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169 lines
6.2 KiB
169 lines
6.2 KiB
#include "view/MainMenu.h"
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_ttf.h>
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#include <stdio.h>
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#include "engine/Button.h"
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#include "engine/FontLoader.h"
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#include "view/MainMenu.h"
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#include "engine/GeneralState.h"
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#include "engine/Colors.h"
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enum {NEWGAME, OPTION, QUIT};
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void quit(P_Button* buttonCaller) {
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*((GeneralState*)(buttonCaller->arg)) = GS_Quit;
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}
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void generalStateToNewGame(P_Button* buttonCaller) {
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*((GeneralState*)(buttonCaller->arg)) = GS_GameCreationMenu;
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}
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P_Button* drawMainMenu(SDL_Renderer* renderer,const FontHandler fontHandler, unsigned int* nb, const SDL_Rect* windowSize, GeneralState* generalState)
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{
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P_Button* buttons = (P_Button*)malloc(sizeof(P_Button)*3);
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*nb = 0;
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SDL_Color lightBlue = {.r = 0,.g = 195,.b = 255,.a = 0}; //0, 195, 255
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SDL_Color darkBlue = {.r = 0,.g = 123,.b = 161,.a = 0}; //0, 123, 161
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SDL_SetRenderTarget(renderer, NULL);
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TTF_Font* font = fontHandler.fonts[FONT_PublicPixel];
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int fontSize = 80;
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*nb = 3;
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buttons = (P_Button*)malloc(sizeof(P_Button)*(*nb));
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buttons[NEWGAME] = createButton(NULL,NULL,20, 20, 20, 20, generalStateToNewGame);
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SDL_Texture* newGameButtonTexture = createGenericButtonTexture("Nouvelle Partie",font,fontSize,darkBlue,lightBlue,5, 10,&(buttons[NEWGAME].rect.w),&(buttons[NEWGAME].rect.h),renderer);
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SDL_Texture* newGameButtonTextureHover = createGenericButtonTexture("Nouvelle Partie",font,fontSize,lightBlue,darkBlue,5, 10,NULL,NULL,renderer);
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buttons[NEWGAME].texture = newGameButtonTexture;
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buttons[NEWGAME].hoverTexture = newGameButtonTextureHover;
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buttons[NEWGAME].rect.x = (windowSize->w/2)-(buttons[NEWGAME].rect.w/2);
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buttons[NEWGAME].arg = generalState;
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buttons[OPTION] = createButton(NULL,NULL,20, buttons[NEWGAME].rect.y+buttons[NEWGAME].rect.h+20, 20, 20, NULL);
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SDL_Texture* optionButtonTexture = createGenericButtonTexture("Options",font,fontSize,darkBlue,lightBlue,5, 10,&(buttons[OPTION].rect.w),&(buttons[OPTION].rect.h),renderer);
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SDL_Texture* optionButtonTextureHover = createGenericButtonTexture("Options",font,fontSize,lightBlue,darkBlue,5, 10,NULL,NULL,renderer);
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buttons[OPTION].texture = optionButtonTexture;
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buttons[OPTION].hoverTexture = optionButtonTextureHover;
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buttons[OPTION].rect.x = (windowSize->w/2)-(buttons[OPTION].rect.w/2);
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buttons[QUIT] = createButton(NULL,NULL,20, buttons[OPTION].rect.y+buttons[OPTION].rect.h+20, 20, 20, quit);
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SDL_Texture* quitButtonTexture = createGenericButtonTexture("Quitter",font,fontSize,darkBlue,lightBlue,5, 10,&(buttons[QUIT].rect.w),&(buttons[QUIT].rect.h),renderer);
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SDL_Texture* quitButtonTextureHover = createGenericButtonTexture("Quitter",font,fontSize,lightBlue,darkBlue,5, 10,NULL,NULL,renderer);
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buttons[QUIT].texture = quitButtonTexture;
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buttons[QUIT].hoverTexture = quitButtonTextureHover;
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buttons[QUIT].rect.x = (windowSize->w/2)-(buttons[QUIT].rect.w/2);
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buttons[QUIT].arg = generalState;
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SDL_SetRenderTarget(renderer,NULL);
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return buttons;
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}
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int mainMenu(SDL_Renderer * renderer,SDL_Window * window, GeneralState * generalState,FontHandler fontHandler, AudioHandler audioHandler){
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int statut = EXIT_FAILURE;
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SDL_SetRenderTarget(renderer,NULL);
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//Initialisation
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P_Button* buttons = NULL;
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unsigned int nb = 0;
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SDL_Color bg = {55, 120, 175, 255};
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SDL_SetRenderDrawColor(renderer, bg.r,bg.g,bg.b,bg.a);
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SDL_RenderClear(renderer);
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SDL_Rect windowSize = {.x = 0, .y = 0, .w = 0, .h = 0};
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SDL_GetWindowSize(window,&(windowSize.w),&(windowSize.h));
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if(!(buttons = drawMainMenu(renderer,fontHandler,&nb,&windowSize, generalState))){
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fprintf(stderr, "Le menu principale ne s'est pas déssiné correctement\n");
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return statut;
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}
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SDL_Event event;
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drawButtonOnRenderer(renderer,&(buttons[NEWGAME]));
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drawButtonOnRenderer(renderer,&(buttons[OPTION]));
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drawButtonOnRenderer(renderer,&(buttons[QUIT]));
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bool drawSomething = true;
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while(*generalState == GS_MainMenu)
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{
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while(SDL_PollEvent(&event))
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{
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switch(event.type)
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{
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case SDL_QUIT:
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*generalState = GS_Quit;
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break;
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case SDL_MOUSEBUTTONUP:
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for (size_t i = 0; i < nb; i++) {
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if(isHover(&(buttons[i]))){
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buttons[i].onClick(&(buttons[i]));
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break;
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}
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}
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break;
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case SDL_MOUSEMOTION:
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for (size_t i = 0; i < nb; i++) {
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switch (isButtonInteractWithCursor(&(buttons[i]),event.motion.x,event.motion.y)) {
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case 1:
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drawButtonOnRenderer(renderer,&(buttons[i]));
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playSFX(SFX_menu_sound_effect, audioHandler);
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drawSomething = true;
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break;
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case 2:
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drawButtonOnRenderer(renderer,&(buttons[i]));
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drawSomething = true;
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break;
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}
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}
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break;
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case SDL_WINDOWEVENT:
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if(event.window.event == SDL_WINDOWEVENT_RESIZED){
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SDL_SetRenderDrawColor(renderer, bg.r,bg.g,bg.b,bg.a);
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SDL_RenderClear(renderer);
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printf("Window %d resized to %dx%d\n",
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event.window.windowID, event.window.data1,
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event.window.data2);
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windowSize.w = event.window.data1;
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windowSize.h = event.window.data2;
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for (size_t i = 0; i < nb; i++) {
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buttons[i].rect.x = (windowSize.w/2)-(buttons[i].rect.w/2);
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drawButtonOnRenderer(renderer,&(buttons[i]));
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}
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drawSomething = true;
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}
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break;
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default:
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break;
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}
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}
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if (drawSomething) {
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SDL_RenderPresent(renderer);
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drawSomething = false;
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}
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SDL_Delay(20);
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}
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Quit:
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for(int i=0;i<nb;i++){
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freeButton(&(buttons[i]));
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}
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free(buttons);
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return 0;
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}
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