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168 lines
4.7 KiB
168 lines
4.7 KiB
#include "view/MenuEndGame.h"
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#include <SDL2/SDL_ttf.h>
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#include "engine/TextLabel.h"
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#include <errno.h>
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#include "engine/Colors.h"
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#include "engine/InputProcessor.h"
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void nullFunc(P_Button* caller) {
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}
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P_Button createButtonForEndGameMenu(SDL_Renderer* renderer, TTF_Font* font, const SDL_Rect* rect) {
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int sizeX;
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int sizeY;
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SDL_Texture* texture = createGenericButtonTexture("Retour menu", font, 50, COLOR_GENERIC_BUTTON_BORDER, COLOR_GENERIC_BUTTON_BACKGROUND, 1, 4, &sizeX, &sizeY, renderer);
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if (texture == NULL) {
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perror(SDL_GetError());
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exit(errno);
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}
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return createButton(texture, NULL, rect->x, rect->y, sizeX, sizeY, nullFunc);
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}
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void drawTitle(SDL_Renderer* renderer, const SDL_Rect* rect, FontHandler* fontHandler) {
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SDL_Point pos = {rect->x+rect->w/2, rect->y+rect->h/100};
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SDL_Color color = {0,0,0,0};
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TextLabel titre = createTextLabel("Scores", &pos, 4, &color, fontHandler->fonts[FONT_retro], renderer, POSX_CENTER, POSY_TOP);
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drawTextLabel(renderer, &titre);
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freeTextLabel(&titre);
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}
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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) {
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const SDL_Point posRangPseudo = {
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.x = rect->x+rect->w*0.05,
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.y = height
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};
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char *const text = (char*) malloc(sizeof(char)*(4+strlen(pseudo)));// potentialy one character wider than necesarry
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if (text == NULL) {
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fprintf(stderr,"allocation error\n");
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fflush(stderr);
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return;
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}
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sprintf(text, "%lld. %s", rank, pseudo);
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TextLabel joueur = createTextLabel(text, &posRangPseudo, 1, color, font, renderer, POSX_LEFT, POSY_TOP);
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free(text);
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drawTextLabel(renderer, &joueur);
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freeTextLabel(&joueur);
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}
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void drawEliminationTurn(SDL_Renderer* renderer, const SDL_Rect* rect, const int height, TTF_Font* font, const SDL_Color* color, const int eliminationTurn) {
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SDL_Point posTourElimination = {
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.x = rect->x+rect->w*0.95,
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.y = height
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};
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char *const text = (char*) malloc(sizeof(char*) * 10);
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if (text == NULL) {
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fprintf(stderr,"allocation error\n");
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fflush(stderr);
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return;
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}
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sprintf(text, "Tour: %d", eliminationTurn);
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TextLabel label = createTextLabel(text, &posTourElimination, 1, color, font, renderer, POSX_RIGHT, POSY_TOP);
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free(text);
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drawTextLabel(renderer, &label);
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freeTextLabel(&label);
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}
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void drawPlayersScores(SDL_Renderer* renderer, const Player players[], const size_t nbPlayers, const SDL_Rect* rect, FontHandler* fontHandler) {
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SDL_Color black = {0,0,0,0};
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for (size_t i=0; i<nbPlayers; ++i) {
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const int height = rect->y+(players[i].rank+1)*rect->h/10+rect->y+rect->h/100;
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drawPseudoAndRank(renderer, rect, height, fontHandler->fonts[FONT_retro], &black, i, players[i].pseudo);
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drawEliminationTurn(renderer, rect, height, fontHandler->fonts[FONT_retro], &black, players[i].eliminationTurn);
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}
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}
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void drawEndGameMenu(SDL_Renderer* renderer, const Player players[], const size_t nbPlayers, const SDL_Rect* rect, FontHandler* fontHandler) {
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SDL_SetRenderDrawColor(renderer, 220,220,220,255);
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SDL_RenderFillRect(renderer, rect);
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drawTitle(renderer, rect, fontHandler);
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drawPlayersScores(renderer, players, nbPlayers, rect, fontHandler);
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}
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void endGameMenu(GeneralState* generalState, SDL_Window* window, SDL_Renderer* renderer, FontHandler* fontHandler, const Player players[], const size_t nbPlayers) {
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InputProcessor inputProcessor = createInputProcessor();
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int windowW;
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int windowH;
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SDL_GetWindowSize(window, &windowW, &windowH);
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SDL_Rect rectMenuEndGame = {
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.x=windowW/10,
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.y=0,
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.w=windowW*80/100,
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.h=windowH
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};
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array_P_Button_AddElement(&inputProcessor.tabButton, createButtonForEndGameMenu(renderer, fontHandler->fonts[FONT_retro], &rectMenuEndGame));
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P_Button* buttonMenuEndGame = array_P_Button_Last(&inputProcessor.tabButton);
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buttonMenuEndGame->rect.y = rectMenuEndGame.h*8/10;
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buttonMenuEndGame->rect.x = rectMenuEndGame.x + rectMenuEndGame.w/2-buttonMenuEndGame->rect.w/2;
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drawEndGameMenu(renderer, players, nbPlayers, &rectMenuEndGame, fontHandler);
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while(*generalState == GS_EndOfGameMenu)
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{
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{
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InputElement inputElement;
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while (InputType_None != (inputElement = proccessInput(&inputProcessor)).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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*generalState = GS_MainMenu;
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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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break;
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case InputType_ClickGame:
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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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}
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}
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drawButtonOnRenderer(renderer, buttonMenuEndGame);
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SDL_RenderPresent(renderer);
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SDL_Delay(50);
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}
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}
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