#include "view/MainMenu.h" #include #include #include #include "engine/Button.h" #include "engine/FontLoader.h" #include "view/MainMenu.h" #include "engine/GeneralState.h" #include "engine/Colors.h" enum {NEWGAME, OPTION, QUIT}; void quit(P_Button* buttonCaller) { *((GeneralState*)(buttonCaller->arg)) = GS_Quit; } void generalStateToNewGame(P_Button* buttonCaller) { *((GeneralState*)(buttonCaller->arg)) = GS_GameCreationMenu; } P_Button* drawMainMenu(SDL_Renderer* renderer,const FontHandler fontHandler, unsigned int* nb, const SDL_Rect* windowSize, GeneralState* generalState) { P_Button* buttons = (P_Button*)malloc(sizeof(P_Button)*3); *nb = 0; SDL_Color lightBlue = {.r = 0,.g = 195,.b = 255,.a = 0}; //0, 195, 255 SDL_Color darkBlue = {.r = 0,.g = 123,.b = 161,.a = 0}; //0, 123, 161 SDL_SetRenderTarget(renderer, NULL); TTF_Font* font = fontHandler.fonts[FONT_PublicPixel]; int fontSize = 80; *nb = 3; buttons = (P_Button*)malloc(sizeof(P_Button)*(*nb)); buttons[NEWGAME] = createButton(NULL,NULL,20, 20, 20, 20, generalStateToNewGame); 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[NEWGAME].texture = newGameButtonTexture; buttons[NEWGAME].hoverTexture = newGameButtonTextureHover; buttons[NEWGAME].rect.x = (windowSize->w/2)-(buttons[NEWGAME].rect.w/2); buttons[NEWGAME].arg = generalState; 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[OPTION].rect.w),&(buttons[OPTION].rect.h),renderer); SDL_Texture* optionButtonTextureHover = createGenericButtonTexture("Options",font,fontSize,lightBlue,darkBlue,5, 10,NULL,NULL,renderer); buttons[OPTION].texture = optionButtonTexture; buttons[OPTION].hoverTexture = optionButtonTextureHover; buttons[OPTION].rect.x = (windowSize->w/2)-(buttons[OPTION].rect.w/2); 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[QUIT].rect.w),&(buttons[QUIT].rect.h),renderer); SDL_Texture* quitButtonTextureHover = createGenericButtonTexture("Quitter",font,fontSize,lightBlue,darkBlue,5, 10,NULL,NULL,renderer); 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); return buttons; } int mainMenu(SDL_Renderer * renderer,SDL_Window * window, GeneralState * generalState,FontHandler fontHandler, AudioHandler audioHandler){ int statut = EXIT_FAILURE; SDL_SetRenderTarget(renderer,NULL); //Initialisation P_Button* buttons = NULL; unsigned int nb = 0; SDL_Color bg = {55, 120, 175, 255}; SDL_SetRenderDrawColor(renderer, bg.r,bg.g,bg.b,bg.a); SDL_RenderClear(renderer); SDL_Rect windowSize = {.x = 0, .y = 0, .w = 0, .h = 0}; SDL_GetWindowSize(window,&(windowSize.w),&(windowSize.h)); if(!(buttons = drawMainMenu(renderer,fontHandler,&nb,&windowSize, generalState))){ fprintf(stderr, "Le menu principale ne s'est pas déssiné correctement\n"); return statut; } SDL_Event event; drawButtonOnRenderer(renderer,&(buttons[NEWGAME])); drawButtonOnRenderer(renderer,&(buttons[OPTION])); drawButtonOnRenderer(renderer,&(buttons[QUIT])); bool drawSomething = true; while(*generalState == GS_MainMenu) { while(SDL_PollEvent(&event)) { switch(event.type) { case SDL_QUIT: *generalState = GS_Quit; break; case SDL_MOUSEBUTTONUP: for (size_t i = 0; i < nb; i++) { if(isHover(&(buttons[i]))){ buttons[i].onClick(&(buttons[i])); break; } } break; case SDL_MOUSEMOTION: for (size_t i = 0; i < nb; i++) { switch (isButtonInteractWithCursor(&(buttons[i]),event.motion.x,event.motion.y)) { case 1: drawButtonOnRenderer(renderer,&(buttons[i])); playSFX(SFX_menu_sound_effect, audioHandler); drawSomething = true; break; case 2: drawButtonOnRenderer(renderer,&(buttons[i])); drawSomething = true; break; } } break; case SDL_WINDOWEVENT: if(event.window.event == SDL_WINDOWEVENT_RESIZED){ SDL_SetRenderDrawColor(renderer, bg.r,bg.g,bg.b,bg.a); SDL_RenderClear(renderer); printf("Window %d resized to %dx%d\n", event.window.windowID, event.window.data1, event.window.data2); windowSize.w = event.window.data1; windowSize.h = event.window.data2; for (size_t i = 0; i < nb; i++) { buttons[i].rect.x = (windowSize.w/2)-(buttons[i].rect.w/2); drawButtonOnRenderer(renderer,&(buttons[i])); } drawSomething = true; } break; default: break; } } if (drawSomething) { SDL_RenderPresent(renderer); drawSomething = false; } SDL_Delay(20); } Quit: for(int i=0;i