#include "view/MenuEndGame.h" #include "engine/FontLoader.h" #include "model/Player.h" #include "engine/InputProcessor.h" #include "engine/InputElement.h" void testMenuEndGame() { SDL_Window *window = NULL; SDL_Rect windowSize = {10, 10, 1100, 600}; SDL_Renderer *renderer = NULL; if(0 != SDL_Init(SDL_INIT_VIDEO)) { fprintf(stderr, "Erreur SDL_INIT: %s\n", SDL_GetError()); goto Quit; } //fenetre window = SDL_CreateWindow("Fenêtre", windowSize.x, windowSize.y, windowSize.w, windowSize.h, SDL_WINDOW_SHOWN); if(window == NULL) { fprintf(stderr, "Erreur SDL_CreateWindow: %s\n", SDL_GetError()); goto Quit; } //rendu renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_SOFTWARE); if(renderer == NULL) { fprintf(stderr, "Erreur SDL_CreateRenderer: %s\n", SDL_GetError()); goto Quit; } //Fonts if(TTF_Init() == -1) { fprintf(stderr, "Erreur: TTF_Init: %s\n", TTF_GetError()); goto Quit; } if(0 != SDL_SetRenderDrawColor(renderer, 0,0,0,0)) //choisi la couleur avec laquelle travailler { fprintf(stderr, "Erreur SDL_SetRenderDrawColor: %s\n", SDL_GetError()); goto Quit; } if(0 != SDL_RenderClear(renderer)) //efface le rendu en le repeignant avec la couleur choisi { fprintf(stderr, "Erreur SDL_SetRenderDrawColor: %s\n", SDL_GetError()); goto Quit; } if(0 != SDL_SetRenderDrawColor(renderer, 255,255,255,255)) //choisi la couleur avec laquelle travailler { fprintf(stderr, "Erreur SDL_SetRenderDrawColor: %s\n", SDL_GetError()); goto Quit; } FontHandler fontHandler = loadFonts(); SDL_RenderPresent(renderer); GeneralState generalState = GS_EndOfGameMenu; SDL_Color color = {0,0,0,0}; Player players[2] = {newPlayer("Bépo", color), newPlayer("Azerty", color)}; players[0].eliminationTurn = 10; players[1].eliminationTurn = 10; players[0].rank = 1; players[1].rank = 2; endGameMenu(&generalState, window, renderer, &fontHandler, players, 2); Quit: freeFonts(fontHandler); if(renderer != NULL) SDL_DestroyRenderer(renderer); if(window != NULL) SDL_DestroyWindow(window); TTF_Quit(); SDL_Quit(); }