enum for button array in menu, default onClick method

origin/fixingSettings
Mathis RIBEMONT 3 years ago
parent 5623cb7dbb
commit acbc470770

@ -3,12 +3,18 @@
#include <assert.h>
#include <stdbool.h>
void onClickDefault(struct P_button* buttonCaller){
//printf("Clicked on button: %p\n", buttonCaller);
}
P_Button createButton(SDL_Texture* texture, SDL_Texture* hoverTexture ,const int coordx, const int coordy, const int sizex, const int sizey, void (*onClick)(P_Button* buttonCaller))
{
// Declarations
P_Button b = { .rect = { .x = coordx, .y = coordy, .w = sizex, .h = sizey }, .onClick = onClick, .enable = true};
if(onClick == NULL)
fprintf(stderr, "Attention: aucune action onClick n'est passé au bouton.\n");
if(onClick == NULL){
fprintf(stderr, "Attention: aucune action onClick n'est passé au bouton. Il prend le onClick par défaut\n");
b.onClick = onClickDefault;
}
b.texture = texture;
b.hoverTexture = hoverTexture;
b.arg = NULL;
@ -69,11 +75,11 @@ bool isHover(P_Button * button) {
int isButtonInteractWithCursor(P_Button * button,const int x,const int y){
if (!button->enable) return BUTTON_NOTHING;
SDL_Point coord;
coord.x = x;
coord.y = y;
if(button->hover){
button->hover = SDL_PointInRect(&coord,&(button->rect));
if(button->hover == false){

@ -7,6 +7,8 @@
#include "view/MainMenu.h"
#include "engine/GeneralState.h"
enum {NEWGAME, OPTION, QUIT};
void quit(P_Button* buttonCaller) {
*((GeneralState*)(buttonCaller->arg)) = GS_Quit;
}
@ -30,35 +32,35 @@ P_Button* drawMainMenu(SDL_Renderer* renderer,const FontHandler fontHandler, uns
*nb = 3;
buttons = (P_Button*)malloc(sizeof(P_Button)*(*nb));
buttons[0] = createButton(NULL,NULL,20, 20, 20, 20, generalStateToNewGame);
buttons[NEWGAME] = createButton(NULL,NULL,20, 20, 20, 20, generalStateToNewGame);
SDL_Texture* newGameButtonTexture = createGenericButtonTexture("Nouvelle Partie",font,fontSize,darkBlue,lightBlue,5, 10,&(buttons[0].rect.w),&(buttons[0].rect.h),renderer);
SDL_Texture* newGameButtonTexture = createGenericButtonTexture("Nouvelle Partie",font,fontSize,darkBlue,lightBlue,5, 10,&(buttons[NEWGAME].rect.w),&(buttons[NEWGAME].rect.h),renderer);
SDL_Texture* newGameButtonTextureHover = createGenericButtonTexture("Nouvelle Partie",font,fontSize,lightBlue,darkBlue,5, 10,NULL,NULL,renderer);
buttons[0].texture = newGameButtonTexture;
buttons[0].hoverTexture = newGameButtonTextureHover;
buttons[NEWGAME].texture = newGameButtonTexture;
buttons[NEWGAME].hoverTexture = newGameButtonTextureHover;
buttons[0].rect.x = (windowSize->w/2)-(buttons[0].rect.w/2);
buttons[0].arg = generalState;
buttons[NEWGAME].rect.x = (windowSize->w/2)-(buttons[NEWGAME].rect.w/2);
buttons[NEWGAME].arg = generalState;
buttons[1] = createButton(NULL,NULL,20, buttons[0].rect.y+buttons[0].rect.h+20, 20, 20, NULL);
buttons[OPTION] = createButton(NULL,NULL,20, buttons[NEWGAME].rect.y+buttons[NEWGAME].rect.h+20, 20, 20, NULL);
SDL_Texture* optionButtonTexture = createGenericButtonTexture("Options",font,fontSize,darkBlue,lightBlue,5, 10,&(buttons[1].rect.w),&(buttons[1].rect.h),renderer);
SDL_Texture* optionButtonTexture = createGenericButtonTexture("Options",font,fontSize,darkBlue,lightBlue,5, 10,&(buttons[OPTION].rect.w),&(buttons[OPTION].rect.h),renderer);
SDL_Texture* optionButtonTextureHover = createGenericButtonTexture("Options",font,fontSize,lightBlue,darkBlue,5, 10,NULL,NULL,renderer);
buttons[1].texture = optionButtonTexture;
buttons[1].hoverTexture = optionButtonTextureHover;
buttons[1].rect.x = (windowSize->w/2)-(buttons[1].rect.w/2);
buttons[OPTION].texture = optionButtonTexture;
buttons[OPTION].hoverTexture = optionButtonTextureHover;
buttons[OPTION].rect.x = (windowSize->w/2)-(buttons[OPTION].rect.w/2);
buttons[2] = createButton(NULL,NULL,20, buttons[1].rect.y+buttons[1].rect.h+20, 20, 20, quit);
buttons[QUIT] = createButton(NULL,NULL,20, buttons[OPTION].rect.y+buttons[OPTION].rect.h+20, 20, 20, quit);
SDL_Texture* quitButtonTexture = createGenericButtonTexture("Quitter",font,fontSize,darkBlue,lightBlue,5, 10,&(buttons[2].rect.w),&(buttons[2].rect.h),renderer);
SDL_Texture* quitButtonTexture = createGenericButtonTexture("Quitter",font,fontSize,darkBlue,lightBlue,5, 10,&(buttons[QUIT].rect.w),&(buttons[QUIT].rect.h),renderer);
SDL_Texture* quitButtonTextureHover = createGenericButtonTexture("Quitter",font,fontSize,lightBlue,darkBlue,5, 10,NULL,NULL,renderer);
buttons[2].texture = quitButtonTexture;
buttons[2].hoverTexture = quitButtonTextureHover;
buttons[2].rect.x = (windowSize->w/2)-(buttons[2].rect.w/2);
buttons[2].arg = generalState;
buttons[QUIT].texture = quitButtonTexture;
buttons[QUIT].hoverTexture = quitButtonTextureHover;
buttons[QUIT].rect.x = (windowSize->w/2)-(buttons[QUIT].rect.w/2);
buttons[QUIT].arg = generalState;
SDL_SetRenderTarget(renderer,NULL);
@ -90,9 +92,9 @@ int mainMenu(SDL_Renderer * renderer,SDL_Window * window, GeneralState * general
}
SDL_Event event;
drawButtonOnRenderer(renderer,&(buttons[0]));
drawButtonOnRenderer(renderer,&(buttons[1]));
drawButtonOnRenderer(renderer,&(buttons[2]));
drawButtonOnRenderer(renderer,&(buttons[NEWGAME]));
drawButtonOnRenderer(renderer,&(buttons[OPTION]));
drawButtonOnRenderer(renderer,&(buttons[QUIT]));
while(*generalState == GS_MainMenu)
{
@ -104,13 +106,11 @@ int mainMenu(SDL_Renderer * renderer,SDL_Window * window, GeneralState * general
*generalState = GS_Quit;
break;
case SDL_MOUSEBUTTONUP:
if(isHover(&(buttons[2]))){
buttons[2].onClick(&(buttons[2]));
break;
}
if(isHover(&(buttons[0]))){
buttons[0].onClick(&(buttons[0]));
break;
for (size_t i = 0; i < nb; i++) {
if(isHover(&(buttons[i]))){
buttons[i].onClick(&(buttons[i]));
break;
}
}
break;
case SDL_MOUSEMOTION:
@ -143,7 +143,7 @@ int mainMenu(SDL_Renderer * renderer,SDL_Window * window, GeneralState * general
}
break;
default:
break;
break;
}
}
SDL_RenderPresent(renderer);

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