marouault 3 years ago
commit ca2e6d37f3

@ -34,6 +34,7 @@ InputElement proccessInput(InputProcessor *inputProcessor)
P_Button* b = &inputProcessor->tabButton.elems[i];
if (isHover(b)) {
b->onClick(b);
break;
}
}
bool textInputClicked = false;

@ -26,7 +26,7 @@ void incrementNbPlayer(P_Button* caller)
return;
}
++(*nbPlayers);
*params->viewChanged = true;
*params->viewChanged = true;
}
void decrementNbPlayer(P_Button* caller)
{
@ -38,7 +38,7 @@ void decrementNbPlayer(P_Button* caller)
return;
}
--(*nbPlayers);
*params->viewChanged = true;
*params->viewChanged = true;
}
void changePlayerColor(P_Button* caller)
@ -102,7 +102,7 @@ bool drawCreateMenuLine(SDL_Renderer* renderer, CreateMenuLine* line)
// AI checkbox
drawButtonOnRenderer(renderer, &line->aiButton);
// Color chooser
drawColorPicker(renderer, line->colorPicker);
drawColorPicker(renderer, line->colorPicker);
// TextInput
drawTextInputOnRenderer(renderer, &line->pseudoInput);
return true;
@ -146,13 +146,13 @@ CreateMenuLine createCreateMenuLine(SDL_Renderer* renderer, int xmin, int y, int
// Color chooser
ChangeColorParams* params;
ColorPicker picker;
ColorPicker picker;
for(int i=0; i<NB_COLORS; ++i)
{
params = (ChangeColorParams*) malloc(sizeof(ChangeColorParams));
params->color=playersColors[i];
picker.colorButtons[i] = createButton(NULL, NULL, xmax-wColorBtn*(i+1), y, wColorBtn, hColorBtn, changePlayerColor);
params->color=playersColors[i];
picker.colorButtons[i] = createButton(NULL, NULL, xmax-wColorBtn*(i+1), y, wColorBtn, hColorBtn, changePlayerColor);
picker.colorButtons[i].arg = params;
btnTexture = createGenericButtonTexture("", font, 0, COLOR_GENERIC_BUTTON_BORDER, 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);
@ -378,6 +378,7 @@ bool gameCreationMenu(SDL_Renderer* renderer, GeneralState* generalState, AudioH
array_P_Button_AddElement(&inputProcessor.tabButton, validateBtn);
array_P_Button_AddElement(&inputProcessor.tabButton, cancelBtn);
// Displaying menu
drawGameCreationMenu(renderer, labels, nbLabels, buttons, nbButtons, lines, *nbPlayers, &bg);
while(*generalState == GS_GameCreationMenu)
@ -415,7 +416,7 @@ bool gameCreationMenu(SDL_Renderer* renderer, GeneralState* generalState, AudioH
drawGameCreationMenu(renderer, labels, nbLabels, buttons, nbButtons, lines, *nbPlayers, &bg);
viewChanged=false;
}
SDL_Delay(20);
SDL_Delay(5);
}

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