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133 lines
3.5 KiB
133 lines
3.5 KiB
#include <SDL2/SDL.h>
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#include <stdio.h>
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#include <stdbool.h>
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#include "engine/InputProcessor.h"
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#include "engine/InputElement.h"
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#include "engine/TextureHandler.h"
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#include "model/Game.h"
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#include "view/GameDrawer.h"
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#include "engine/ArrayUtils.h"
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#include "model/arrayCoord.h"
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#include "debug/printer.h"
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int main(int argc, char* argv[])
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{
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SDL_Window* window = NULL;
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SDL_Rect windowSize = {10, 10, 600, 600};
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SDL_Renderer* renderer = NULL;
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int statut = EXIT_FAILURE;
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if(SDL_Init(SDL_INIT_VIDEO) != 0) {
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fprintf(stderr, "Error : %s\n", SDL_GetError());
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goto Quit;
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}
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window = SDL_CreateWindow("Pontu",windowSize.x, windowSize.y, windowSize.w, windowSize.h, SDL_WINDOW_SHOWN);
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if (!window)
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{
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fprintf(stderr, "Error : %s\n", SDL_GetError());
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goto Quit;
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}
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renderer = SDL_CreateRenderer(window,-1,SDL_RENDERER_ACCELERATED);
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if(!renderer)
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{
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fprintf(stderr, "Erreur : %s", SDL_GetError());
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goto Quit;
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}
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InputProcessor inputProcessor = {.selectedCase = {.x=-1, .y=-1}};
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struct array_Coord interactiveCases = array_Coord_Create();
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int wBoardRect=99*3, hBoardRect=99*3;
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SDL_Rect boardRect = {.x=windowSize.w/2 - wBoardRect/2, .y=windowSize.h/2 - hBoardRect/2, .w=wBoardRect, .h=99*3};
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const char* pseudos[] = {"Azerty","Bépo"};
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Game game = newGame(3, pseudos);
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TextureHandler textureHandler = newTextureHandler(renderer);
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bool quit = false;
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while(!quit)
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{
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// Event handling
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InputElement inputElement;
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while (InputType_None != (inputElement = proccessInput(&inputProcessor, &boardRect)).type) {
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switch (inputElement.type)
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{
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case InputType_ActivateUI:
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switch (inputElement.data.uiAction)
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{
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case UIAction_Quit:
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quit = true;
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break;
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case UIAction_Validate:
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break;
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case UIAction_Cancel:
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break;
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default:
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break;
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}
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break;
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case InputType_MoveGame:
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fprintf(stderr, "Move on board\n");
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fprintf(stderr, "From (%d; %d)\n", inputElement.data.move.start.x, inputElement.data.move.start.y);
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fprintf(stderr, "To (%d; %d)\n", inputElement.data.move.end.x, inputElement.data.move.end.y);
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moveOnBoard(inputElement.data.move.start, inputElement.data.move.end, &game);
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break;
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case InputType_ClickGame:
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fprintf(stderr, "Clic on board (%d; %d)\n", inputElement.data.coord.x, inputElement.data.coord.y);
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fprintf(stderr, "\tSelected case : (%d; %d)\n", inputProcessor.selectedCase.x, inputProcessor.selectedCase.y);
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if(!array_Coord_Contains(&interactiveCases, inputElement.data.coord, *coordEqual)) {
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fprintf(stderr, "\tselected case reset\n");
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inputProcessor.selectedCase = newCoord(-1,-1);
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}
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if (clickOnBoard(inputElement.data.coord, &game)) {
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fprintf(stderr, "\tselected case reset\n");
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inputProcessor.selectedCase = newCoord(-1,-1);
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}
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break;
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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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array_Coord_Free(&interactiveCases);
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interactiveCases = getInteractiveCases(&game, inputProcessor.selectedCase);
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fprintf(stderr, "Interactive cases : {");
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array_Coord_Foreach(&interactiveCases, *printCoord);
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fprintf(stderr, "}\n");
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}
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fflush(stderr);
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// Drawing
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drawGame(renderer, &windowSize, &boardRect, &game, &textureHandler);
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SDL_RenderPresent(renderer);
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SDL_Delay(20);
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}
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statut = EXIT_SUCCESS;
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Quit:
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freeTextureHandler(&textureHandler);
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array_Coord_Free(&interactiveCases);
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if(renderer != NULL) {
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SDL_DestroyRenderer(renderer);
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}
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if(window != NULL) {
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SDL_DestroyWindow(window);
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}
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SDL_Quit();
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return statut;
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}
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