (ChangeColorParams*)caller->arg;
|
|
|
|
params->p->color = params->color;
|
|
|
|
params->p->color = params->color;
|
|
|
|
|
|
|
|
printf("change color %d\n", params->p->color);
|
|
|
|
|
|
|
|
fflush(stdout);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool drawGameCreationMenu(SDL_Renderer* renderer, TextLabel** labels, int nbLabels, P_Button* buttons, int nbButtons, CreateMenuLine* lines, int nbPlayer, const SDL_Color* bg)
|
|
|
|
bool drawGameCreationMenu(SDL_Renderer* renderer, TextLabel** labels, int nbLabels, P_Button* buttons, int nbButtons, CreateMenuLine* lines, int nbPlayer, const SDL_Color* bg)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
//Draw everything
|
|
|
|
//Draw background (blue-ish)
|
|
|
|
SDL_SetRenderDrawColor(renderer, bg->r, bg->g, bg->b, bg->a);
|
|
|
|
SDL_SetRenderDrawColor(renderer, bg->r, bg->g, bg->b, bg->a);
|
|
|
|
SDL_RenderClear(renderer);
|
|
|
|
SDL_RenderClear(renderer);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Buttons
|
|
|
|
for(int i=0; i<nbButtons; ++i)
|
|
|
|
for(int i=0; i<nbButtons; ++i)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
if(!drawButtonOnRenderer(renderer, &(buttons[i])))
|
|
|
|
if(!drawButtonOnRenderer(renderer, &(buttons[i])))
|
|
|
@ -81,10 +84,12 @@ bool drawGameCreationMenu(SDL_Renderer* renderer, TextLabel** labels, int nbLabe
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// TextLabels
|
|
|
|
for(int i=0; i<nbLabels; ++i)
|
|
|
|
for(int i=0; i<nbLabels; ++i)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
drawTextLabel(renderer, labels[i]);
|
|
|
|
drawTextLabel(renderer, labels[i]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Menu lines (1 for each player)
|
|
|
|
for(int i=0; i<nbPlayer; ++i)
|
|
|
|
for(int i=0; i<nbPlayer; ++i)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
drawCreateMenuLine(renderer, &lines[i]);
|
|
|
|
drawCreateMenuLine(renderer, &lines[i]);
|
|
|
@ -94,17 +99,17 @@ bool drawGameCreationMenu(SDL_Renderer* renderer, TextLabel** labels, int nbLabe
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void createPlayersLines(SDL_Renderer* renderer, TTF_Font* font, int minx, int maxx, int miny,int nbPlayer, CreateMenuLine* lines)
|
|
|
|
void createPlayersLines(SDL_Renderer* renderer, TTF_Font* font, int minx, int maxx, int miny,int nbPlayer, CreateMenuLine* lines, InputProcessor* inproc, Player players[])
|
|
|
|
{
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
|
|
Player players[nbPlayer];
|
|
|
|
|
|
|
|
for(int i=0; i<nbPlayer; ++i)
|
|
|
|
for(int i=0; i<nbPlayer; ++i)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
if(i==0)
|
|
|
|
if(i==0)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
lines[i] = createCreateMenuLine(renderer, minx, miny + 16, maxx,font, &players[i]);
|
|
|
|
// Position of first line is absolute
|
|
|
|
|
|
|
|
lines[i] = createCreateMenuLine(renderer, minx, miny + 16, maxx,font, &players[i], inproc);
|
|
|
|
}else{
|
|
|
|
}else{
|
|
|
|
lines[i] = createCreateMenuLine(renderer, minx, miny + 16 + 16 + i* lines[i-1].aiButton.rect.h, maxx,font, &players[i]);
|
|
|
|
// Position of other lines is relative to the first one (16 px (margin) + nb_lines_already_drawn * height of AI checkbox)
|
|
|
|
|
|
|
|
lines[i] = createCreateMenuLine(renderer, minx, miny + 16 + 16 + i* lines[i-1].aiButton.rect.h, maxx,font, &players[i], inproc);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
@ -113,16 +118,19 @@ void createPlayersLines(SDL_Renderer* renderer, TTF_Font* font, int minx, int ma
|
|
|
|
|
|
|
|
|
|
|
|
bool drawCreateMenuLine(SDL_Renderer* renderer, CreateMenuLine* line)
|
|
|
|
bool drawCreateMenuLine(SDL_Renderer* renderer, CreateMenuLine* line)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
|
|
|
|
// AI checkbox
|
|
|
|
drawButtonOnRenderer(renderer, &line->aiButton);
|
|
|
|
drawButtonOnRenderer(renderer, &line->aiButton);
|
|
|
|
|
|
|
|
// Color chooser
|
|
|
|
for(int i=0; i<NB_COLORS; ++i)
|
|
|
|
for(int i=0; i<NB_COLORS; ++i)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
drawButtonOnRenderer(renderer, &line->colorButtons[i]);
|
|
|
|
drawButtonOnRenderer(renderer, &line->colorButtons[i]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// TextInput
|
|
|
|
drawTextInputOnRenderer(renderer, &line->pseudoInput);
|
|
|
|
drawTextInputOnRenderer(renderer, &line->pseudoInput);
|
|
|
|
return true;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
CreateMenuLine createCreateMenuLine(SDL_Renderer* renderer, int xmin, int y, int xmax, TTF_Font* font, Player* player)
|
|
|
|
CreateMenuLine createCreateMenuLine(SDL_Renderer* renderer, int xmin, int y, int xmax, TTF_Font* font, Player* player, InputProcessor* inproc)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
int const wColorBtn = 32;
|
|
|
|
int const wColorBtn = 32;
|
|
|
|
int const hColorBtn = 32;
|
|
|
|
int const hColorBtn = 32;
|
|
|
@ -134,6 +142,7 @@ CreateMenuLine createCreateMenuLine(SDL_Renderer* renderer, int xmin, int y, int
|
|
|
|
|
|
|
|
|
|
|
|
CreateMenuLine line = {.x=xmin, y};
|
|
|
|
CreateMenuLine line = {.x=xmin, y};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// AI checkbox
|
|
|
|
SDL_Texture* aiTexture = createGenericButtonTexture("X", font, 16, COLOR_GENERIC_BUTTON_BACKGROUND, COLOR_GENERIC_BUTTON_BORDER, 4, 8, &(ai.rect.w), &(ai.rect.h), renderer);
|
|
|
|
SDL_Texture* aiTexture = createGenericButtonTexture("X", font, 16, COLOR_GENERIC_BUTTON_BACKGROUND, COLOR_GENERIC_BUTTON_BORDER, 4, 8, &(ai.rect.w), &(ai.rect.h), renderer);
|
|
|
|
SDL_Texture* aiTextureHovered = createGenericButtonTexture("X", font, 16, COLOR_GENERIC_BUTTON_BACKGROUND, COLOR_GENERIC_BUTTON_BACKGROUND, 4, 8, &ai.rect.w, &ai.rect.h, renderer);
|
|
|
|
SDL_Texture* aiTextureHovered = createGenericButtonTexture("X", font, 16, COLOR_GENERIC_BUTTON_BACKGROUND, COLOR_GENERIC_BUTTON_BACKGROUND, 4, 8, &ai.rect.w, &ai.rect.h, renderer);
|
|
|
|
line.h = ai.rect.h;
|
|
|
|
line.h = ai.rect.h;
|
|
|
@ -142,9 +151,11 @@ CreateMenuLine createCreateMenuLine(SDL_Renderer* renderer, int xmin, int y, int
|
|
|
|
|
|
|
|
|
|
|
|
SDL_Rect rect = {.x = xmin + ai.rect.x + ai.rect.w, .y = y, .h = TTF_FontHeight(font),.w = xmax - ai.rect.w - NB_COLORS * (wColorBtn + colorBtnXMargin*2)- 16};
|
|
|
|
SDL_Rect rect = {.x = xmin + ai.rect.x + ai.rect.w, .y = y, .h = TTF_FontHeight(font),.w = xmax - ai.rect.w - NB_COLORS * (wColorBtn + colorBtnXMargin*2)- 16};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Text input of nickname
|
|
|
|
TextInput pseudoInput;
|
|
|
|
TextInput pseudoInput;
|
|
|
|
initTextInput(&pseudoInput, &rect, NULL, font);
|
|
|
|
initTextInput(&pseudoInput, &rect, NULL, font);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Color chooser
|
|
|
|
ChangeColorParams* params;
|
|
|
|
ChangeColorParams* params;
|
|
|
|
|
|
|
|
|
|
|
|
for(int i=0; i<NB_COLORS; ++i)
|
|
|
|
for(int i=0; i<NB_COLORS; ++i)
|
|
|
@ -158,8 +169,11 @@ CreateMenuLine createCreateMenuLine(SDL_Renderer* renderer, int xmin, int y, int
|
|
|
|
btnTextureHover = createGenericButtonTexture("", font, 0, COLOR_GENERIC_BUTTON_BACKGROUND, PLAYER_SDL_COLORS[i], 4, 8, NULL, NULL, renderer);
|
|
|
|
btnTextureHover = createGenericButtonTexture("", font, 0, COLOR_GENERIC_BUTTON_BACKGROUND, PLAYER_SDL_COLORS[i], 4, 8, NULL, NULL, renderer);
|
|
|
|
colorsBtn[i].texture = btnTexture;
|
|
|
|
colorsBtn[i].texture = btnTexture;
|
|
|
|
colorsBtn[i].hoverTexture = btnTextureHover;
|
|
|
|
colorsBtn[i].hoverTexture = btnTextureHover;
|
|
|
|
|
|
|
|
array_P_Button_AddElement(&inproc->tabButton, colorsBtn[i]);
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Filling struct
|
|
|
|
line.w = colorsBtn[0].rect.x + colorsBtn[0].rect.w;
|
|
|
|
line.w = colorsBtn[0].rect.x + colorsBtn[0].rect.w;
|
|
|
|
line.aiButton=ai;
|
|
|
|
line.aiButton=ai;
|
|
|
|
line.colorButtons=colorsBtn;
|
|
|
|
line.colorButtons=colorsBtn;
|
|
|
@ -180,7 +194,7 @@ void freeCreateMenuLine(CreateMenuLine* line)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool gameCreationMenu(SDL_Renderer* renderer, GeneralState* generalState,TTF_Font* font, int width, int height, Player players[], int* nbPlayers)
|
|
|
|
bool gameCreationMenu(SDL_Renderer* renderer, GeneralState* generalState, AudioHandler* ah, TTF_Font* font, int width, int height, Player players[], int* nbPlayers)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
*nbPlayers = 2;
|
|
|
|
*nbPlayers = 2;
|
|
|
|
int const nbLabels = 5;
|
|
|
|
int const nbLabels = 5;
|
|
|
@ -218,7 +232,6 @@ bool gameCreationMenu(SDL_Renderer* renderer, GeneralState* generalState,TTF_Fon
|
|
|
|
if(btnHoveredTexture == NULL)
|
|
|
|
if(btnHoveredTexture == NULL)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
fprintf(stderr, "WARNING: Can't create hover texture: %s\n", SDL_GetError());
|
|
|
|
fprintf(stderr, "WARNING: Can't create hover texture: %s\n", SDL_GetError());
|
|
|
|
return false;
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
decrementBtn.texture = btnTexture;
|
|
|
|
decrementBtn.texture = btnTexture;
|
|
|
|
decrementBtn.hoverTexture = btnHoveredTexture;
|
|
|
|
decrementBtn.hoverTexture = btnHoveredTexture;
|
|
|
@ -260,12 +273,11 @@ bool gameCreationMenu(SDL_Renderer* renderer, GeneralState* generalState,TTF_Fon
|
|
|
|
if(btnHoveredTexture == NULL)
|
|
|
|
if(btnHoveredTexture == NULL)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
fprintf(stderr, "WARNING: Can't create hover texture: %s\n", SDL_GetError());
|
|
|
|
fprintf(stderr, "WARNING: Can't create hover texture: %s\n", SDL_GetError());
|
|
|
|
return false;
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
incrementBtn.texture = btnTexture;
|
|
|
|
incrementBtn.texture = btnTexture;
|
|
|
|
incrementBtn.hoverTexture = btnHoveredTexture;
|
|
|
|
incrementBtn.hoverTexture = btnHoveredTexture;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// AI label
|
|
|
|
SDL_Point aiLabelPos = {.x=titleLabel.textZone.x, .y=decrementBtn.rect.y+ decrementBtn.rect.h + 16};
|
|
|
|
SDL_Point aiLabelPos = {.x=titleLabel.textZone.x, .y=decrementBtn.rect.y+ decrementBtn.rect.h + 16};
|
|
|
|
TextLabel aiLabel = createTextLabel(
|
|
|
|
TextLabel aiLabel = createTextLabel(
|
|
|
|
"IA",
|
|
|
|
"IA",
|
|
|
@ -278,6 +290,7 @@ bool gameCreationMenu(SDL_Renderer* renderer, GeneralState* generalState,TTF_Fon
|
|
|
|
POSY_TOP
|
|
|
|
POSY_TOP
|
|
|
|
);
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Color label
|
|
|
|
SDL_Point colorLabelPos = {
|
|
|
|
SDL_Point colorLabelPos = {
|
|
|
|
.x=incrementBtn.rect.x+incrementBtn.rect.w,
|
|
|
|
.x=incrementBtn.rect.x+incrementBtn.rect.w,
|
|
|
|
decrementBtn.rect.y+ decrementBtn.rect.h + 16
|
|
|
|
decrementBtn.rect.y+ decrementBtn.rect.h + 16
|
|
|
@ -293,6 +306,7 @@ bool gameCreationMenu(SDL_Renderer* renderer, GeneralState* generalState,TTF_Fon
|
|
|
|
POSY_TOP
|
|
|
|
POSY_TOP
|
|
|
|
);
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Pseudo input
|
|
|
|
SDL_Point pseudoLabelPos = {
|
|
|
|
SDL_Point pseudoLabelPos = {
|
|
|
|
.x= (titleLabel.textZone.x+
|
|
|
|
.x= (titleLabel.textZone.x+
|
|
|
|
aiLabel.textZone.w+
|
|
|
|
aiLabel.textZone.w+
|
|
|
@ -312,26 +326,35 @@ bool gameCreationMenu(SDL_Renderer* renderer, GeneralState* generalState,TTF_Fon
|
|
|
|
);
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
createPlayersLines(renderer, font, titleLabelPos.x, incrementBtn.rect.x+incrementBtn.rect.w, colorLabel.textZone.y+colorLabel.textZone.h , *nbPlayers, lines);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Filling TextLabel array
|
|
|
|
labels[0] = &titleLabel;
|
|
|
|
labels[0] = &titleLabel;
|
|
|
|
labels[1] = &nbPlayerLabel;
|
|
|
|
labels[1] = &nbPlayerLabel;
|
|
|
|
labels[2] = &aiLabel;
|
|
|
|
labels[2] = &aiLabel;
|
|
|
|
labels[3] = &pseudoLabel;
|
|
|
|
labels[3] = &pseudoLabel;
|
|
|
|
labels[4] = &colorLabel;
|
|
|
|
labels[4] = &colorLabel;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Initializing InputProcessor
|
|
|
|
|
|
|
|
InputProcessor inputProcessor = createInputProcessor();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Creating 2 player lines (lines with a AI checkbox, a text input for the nickname, and a color chooser)
|
|
|
|
|
|
|
|
createPlayersLines(renderer, font, titleLabelPos.x, incrementBtn.rect.x+incrementBtn.rect.w, colorLabel.textZone.y+colorLabel.textZone.h , *nbPlayers, lines, &inputProcessor, players);
|
|
|
|
|
|
|
|
|
|
|
|
DecrementParams dparams= {.nbPlayers=nbPlayers, .lines=lines, .renderer=renderer, .bg = &bg, .nbPlayersLbl=&nbPlayerLabel, .font=font};
|
|
|
|
DecrementParams dparams= {.nbPlayers=nbPlayers, .lines=lines, .renderer=renderer, .bg = &bg, .nbPlayersLbl=&nbPlayerLabel, .font=font};
|
|
|
|
decrementBtn.arg = &dparams;
|
|
|
|
decrementBtn.arg = &dparams;
|
|
|
|
|
|
|
|
|
|
|
|
IncrementParams iparams= {.nbPlayers=nbPlayers, .lines=lines, .minx=titleLabelPos.x, .maxx=incrementBtn.rect.x+incrementBtn.rect.w, .miny=colorLabelPos.y+colorLabel.textZone.h + 16, .font=font, .renderer=renderer, .nbPlayersLbl=&nbPlayerLabel, .bg=&bg};
|
|
|
|
|
|
|
|
|
|
|
|
IncrementParams iparams= {.nbPlayers=nbPlayers, .lines=lines, .minx=titleLabelPos.x, .maxx=incrementBtn.rect.x+incrementBtn.rect.w, .miny=colorLabelPos.y+colorLabel.textZone.h + 16, .font=font, .renderer=renderer, .nbPlayersLbl=&nbPlayerLabel, .bg=&bg, .inproc=&inputProcessor, .players = players};
|
|
|
|
incrementBtn.arg = &iparams;
|
|
|
|
incrementBtn.arg = &iparams;
|
|
|
|
|
|
|
|
|
|
|
|
buttons[0] = decrementBtn;
|
|
|
|
buttons[0] = decrementBtn;
|
|
|
|
buttons[1] = incrementBtn;
|
|
|
|
buttons[1] = incrementBtn;
|
|
|
|
|
|
|
|
|
|
|
|
InputProcessor inputProcessor = createInputProcessor();
|
|
|
|
|
|
|
|
array_P_Button_AddElement(&inputProcessor.tabButton, incrementBtn);
|
|
|
|
array_P_Button_AddElement(&inputProcessor.tabButton, incrementBtn);
|
|
|
|
array_P_Button_AddElement(&inputProcessor.tabButton, decrementBtn);
|
|
|
|
array_P_Button_AddElement(&inputProcessor.tabButton, decrementBtn);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Displaying menu
|
|
|
|
drawGameCreationMenu(renderer, labels, nbLabels, buttons, nbButtons, lines, *nbPlayers, &bg);
|
|
|
|
drawGameCreationMenu(renderer, labels, nbLabels, buttons, nbButtons, lines, *nbPlayers, &bg);
|
|
|
|
while(*generalState == GS_GameCreationMenu)
|
|
|
|
while(*generalState == GS_GameCreationMenu)
|
|
|
|
{
|
|
|
|
{
|
|
|
@ -358,7 +381,7 @@ bool gameCreationMenu(SDL_Renderer* renderer, GeneralState* generalState,TTF_Fon
|
|
|
|
{
|
|
|
|
{
|
|
|
|
if(inputElement.data.buttonEvent.button == &incrementBtn || inputElement.data.buttonEvent.button == &decrementBtn)
|
|
|
|
if(inputElement.data.buttonEvent.button == &incrementBtn || inputElement.data.buttonEvent.button == &decrementBtn)
|
|
|
|
{
|
|
|
|
{
|
|
|
|
nbPlayerLabel.text[0] = *nbPlayers + 48;
|
|
|
|
//nbPlayerLabel.text[0] = *nbPlayers + 48;
|
|
|
|
|
|
|
|
|
|
|
|
drawGameCreationMenu(renderer, labels, nbLabels, buttons, nbButtons, lines, *nbPlayers, &bg);
|
|
|
|
drawGameCreationMenu(renderer, labels, nbLabels, buttons, nbButtons, lines, *nbPlayers, &bg);
|
|
|
|
}
|
|
|
|
}
|
|
|
|