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projet-tut/Pontu/test/testMenuEndGame.c

112 lines
2.6 KiB

#include "view/MenuEndGame.h"
#include "engine/FontLoader.h"
#include "model/Player.h"
void testMenuEndGame() {
SDL_Window *window = NULL;
SDL_Renderer *renderer = NULL;
SDL_Texture* picture;
int statut = EXIT_FAILURE;
if(0 != SDL_Init(SDL_INIT_VIDEO))
{
fprintf(stderr, "Erreur SDL_INIT: %s\n", SDL_GetError());
goto Quit;
}
//fenetre
window = SDL_CreateWindow("Fenêtre", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640,480, 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;
}
bool quit = false;
FontHandler fontHandler = loadFonts();
SDL_RenderPresent(renderer);
SDL_Rect rectMenuEndGme = {.x=20, .y=0, .w=300, .h=480};
P_Button buttonMenuEndGame = createButtonForEndGameMenu(renderer, fontHandler.fonts[FONT_retro], &rectMenuEndGme);
while(!quit)
{
{
SDL_Event event;
while(SDL_PollEvent(&event))
{
switch(event.type)
{
case SDL_QUIT:
fprintf(stderr, "Quit\n");
quit = true;
break;
}
}
}
SDL_SetRenderDrawColor(renderer, 255,255,255,255);
SDL_RenderClear(renderer);
SDL_Color color = {0,0,0,0};
Player players[] = {newPlayer("Bépo", color), newPlayer("Azerty", color)};
players[0].eliminationTurn = 10;
players[1].eliminationTurn = 10;
players[0].rank = 1;
players[1].rank = 2;
drawEndGameMenu(renderer, players, 2, &rectMenuEndGme, &fontHandler);
drawButtonOnRenderer(renderer, &buttonMenuEndGame);
SDL_RenderPresent(renderer);
SDL_Delay(50);
}
Quit:
freeFonts(fontHandler);
SDL_DestroyTexture(buttonMenuEndGame.texture);
if(renderer != NULL)
SDL_DestroyRenderer(renderer);
if(window != NULL)
SDL_DestroyWindow(window);
TTF_Quit();
SDL_Quit();
}