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projet-tut/Pontu/src/view/MenuEndGame.c

200 lines
5.9 KiB

#include "view/MenuEndGame.h"
#include <SDL2/SDL_ttf.h>
#include "engine/TextLabel.h"
#include <errno.h>
#include "engine/Colors.h"
#include "engine/InputProcessor.h"
/**
* @brief Button handle which set a generalState to GS_MainMenu
*
* @param caller The button clicked
*/
void setStateToMainMenu(P_Button* caller) {
*((GeneralState*)caller->arg) = GS_MainMenu;
}
/**
* @brief Create button For EndGameMenu
*
* @param renderer The renderer where buttons will be drawn
* @param font Font used by buttons
* @param rect Rect in which the endGameMenu is drawn
* @param state generalState which will be attached to the button
* @return P_Button
*/
P_Button createButtonForEndGameMenu(SDL_Renderer* renderer, TTF_Font* font, const SDL_Rect* rect, GeneralState* state) {
int sizeX;
int sizeY;
SDL_Texture* texture = createGenericButtonTexture("Retour menu", font, 50, COLOR_GENERIC_BUTTON_BORDER, COLOR_GENERIC_BUTTON_BACKGROUND, 4, 4, &sizeX, &sizeY, renderer);
if (texture == NULL) {
perror(SDL_GetError());
exit(errno);
}
SDL_Texture* textureHover = createGenericButtonTexture("Retour menu", font, 50, COLOR_GENERIC_BUTTON_BORDER, COLOR_GENERIC_BUTTON_BACKGROUND_HOVER, 8, 4, &sizeX, &sizeY, renderer);
if (textureHover == NULL) {
perror(SDL_GetError());
exit(errno);
}
P_Button buttonMenuEndGame = createButton(texture, textureHover, rect->x, rect->y, sizeX, sizeY, &setStateToMainMenu);
buttonMenuEndGame.arg = state;
buttonMenuEndGame.rect.y = rect->h*8/10;
buttonMenuEndGame.rect.x = rect->x + rect->w/2-buttonMenuEndGame.rect.w/2;
return buttonMenuEndGame;
}
/**
* @brief Draw title for End Game
*
* @param renderer The renderer where title will be drawn
* @param rect Rect in which the endGameMenu is drawn
* @param font Font used for title
*/
void drawTitle(SDL_Renderer* renderer, const SDL_Rect* rect, TTF_Font* font) {
SDL_Point pos = {rect->x+rect->w/2, rect->y+rect->h/100};
SDL_Color color = {0,0,0,0};
TextLabel titre = createTextLabel("Scores", &pos, 4, &color, font, renderer, POSX_CENTER, POSY_TOP);
drawTextLabel(renderer, &titre);
freeTextLabel(&titre);
}
/**
* @brief Draw Pseudo and rank for end game menu
*
* @param renderer The renderer where pseudo and rank will be drawn
* @param rect Rect in which the endGameMenu is drawn
* @param height Height of line in score table
* @param font Font used for pseudo and rank
* @param color Color used for pseudo and rank
* @param rank
* @param pseudo
*/
void drawPseudoAndRank(SDL_Renderer* renderer, const SDL_Rect* rect, const int height, TTF_Font* font, const SDL_Color* color, const size_t rank, const char *const pseudo) {
const SDL_Point posRangPseudo = {
.x = rect->x+rect->w*0.05,
.y = height
};
char *const text = (char*) malloc(sizeof(char)*(4+strlen(pseudo)));// potentialy one character wider than necesarry
if (text == NULL) {
fprintf(stderr,"allocation error\n");
fflush(stderr);
return;
}
sprintf(text, "%lld. %s", rank, pseudo);
TextLabel joueur = createTextLabel(text, &posRangPseudo, 1, color, font, renderer, POSX_LEFT, POSY_TOP);
free(text);
drawTextLabel(renderer, &joueur);
freeTextLabel(&joueur);
}
void drawEliminationTurn(SDL_Renderer* renderer, const SDL_Rect* rect, const int height, TTF_Font* font, const SDL_Color* color, const int eliminationTurn) {
SDL_Point posTourElimination = {
.x = rect->x+rect->w*0.95,
.y = height
};
char *const text = (char*) malloc(sizeof(char*) * 10);
if (text == NULL) {
fprintf(stderr,"allocation error\n");
fflush(stderr);
return;
}
sprintf(text, "Tour: %d", eliminationTurn);
TextLabel label = createTextLabel(text, &posTourElimination, 1, color, font, renderer, POSX_RIGHT, POSY_TOP);
free(text);
drawTextLabel(renderer, &label);
freeTextLabel(&label);
}
void drawPlayersScores(SDL_Renderer* renderer, const Player players[], const size_t nbPlayers, const SDL_Rect* rect, TTF_Font* font) {
SDL_Color black = {0,0,0,0};
for (size_t i=0; i<nbPlayers; ++i) {
const int height = rect->y+(players[i].rank+1)*rect->h/10+rect->y+rect->h/100;
drawPseudoAndRank(renderer, rect, height, font, &black, i, players[i].pseudo);
drawEliminationTurn(renderer, rect, height, font, &black, players[i].eliminationTurn);
}
}
void drawEndGameMenu(SDL_Renderer* renderer, const Player players[], const size_t nbPlayers, const SDL_Rect* rect, FontHandler* fontHandler) {
SDL_SetRenderDrawColor(renderer, 220,220,220,255);
SDL_RenderFillRect(renderer, rect);
drawTitle(renderer, rect, fontHandler->fonts[FONT_retro]);
drawPlayersScores(renderer, players, nbPlayers, rect, fontHandler->fonts[FONT_retro]);
}
void endGameMenu(GeneralState* generalState, SDL_Window* window, SDL_Renderer* renderer, FontHandler* fontHandler, const Player players[], const size_t nbPlayers) {
int windowW;
int windowH;
SDL_GetWindowSize(window, &windowW, &windowH);
SDL_Rect rectMenuEndGame = {
.x=windowW/10,
.y=0,
.w=windowW*80/100,
.h=windowH
};
InputProcessor inputProcessor = createInputProcessor();
array_P_Button_AddElement(&inputProcessor.tabButton, createButtonForEndGameMenu(renderer, fontHandler->fonts[FONT_retro], &rectMenuEndGame, generalState));
P_Button* buttonMenuEndGame = array_P_Button_Last(&inputProcessor.tabButton);
drawEndGameMenu(renderer, players, nbPlayers, &rectMenuEndGame, fontHandler);
while(*generalState == GS_EndOfGameMenu)
{
{
InputElement inputElement;
while (InputType_None != (inputElement = proccessInput(&inputProcessor)).type) {
switch (inputElement.type)
{
case InputType_ActivateUI:
switch (inputElement.data.uiAction)
{
case UIAction_Quit:
*generalState = GS_Quit;
break;
case UIAction_Validate:
break;
case UIAction_Cancel:
break;
default:
break;
}
break;
default:
break;
}
}
}
drawButtonOnRenderer(renderer, buttonMenuEndGame);
SDL_RenderPresent(renderer);
SDL_Delay(50);
}
freeInputProcessor(&inputProcessor);
}