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

389 lines
12 KiB

#include "view/GameCreationMenu.h"
#include <SDL2/SDL_ttf.h>
void freeCreateMenuLine(CreateMenuLine* line);
CreateMenuLine createCreateMenuLine(SDL_Renderer* renderer, int xmin, int y, int xmax, TTF_Font* font, Player* player);
void createPlayersLines(SDL_Renderer* renderer, TTF_Font* font, int minx, int maxx, int miny,int nbPlayer, CreateMenuLine* lines);
bool drawGameCreationMenu(SDL_Renderer* renderer, TextLabel** labels, int nbLabels, P_Button* buttons, int nbButtons, CreateMenuLine* lines, int nbPlayer, const SDL_Color* bg);
bool drawCreateMenuLine(SDL_Renderer* renderer, CreateMenuLine* line);
void changePlayerColor(P_Button* caller);
void decrementNbPlayer(P_Button* caller);
void incrementNbPlayer(P_Button* caller);
void incrementNbPlayer(P_Button* caller)
{
IncrementParams* params = (IncrementParams*) caller->arg;
int* nbPlayers = params->nbPlayers;
if(*nbPlayers == 4)
{
fprintf(stderr, "WARNING: Can't increment up to 5 and more\n");
return;
}
createPlayersLines(params->renderer, params->font, params->minx, params->maxx, params->lines[*nbPlayers-1].h+params->lines[*nbPlayers-1].y, 1, &params->lines[*nbPlayers]);
drawCreateMenuLine(params->renderer, &params->lines[*nbPlayers]);
++(*nbPlayers);
char nbPlayerStr[2] = {*nbPlayers + 48, 0};
replaceTextAndTextureOfTextLabel(params->renderer, params->nbPlayersLbl, params->font, nbPlayerStr, params->bg);
drawTextLabel(params->renderer, params->nbPlayersLbl);
SDL_RenderPresent(params->renderer);
}
void decrementNbPlayer(P_Button* caller)
{
DecrementParams* params = (DecrementParams*)caller->arg;
int* nbPlayers = params->nbPlayers;
if(*nbPlayers == 2)
{
fprintf(stderr, "WARNING: Can't decrement down to 1 and less\n");
return;
}
--(*nbPlayers);
char nbPlayerStr[2] = {*nbPlayers + 48, 0};
replaceTextAndTextureOfTextLabel(params->renderer, params->nbPlayersLbl, params->font, nbPlayerStr, params->bg);
SDL_Texture* bedSheet = SDL_CreateTexture(params->renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, params->lines[*nbPlayers].w, params->lines[*nbPlayers].h);
SDL_Rect stretch = {.x = params->lines[*nbPlayers].x, .y=params->lines[*nbPlayers].y, .w = params->lines[*nbPlayers].w, .h=params->lines[*nbPlayers].h};
SDL_SetRenderTarget(params->renderer, bedSheet);
SDL_SetRenderDrawColor(params->renderer, params->bg->r, params->bg->g, params->bg->b, params->bg->a);
SDL_RenderClear(params->renderer);
SDL_SetRenderTarget(params->renderer, NULL);
SDL_RenderCopy(params->renderer, bedSheet, NULL, &stretch);
freeCreateMenuLine(&params->lines[*nbPlayers]);
drawTextLabel(params->renderer, params->nbPlayersLbl);
SDL_RenderPresent(params->renderer);
SDL_DestroyTexture(bedSheet);
}
void changePlayerColor(P_Button* caller)
{
ChangeColorParams* params = (ChangeColorParams*)caller->arg;
params->p->color = params->color;
}
bool drawGameCreationMenu(SDL_Renderer* renderer, TextLabel** labels, int nbLabels, P_Button* buttons, int nbButtons, CreateMenuLine* lines, int nbPlayer, const SDL_Color* bg)
{
//Draw everything
SDL_SetRenderDrawColor(renderer, bg->r, bg->g, bg->b, bg->a);
SDL_RenderClear(renderer);
for(int i=0; i<nbButtons; ++i)
{
if(!drawButtonOnRenderer(renderer, &(buttons[i])))
{
fprintf(stderr, "WARNING: Can't draw button\n");
return false;
}
}
for(int i=0; i<nbLabels; ++i)
{
drawTextLabel(renderer, labels[i]);
}
for(int i=0; i<nbPlayer; ++i)
{
drawCreateMenuLine(renderer, &lines[i]);
}
SDL_RenderPresent(renderer);
return true;
}
void createPlayersLines(SDL_Renderer* renderer, TTF_Font* font, int minx, int maxx, int miny,int nbPlayer, CreateMenuLine* lines)
{
Player players[nbPlayer];
for(int i=0; i<nbPlayer; ++i)
{
if(i==0)
{
lines[i] = createCreateMenuLine(renderer, minx, miny + 16, maxx,font, &players[i]);
}else{
lines[i] = createCreateMenuLine(renderer, minx, miny + 16 + 16 + i* lines[i-1].aiButton.rect.h, maxx,font, &players[i]);
}
}
return;
}
bool drawCreateMenuLine(SDL_Renderer* renderer, CreateMenuLine* line)
{
drawButtonOnRenderer(renderer, &line->aiButton);
for(int i=0; i<NB_COLORS; ++i)
{
drawButtonOnRenderer(renderer, &line->colorButtons[i]);
}
drawTextInputOnRenderer(renderer, &line->pseudoInput);
return true;
}
CreateMenuLine createCreateMenuLine(SDL_Renderer* renderer, int xmin, int y, int xmax, TTF_Font* font, Player* player)
{
int const wColorBtn = 32;
int const hColorBtn = 32;
int const colorBtnXMargin = 8;
SDL_Texture* btnTexture, *btnTextureHover;
P_Button* colorsBtn = (P_Button*) malloc(sizeof(P_Button)*NB_COLORS);
P_Button ai = createButton(NULL, NULL, xmin, y, 0, 0, NULL);
CreateMenuLine line = {.x=xmin, y};
SDL_Texture* aiTexture = createGenericButtonTexture("X", font, 16, COLOR_GENERIC_BUTTON_BACKGROUND, COLOR_GENERIC_BUTTON_BORDER, 4, 8, &(ai.rect.w), &(ai.rect.h), renderer);
SDL_Texture* aiTextureHovered = createGenericButtonTexture("X", font, 16, COLOR_GENERIC_BUTTON_BACKGROUND, COLOR_GENERIC_BUTTON_BACKGROUND, 4, 8, &ai.rect.w, &ai.rect.h, renderer);
line.h = ai.rect.h;
ai.texture = aiTexture;
ai.hoverTexture = aiTextureHovered;
SDL_Rect rect = {.x = xmin + ai.rect.x + ai.rect.w, .y = y, .h = TTF_FontHeight(font),.w = xmax - ai.rect.w - NB_COLORS * (wColorBtn + colorBtnXMargin*2)- 16};
TextInput pseudoInput;
initTextInput(&pseudoInput, &rect, NULL, font);
ChangeColorParams* params;
for(int i=0; i<NB_COLORS; ++i)
{
params = (ChangeColorParams*) malloc(sizeof(ChangeColorParams));
params->p = player;
params->color=playersColors[i];
colorsBtn[i] = createButton(NULL, NULL, xmax-wColorBtn*(i+1), y, wColorBtn, hColorBtn, changePlayerColor);
colorsBtn[i].arg = params;
btnTexture = createGenericButtonTexture("", font, 0, COLOR_GENERIC_BUTTON_BORDER, PLAYER_SDL_COLORS[i], 4, 8, NULL, NULL, renderer);
btnTextureHover = createGenericButtonTexture("", font, 0, COLOR_GENERIC_BUTTON_BACKGROUND, PLAYER_SDL_COLORS[i], 4, 8, NULL, NULL, renderer);
colorsBtn[i].texture = btnTexture;
colorsBtn[i].hoverTexture = btnTextureHover;
}
line.w = colorsBtn[0].rect.x + colorsBtn[0].rect.w;
line.aiButton=ai;
line.colorButtons=colorsBtn;
line.player=player;
line.pseudoInput=pseudoInput;
return line;
}
void freeCreateMenuLine(CreateMenuLine* line)
{
destroyTextInput(&line->pseudoInput);
freeButton(&line->aiButton);
for(int i=0; i<NB_COLORS; ++i)
{
free(line->colorButtons[i].arg);
freeButton(&line->colorButtons[i]);
// free(&line->colorButtons[i]);
}
}
bool gameCreationMenu(SDL_Renderer* renderer, GeneralState* generalState,TTF_Font* font, int width, int height, Player players[], int* nbPlayers)
{
*nbPlayers = 2;
int const nbLabels = 5;
int nbButtons = 2;
TextLabel *labels[nbLabels];
P_Button* buttons = (P_Button*) malloc(sizeof(P_Button)*nbButtons);
SDL_Color bg = {55, 120, 175, 255};
// TextLabel for "Nombre de joueur.euse.s" creation
SDL_Point titleLabelPos = {.x=width*0.05, .y=height*0.05};
SDL_Color white = {225, 255, 255, 255};
CreateMenuLine lines[NB_PLAYER_MAX];
TextLabel titleLabel = createTextLabel(
"Nombre de joueur.euse.s",
&titleLabelPos,
1,
&white,
font,
renderer,
POSX_LEFT,
POSY_TOP
);
// Decrementation Btn creation
P_Button decrementBtn = createButton(NULL, NULL, titleLabelPos.x+calculateStringPixelLenght(font, titleLabel.text)+32, titleLabelPos.y, 0, 0, &decrementNbPlayer);
SDL_Texture* btnTexture = createGenericButtonTexture("-", font, 8,COLOR_GENERIC_BUTTON_BACKGROUND, COLOR_GENERIC_BUTTON_BORDER, 4, 8, &(decrementBtn.rect.w), &(decrementBtn.rect.h), renderer);
if(btnTexture == NULL)
{
fprintf(stderr, "WARNING: Can't create texture: %s\n", SDL_GetError());
return false;
}
SDL_Texture* btnHoveredTexture = createGenericButtonTexture("-", font, 8, COLOR_GENERIC_BUTTON_BORDER, COLOR_GENERIC_BUTTON_BACKGROUND, 4, 8, &(decrementBtn.rect.w), &(decrementBtn.rect.h), renderer);
if(btnHoveredTexture == NULL)
{
fprintf(stderr, "WARNING: Can't create hover texture: %s\n", SDL_GetError());
return false;
}
decrementBtn.texture = btnTexture;
decrementBtn.hoverTexture = btnHoveredTexture;
// TextLabel for the number of players creation
SDL_Point nbPlayerLabelPos = {.x=decrementBtn.rect.x+decrementBtn.rect.w+8, .y=decrementBtn.rect.y*1.5};
char nbPlayerStr[2];
if(*nbPlayers < 0 || *nbPlayers > NB_PLAYER_MAX)
{
fprintf(stderr, "WARNING: The number of players has to be between 0 and %d\n", NB_PLAYER_MAX);
return false;
}
nbPlayerStr[0] = *nbPlayers + 48; // ASCII code of '0' is 48 and ASSCI code of '9' is 57 (48+9)
nbPlayerStr[1] = '\0';
TextLabel nbPlayerLabel = createTextLabel(
nbPlayerStr,
&nbPlayerLabelPos,
1,
&white,
font,
renderer,
POSX_LEFT,
POSY_CENTER
);
// Incrementation Btn creation
P_Button incrementBtn = createButton(NULL, NULL, nbPlayerLabel.textZone.x + nbPlayerLabel.textZone.w + 8, titleLabelPos.y, 0, 0, &incrementNbPlayer);
btnTexture = createGenericButtonTexture("+", font, 8,COLOR_GENERIC_BUTTON_BACKGROUND, COLOR_GENERIC_BUTTON_BORDER, 4, 8, &(incrementBtn.rect.w), &(incrementBtn.rect.h), renderer);
if(btnTexture == NULL)
{
fprintf(stderr, "WARNING: Can't create texture: %s\n", SDL_GetError());
return false;
}
btnHoveredTexture = createGenericButtonTexture("+", font, 8, COLOR_GENERIC_BUTTON_BORDER, COLOR_GENERIC_BUTTON_BACKGROUND, 4, 8, &(incrementBtn.rect.w), &(incrementBtn.rect.h), renderer);
if(btnHoveredTexture == NULL)
{
fprintf(stderr, "WARNING: Can't create hover texture: %s\n", SDL_GetError());
return false;
}
incrementBtn.texture = btnTexture;
incrementBtn.hoverTexture = btnHoveredTexture;
SDL_Point aiLabelPos = {.x=titleLabel.textZone.x, .y=decrementBtn.rect.y+ decrementBtn.rect.h + 16};
TextLabel aiLabel = createTextLabel(
"IA",
&aiLabelPos,
1,
&white,
font,
renderer,
POSX_LEFT,
POSY_TOP
);
SDL_Point colorLabelPos = {
.x=incrementBtn.rect.x+incrementBtn.rect.w,
decrementBtn.rect.y+ decrementBtn.rect.h + 16
};
TextLabel colorLabel = createTextLabel(
"Couleur",
&colorLabelPos,
1,
&white,
font,
renderer,
POSX_RIGHT,
POSY_TOP
);
SDL_Point pseudoLabelPos = {
.x= (titleLabel.textZone.x+
aiLabel.textZone.w+
colorLabelPos.x)
/2,
.y=decrementBtn.rect.y+ decrementBtn.rect.h + 16
};
TextLabel pseudoLabel = createTextLabel(
"Pseudonyme",
&pseudoLabelPos,
1,
&white,
font,
renderer,
POSX_CENTER,
POSY_TOP
);
createPlayersLines(renderer, font, titleLabelPos.x, incrementBtn.rect.x+incrementBtn.rect.w, colorLabel.textZone.y+colorLabel.textZone.h , *nbPlayers, lines);
labels[0] = &titleLabel;
labels[1] = &nbPlayerLabel;
labels[2] = &aiLabel;
labels[3] = &pseudoLabel;
labels[4] = &colorLabel;
DecrementParams dparams= {.nbPlayers=nbPlayers, .lines=lines, .renderer=renderer, .bg = &bg, .nbPlayersLbl=&nbPlayerLabel, .font=font};
decrementBtn.arg = &dparams;
IncrementParams iparams= {.nbPlayers=nbPlayers, .lines=lines, .minx=titleLabelPos.x, .maxx=incrementBtn.rect.x+incrementBtn.rect.w, .miny=colorLabelPos.y+colorLabel.textZone.h + 16, .font=font, .renderer=renderer, .nbPlayersLbl=&nbPlayerLabel, .bg=&bg};
incrementBtn.arg = &iparams;
buttons[0] = decrementBtn;
buttons[1] = incrementBtn;
InputProcessor inputProcessor = createInputProcessor();
array_P_Button_AddElement(&inputProcessor.tabButton, incrementBtn);
array_P_Button_AddElement(&inputProcessor.tabButton, decrementBtn);
drawGameCreationMenu(renderer, labels, nbLabels, buttons, nbButtons, lines, *nbPlayers, &bg);
while(*generalState == GS_GameCreationMenu)
{
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;
case InputType_ButtonChanged:
{
if(inputElement.data.buttonEvent.button == &incrementBtn || inputElement.data.buttonEvent.button == &decrementBtn)
{
nbPlayerLabel.text[0] = *nbPlayers + 48;
drawGameCreationMenu(renderer, labels, nbLabels, buttons, nbButtons, lines, *nbPlayers, &bg);
}
}
case InputType_None:
default:
break;
}
}
nbPlayerLabel.text[0] = *nbPlayers+48;
}
//free
freeInputProcessor(&inputProcessor);
freeTextLabel(&titleLabel);
freeButton(&incrementBtn);
freeButton(&decrementBtn);
free(buttons);
for (size_t i=0; i<*nbPlayers; ++i) {
players[i] = newPlayer(lines[i].player->pseudo, lines[i].player->color);
freeCreateMenuLine(&lines[i]);
}
return true;
}