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@ -3,13 +3,15 @@
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#include <SDL2/SDL_ttf.h>
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void freeCreateMenuLine(CreateMenuLine* line);
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CreateMenuLine createCreateMenuLine(SDL_Renderer* renderer, int xmin, int y, int xmax, TTF_Font* font, Player* player, InputProcessor* inproc);
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void createPlayersLines(SDL_Renderer* renderer, TTF_Font* font, int minx, int maxx, int miny,int nbPlayer, CreateMenuLine* lines, InputProcessor* inproc, Player players[]);
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CreateMenuLine createCreateMenuLine(SDL_Renderer* renderer, int xmin, int y, int xmax, TTF_Font* font, InputProcessor* inproc);
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void createPlayersLines(SDL_Renderer* renderer, TTF_Font* font, int minx, int maxx, int miny,int nbPlayer, CreateMenuLine* lines, InputProcessor* inproc);
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bool drawGameCreationMenu(SDL_Renderer* renderer, TextLabel** labels, int nbLabels, P_Button* buttons, int nbButtons, CreateMenuLine* lines, int nbPlayer, const SDL_Color* bg);
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bool drawCreateMenuLine(SDL_Renderer* renderer, CreateMenuLine* line);
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void changePlayerColor(P_Button* caller);
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void decrementNbPlayer(P_Button* caller);
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void incrementNbPlayer(P_Button* caller);
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void validateCreation(P_Button* caller);
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void cancelCreation(P_Button* caller);
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@ -23,15 +25,8 @@ void incrementNbPlayer(P_Button* caller)
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fprintf(stderr, "WARNING: Can't increment up to 5 and more\n");
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return;
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}
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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);
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drawCreateMenuLine(params->renderer, ¶ms->lines[*nbPlayers]);
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++(*nbPlayers);
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char nbPlayerStr[2] = {*nbPlayers + 48, 0};
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replaceTextAndTextureOfTextLabel(params->renderer, params->nbPlayersLbl, params->font, nbPlayerStr, params->bg);
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drawTextLabel(params->renderer, params->nbPlayersLbl);
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//SDL_RenderPresent(params->renderer);
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*params->viewChanged = true;
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}
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void decrementNbPlayer(P_Button* caller)
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{
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@ -43,21 +38,7 @@ void decrementNbPlayer(P_Button* caller)
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return;
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}
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--(*nbPlayers);
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char nbPlayerStr[2] = {*nbPlayers + 48, 0};
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replaceTextAndTextureOfTextLabel(params->renderer, params->nbPlayersLbl, params->font, nbPlayerStr, params->bg);
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SDL_Texture* bedSheet = SDL_CreateTexture(params->renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, params->lines[*nbPlayers].w, params->lines[*nbPlayers].h);
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SDL_Rect stretch = {.x = params->lines[*nbPlayers].x, .y=params->lines[*nbPlayers].y, .w = params->lines[*nbPlayers].w, .h=params->lines[*nbPlayers].h};
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SDL_SetRenderTarget(params->renderer, bedSheet);
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SDL_SetRenderDrawColor(params->renderer, params->bg->r, params->bg->g, params->bg->b, params->bg->a);
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SDL_RenderClear(params->renderer);
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SDL_SetRenderTarget(params->renderer, NULL);
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SDL_RenderCopy(params->renderer, bedSheet, NULL, &stretch);
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freeCreateMenuLine(¶ms->lines[*nbPlayers]);
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drawTextLabel(params->renderer, params->nbPlayersLbl);
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//SDL_RenderPresent(params->renderer);
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SDL_DestroyTexture(bedSheet);
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*params->viewChanged = true;
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}
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void changePlayerColor(P_Button* caller)
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@ -99,17 +80,17 @@ bool drawGameCreationMenu(SDL_Renderer* renderer, TextLabel** labels, int nbLabe
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}
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void createPlayersLines(SDL_Renderer* renderer, TTF_Font* font, int minx, int maxx, int miny,int nbPlayer, CreateMenuLine* lines, InputProcessor* inproc, Player players[])
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void createPlayersLines(SDL_Renderer* renderer, TTF_Font* font, int minx, int maxx, int miny,int nbPlayer, CreateMenuLine* lines, InputProcessor* inproc)
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{
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for(int i=0; i<nbPlayer; ++i)
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{
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if(i==0)
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{
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// Position of first line is absolute
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lines[i] = createCreateMenuLine(renderer, minx, miny + 16, maxx,font, &players[i], inproc);
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lines[i] = createCreateMenuLine(renderer, minx, miny + 16, maxx,font, inproc);
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}else{
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// Position of other lines is relative to the first one (16 px (margin) + nb_lines_already_drawn * height of AI checkbox)
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lines[i] = createCreateMenuLine(renderer, minx, miny + 16 + 16 + i* lines[i-1].aiButton.rect.h, maxx,font, &players[i], inproc);
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lines[i] = createCreateMenuLine(renderer, minx, miny + 16 + 16 + i* lines[i-1].aiButton.rect.h, maxx,font, inproc);
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}
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}
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@ -121,16 +102,24 @@ bool drawCreateMenuLine(SDL_Renderer* renderer, CreateMenuLine* line)
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// AI checkbox
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drawButtonOnRenderer(renderer, &line->aiButton);
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// Color chooser
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for(int i=0; i<NB_COLORS; ++i)
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{
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drawButtonOnRenderer(renderer, &line->colorButtons[i]);
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}
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drawColorPicker(renderer, line->colorPicker);
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// TextInput
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drawTextInputOnRenderer(renderer, &line->pseudoInput);
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return true;
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}
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CreateMenuLine createCreateMenuLine(SDL_Renderer* renderer, int xmin, int y, int xmax, TTF_Font* font, Player* player, InputProcessor* inproc)
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void validateCreation(P_Button* caller)
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{
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GeneralState* gs = (GeneralState*) caller->arg;
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*gs = GS_Game;
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}
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void cancelCreation(P_Button* caller)
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{
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GeneralState* gs = (GeneralState*) caller->arg;
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*gs = GS_MainMenu;
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}
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CreateMenuLine createCreateMenuLine(SDL_Renderer* renderer, int xmin, int y, int xmax, TTF_Font* font, InputProcessor* inproc)
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{
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int const wColorBtn = 32;
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int const hColorBtn = 32;
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@ -157,27 +146,26 @@ CreateMenuLine createCreateMenuLine(SDL_Renderer* renderer, int xmin, int y, int
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// Color chooser
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ChangeColorParams* params;
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ColorPicker picker;
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for(int i=0; i<NB_COLORS; ++i)
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{
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params = (ChangeColorParams*) malloc(sizeof(ChangeColorParams));
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params->p = player;
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params->color=playersColors[i];
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colorsBtn[i] = createButton(NULL, NULL, xmax-wColorBtn*(i+1), y, wColorBtn, hColorBtn, changePlayerColor);
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colorsBtn[i].arg = params;
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picker.colorButtons[i] = createButton(NULL, NULL, xmax-wColorBtn*(i+1), y, wColorBtn, hColorBtn, changePlayerColor);
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picker.colorButtons[i].arg = params;
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btnTexture = createGenericButtonTexture("", font, 0, COLOR_GENERIC_BUTTON_BORDER, PLAYER_SDL_COLORS[i], 4, 8, NULL, NULL, renderer);
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btnTextureHover = createGenericButtonTexture("", font, 0, COLOR_GENERIC_BUTTON_BACKGROUND, PLAYER_SDL_COLORS[i], 4, 8, NULL, NULL, renderer);
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colorsBtn[i].texture = btnTexture;
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colorsBtn[i].hoverTexture = btnTextureHover;
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array_P_Button_AddElement(&inproc->tabButton, colorsBtn[i]);
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picker.colorButtons[i].texture = btnTexture;
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picker.colorButtons[i].hoverTexture = btnTextureHover;
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array_P_Button_AddElement(&inproc->tabButton, picker.colorButtons[i]);
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}
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// Filling struct
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line.w = colorsBtn[0].rect.x + colorsBtn[0].rect.w;
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line.w = picker.colorButtons[0].rect.x + picker.colorButtons[0].rect.w;
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line.aiButton=ai;
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line.colorButtons=colorsBtn;
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line.player=player;
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line.colorPicker=picker;
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line.pseudoInput=pseudoInput;
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array_TextInput_AddElement(&inproc->tabTextInput, pseudoInput);
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return line;
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@ -189,8 +177,8 @@ void freeCreateMenuLine(CreateMenuLine* line)
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freeButton(&line->aiButton);
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for(int i=0; i<NB_COLORS; ++i)
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{
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free(line->colorButtons[i].arg);
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freeButton(&line->colorButtons[i]);
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free(line->colorPicker.colorButtons[i].arg);
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freeButton(&line->colorPicker.colorButtons[i]);
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// free(&line->colorButtons[i]);
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}
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}
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@ -199,10 +187,11 @@ bool gameCreationMenu(SDL_Renderer* renderer, GeneralState* generalState, AudioH
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{
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*nbPlayers = 2;
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int const nbLabels = 5;
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int nbButtons = 2;
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int nbButtons = 4;
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TextLabel *labels[nbLabels];
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P_Button* buttons = (P_Button*) malloc(sizeof(P_Button)*nbButtons);
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SDL_Color bg = {55, 120, 175, 255};
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bool viewChanged = false;
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// TextLabel for "Nombre de joueur.euse.s" creation
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@ -326,7 +315,37 @@ bool gameCreationMenu(SDL_Renderer* renderer, GeneralState* generalState, AudioH
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POSY_TOP
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);
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P_Button cancelBtn = createButton(NULL, NULL, titleLabelPos.x, height-64, 0, 0, cancelCreation);
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btnTexture = createGenericButtonTexture("Anuler", font, 8,COLOR_GENERIC_BUTTON_BACKGROUND, COLOR_GENERIC_BUTTON_BORDER, 4, 8, &(cancelBtn.rect.w), &(cancelBtn.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("Anuler", font, 8, COLOR_GENERIC_BUTTON_BORDER, COLOR_GENERIC_BUTTON_BACKGROUND, 4, 8, &(cancelBtn.rect.w), &(cancelBtn.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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}
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cancelBtn.texture = btnTexture;
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cancelBtn.hoverTexture = btnHoveredTexture;
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cancelBtn.arg = generalState;
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P_Button validateBtn = createButton(NULL, NULL, incrementBtn.rect.x+incrementBtn.rect.w-calculateStringPixelLenght(font, "Jouer"), height-64, 0, 0, validateCreation);
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btnTexture = createGenericButtonTexture("Jouer", font, 8,COLOR_GENERIC_BUTTON_BACKGROUND, COLOR_GENERIC_BUTTON_BORDER, 4, 8, &(validateBtn.rect.w), &(validateBtn.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("Jouer", font, 8, COLOR_GENERIC_BUTTON_BORDER, COLOR_GENERIC_BUTTON_BACKGROUND, 4, 8, &(validateBtn.rect.w), &(validateBtn.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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}
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validateBtn.texture = btnTexture;
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validateBtn.hoverTexture = btnHoveredTexture;
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validateBtn.arg = generalState;
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// Filling TextLabel array
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labels[0] = &titleLabel;
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@ -340,20 +359,24 @@ bool gameCreationMenu(SDL_Renderer* renderer, GeneralState* generalState, AudioH
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InputProcessor inputProcessor = createInputProcessor();
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// Creating 2 player lines (lines with a AI checkbox, a text input for the nickname, and a color chooser)
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createPlayersLines(renderer, font, titleLabelPos.x, incrementBtn.rect.x+incrementBtn.rect.w, colorLabel.textZone.y+colorLabel.textZone.h , *nbPlayers, lines, &inputProcessor, players);
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createPlayersLines(renderer, font, titleLabelPos.x, incrementBtn.rect.x+incrementBtn.rect.w, colorLabel.textZone.y+colorLabel.textZone.h , NB_PLAYER_MAX, lines, &inputProcessor);
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DecrementParams dparams= {.nbPlayers=nbPlayers, .lines=lines, .renderer=renderer, .bg = &bg, .nbPlayersLbl=&nbPlayerLabel, .font=font};
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DecrementParams dparams= {.nbPlayers=nbPlayers, .viewChanged=&viewChanged};
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decrementBtn.arg = &dparams;
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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};
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IncrementParams iparams= {.nbPlayers=nbPlayers, .viewChanged=&viewChanged};
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incrementBtn.arg = &iparams;
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buttons[0] = decrementBtn;
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buttons[1] = incrementBtn;
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buttons[2] = validateBtn;
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buttons[3] = cancelBtn;
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array_P_Button_AddElement(&inputProcessor.tabButton, incrementBtn);
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array_P_Button_AddElement(&inputProcessor.tabButton, decrementBtn);
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array_P_Button_AddElement(&inputProcessor.tabButton, validateBtn);
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array_P_Button_AddElement(&inputProcessor.tabButton, cancelBtn);
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// Displaying menu
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drawGameCreationMenu(renderer, labels, nbLabels, buttons, nbButtons, lines, *nbPlayers, &bg);
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@ -378,25 +401,20 @@ bool gameCreationMenu(SDL_Renderer* renderer, GeneralState* generalState, AudioH
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break;
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}
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break;
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case InputType_ButtonChanged:
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{
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if(inputElement.data.buttonEvent.button == &incrementBtn || inputElement.data.buttonEvent.button == &decrementBtn)
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{
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//nbPlayerLabel.text[0] = *nbPlayers + 48;
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drawGameCreationMenu(renderer, labels, nbLabels, buttons, nbButtons, lines, *nbPlayers, &bg);
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}
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}
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case InputType_None:
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default:
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break;
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}
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if(viewChanged)
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{
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drawGameCreationMenu(renderer, labels, nbLabels, buttons, nbButtons, lines, *nbPlayers, &bg);
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viewChanged=false;
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}
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nbPlayerLabel.text[0] = *nbPlayers+48;
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}
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/* nbPlayerLabel.text[0] = *nbPlayers+48;
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for (int i = 0; i < *nbPlayers; i++) {
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drawTextInputOnRenderer(renderer, &inputProcessor.tabTextInput.elems[i]);
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}
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*/
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SDL_RenderPresent(renderer);
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SDL_Delay(20);
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}
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@ -411,7 +429,6 @@ bool gameCreationMenu(SDL_Renderer* renderer, GeneralState* generalState, AudioH
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for (size_t i=0; i<*nbPlayers; ++i) {
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players[i] = newPlayer(lines[i].player->pseudo, lines[i].player->color);
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freeCreateMenuLine(&lines[i]);
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}
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return true;
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