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440 lines
14 KiB
440 lines
14 KiB
#include "view/GameCreationMenu.h"
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#include <SDL2/SDL_ttf.h>
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void freeCreateMenuLine(CreateMenuLine* line);
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CreateMenuLine createCreateMenuLine(SDL_Renderer* renderer, int xmin, int y, int xmax, TTF_Font* font, InputProcessor* inproc);
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void createPlayersLines(SDL_Renderer* renderer, TTF_Font* font, int minx, int maxx, int miny,int nbPlayer, CreateMenuLine* lines, InputProcessor* inproc);
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bool drawGameCreationMenu(SDL_Renderer* renderer, TextLabel** labels, int nbLabels, P_Button* buttons, int nbButtons, CreateMenuLine* lines, int nbPlayer, const SDL_Color* bg);
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bool drawCreateMenuLine(SDL_Renderer* renderer, CreateMenuLine* line);
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void changePlayerColor(P_Button* caller);
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void decrementNbPlayer(P_Button* caller);
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void incrementNbPlayer(P_Button* caller);
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void validateCreation(P_Button* caller);
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void cancelCreation(P_Button* caller);
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void incrementNbPlayer(P_Button* caller)
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{
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IncrementParams* params = (IncrementParams*) caller->arg;
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int* nbPlayers = params->nbPlayers;
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if(*nbPlayers == 4)
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{
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fprintf(stderr, "WARNING: Can't increment up to 5 and more\n");
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return;
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}
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++(*nbPlayers);
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*params->viewChanged = true;
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}
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void decrementNbPlayer(P_Button* caller)
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{
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DecrementParams* params = (DecrementParams*)caller->arg;
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int* nbPlayers = params->nbPlayers;
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if(*nbPlayers == 2)
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{
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fprintf(stderr, "WARNING: Can't decrement down to 1 and less\n");
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return;
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}
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--(*nbPlayers);
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*params->viewChanged = true;
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}
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void changePlayerColor(P_Button* caller)
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{
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ChangeColorParams* params = (ChangeColorParams*)caller->arg;
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params->p->color = params->color;
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printf("change color %d\n", params->p->color);
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fflush(stdout);
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}
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bool drawGameCreationMenu(SDL_Renderer* renderer, TextLabel** labels, int nbLabels, P_Button* buttons, int nbButtons, CreateMenuLine* lines, int nbPlayer, const SDL_Color* bg)
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{
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//Draw background (blue-ish)
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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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// Buttons
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for(int i=0; i<nbButtons; ++i)
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{
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if(!drawButtonOnRenderer(renderer, &(buttons[i])))
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{
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fprintf(stderr, "WARNING: Can't draw button\n");
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return false;
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}
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}
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// TextLabels
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for(int i=0; i<nbLabels; ++i)
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{
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drawTextLabel(renderer, labels[i]);
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}
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// Menu lines (1 for each player)
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for(int i=0; i<nbPlayer; ++i)
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{
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drawCreateMenuLine(renderer, &lines[i]);
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}
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SDL_RenderPresent(renderer);
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return true;
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}
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void createPlayersLines(SDL_Renderer* renderer, TTF_Font* font, int minx, int maxx, int miny,int nbPlayer, CreateMenuLine* lines, InputProcessor* inproc)
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{
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for(int i=0; i<nbPlayer; ++i)
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{
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if(i==0)
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{
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// Position of first line is absolute
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lines[i] = createCreateMenuLine(renderer, minx, miny + 16, maxx,font, inproc);
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}else{
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// Position of other lines is relative to the first one (16 px (margin) + nb_lines_already_drawn * height of AI checkbox)
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lines[i] = createCreateMenuLine(renderer, minx, miny + 16 + 16 + i* lines[i-1].aiButton.rect.h, maxx,font, inproc);
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}
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}
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return;
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}
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bool drawCreateMenuLine(SDL_Renderer* renderer, CreateMenuLine* line)
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{
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// AI checkbox
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drawButtonOnRenderer(renderer, &line->aiButton);
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// Color chooser
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drawColorPicker(renderer, line->colorPicker);
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// TextInput
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drawTextInputOnRenderer(renderer, &line->pseudoInput);
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return true;
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}
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void validateCreation(P_Button* caller)
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{
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GeneralState* gs = (GeneralState*) caller->arg;
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*gs = GS_Game;
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}
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void cancelCreation(P_Button* caller)
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{
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GeneralState* gs = (GeneralState*) caller->arg;
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*gs = GS_MainMenu;
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}
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CreateMenuLine createCreateMenuLine(SDL_Renderer* renderer, int xmin, int y, int xmax, TTF_Font* font, InputProcessor* inproc)
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{
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int const wColorBtn = 32;
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int const hColorBtn = 32;
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int const colorBtnXMargin = 8;
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SDL_Texture* btnTexture, *btnTextureHover;
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P_Button* colorsBtn = (P_Button*) malloc(sizeof(P_Button)*NB_COLORS);
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P_Button ai = createButton(NULL, NULL, xmin, y, 0, 0, NULL);
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CreateMenuLine line = {.x=xmin, y};
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// AI checkbox
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SDL_Texture* aiTexture = createGenericButtonTexture("X", font, 16, COLOR_GENERIC_BUTTON_BACKGROUND, COLOR_GENERIC_BUTTON_BORDER, 4, 8, &(ai.rect.w), &(ai.rect.h), renderer);
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SDL_Texture* aiTextureHovered = createGenericButtonTexture("X", font, 16, COLOR_GENERIC_BUTTON_BACKGROUND, COLOR_GENERIC_BUTTON_BACKGROUND, 4, 8, &ai.rect.w, &ai.rect.h, renderer);
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line.h = ai.rect.h;
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ai.texture = aiTexture;
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ai.hoverTexture = aiTextureHovered;
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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};
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// Text input of nickname
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TextInput pseudoInput;
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initTextInput(&pseudoInput, &rect, NULL, font, 12);
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// Color chooser
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ChangeColorParams* params;
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ColorPicker picker;
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for(int i=0; i<NB_COLORS; ++i)
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{
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params = (ChangeColorParams*) malloc(sizeof(ChangeColorParams));
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params->color=playersColors[i];
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picker.colorButtons[i] = createButton(NULL, NULL, xmax-wColorBtn*(i+1), y, wColorBtn, hColorBtn, changePlayerColor);
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picker.colorButtons[i].arg = params;
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btnTexture = createGenericButtonTexture("", font, 0, COLOR_GENERIC_BUTTON_BORDER, PLAYER_SDL_COLORS[i], 4, 8, NULL, NULL, renderer);
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btnTextureHover = createGenericButtonTexture("", font, 0, COLOR_GENERIC_BUTTON_BACKGROUND, PLAYER_SDL_COLORS[i], 4, 8, NULL, NULL, renderer);
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picker.colorButtons[i].texture = btnTexture;
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picker.colorButtons[i].hoverTexture = btnTextureHover;
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array_P_Button_AddElement(&inproc->tabButton, picker.colorButtons[i]);
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}
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// Filling struct
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line.w = picker.colorButtons[0].rect.x + picker.colorButtons[0].rect.w;
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line.aiButton=ai;
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line.colorPicker=picker;
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line.pseudoInput=pseudoInput;
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array_TextInput_AddElement(&inproc->tabTextInput, pseudoInput);
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return line;
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}
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void freeCreateMenuLine(CreateMenuLine* line)
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{
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destroyTextInput(&line->pseudoInput);
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freeButton(&line->aiButton);
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for(int i=0; i<NB_COLORS; ++i)
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{
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free(line->colorPicker.colorButtons[i].arg);
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freeButton(&line->colorPicker.colorButtons[i]);
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// free(&line->colorButtons[i]);
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}
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}
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bool gameCreationMenu(SDL_Renderer* renderer, GeneralState* generalState, AudioHandler* ah, TTF_Font* font, int width, int height, Player players[], int* nbPlayers)
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{
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*nbPlayers = 2;
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int const nbLabels = 5;
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int nbButtons = 4;
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TextLabel *labels[nbLabels];
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P_Button* buttons = (P_Button*) malloc(sizeof(P_Button)*nbButtons);
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SDL_Color bg = {55, 120, 175, 255};
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bool viewChanged = false;
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// TextLabel for "Nombre de joueur.euse.s" creation
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SDL_Point titleLabelPos = {.x=width*0.05, .y=height*0.05};
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SDL_Color white = {225, 255, 255, 255};
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CreateMenuLine lines[NB_PLAYER_MAX];
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TextLabel titleLabel = createTextLabel(
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"Nombre de joueur.euse.s",
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&titleLabelPos,
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1,
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&white,
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font,
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renderer,
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POSX_LEFT,
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POSY_TOP
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);
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// Decrementation Btn creation
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P_Button decrementBtn = createButton(NULL, NULL, titleLabelPos.x+calculateStringPixelLenght(font, titleLabel.text)+32, titleLabelPos.y, 0, 0, &decrementNbPlayer);
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SDL_Texture* btnTexture = createGenericButtonTexture("-", font, 8,COLOR_GENERIC_BUTTON_BACKGROUND, COLOR_GENERIC_BUTTON_BORDER, 4, 8, &(decrementBtn.rect.w), &(decrementBtn.rect.h), renderer);
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if(btnTexture == NULL)
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{
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fprintf(stderr, "WARNING: Can't create texture: %s\n", SDL_GetError());
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return false;
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}
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SDL_Texture* btnHoveredTexture = createGenericButtonTexture("-", font, 8, COLOR_GENERIC_BUTTON_BORDER, COLOR_GENERIC_BUTTON_BACKGROUND, 4, 8, &(decrementBtn.rect.w), &(decrementBtn.rect.h), renderer);
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if(btnHoveredTexture == NULL)
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{
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fprintf(stderr, "WARNING: Can't create hover texture: %s\n", SDL_GetError());
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}
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decrementBtn.texture = btnTexture;
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decrementBtn.hoverTexture = btnHoveredTexture;
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// TextLabel for the number of players creation
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SDL_Point nbPlayerLabelPos = {.x=decrementBtn.rect.x+decrementBtn.rect.w+8, .y=decrementBtn.rect.y*1.5};
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char nbPlayerStr[2];
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if(*nbPlayers < 0 || *nbPlayers > NB_PLAYER_MAX)
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{
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fprintf(stderr, "WARNING: The number of players has to be between 0 and %d\n", NB_PLAYER_MAX);
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return false;
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}
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nbPlayerStr[0] = *nbPlayers + 48; // ASCII code of '0' is 48 and ASSCI code of '9' is 57 (48+9)
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nbPlayerStr[1] = '\0';
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TextLabel nbPlayerLabel = createTextLabel(
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nbPlayerStr,
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&nbPlayerLabelPos,
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1,
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&white,
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font,
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renderer,
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POSX_LEFT,
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POSY_CENTER
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);
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// Incrementation Btn creation
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P_Button incrementBtn = createButton(NULL, NULL, nbPlayerLabel.textZone.x + nbPlayerLabel.textZone.w + 8, titleLabelPos.y, 0, 0, &incrementNbPlayer);
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btnTexture = createGenericButtonTexture("+", font, 8,COLOR_GENERIC_BUTTON_BACKGROUND, COLOR_GENERIC_BUTTON_BORDER, 4, 8, &(incrementBtn.rect.w), &(incrementBtn.rect.h), renderer);
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if(btnTexture == NULL)
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{
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fprintf(stderr, "WARNING: Can't create texture: %s\n", SDL_GetError());
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return false;
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}
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btnHoveredTexture = createGenericButtonTexture("+", font, 8, COLOR_GENERIC_BUTTON_BORDER, COLOR_GENERIC_BUTTON_BACKGROUND, 4, 8, &(incrementBtn.rect.w), &(incrementBtn.rect.h), renderer);
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if(btnHoveredTexture == NULL)
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{
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fprintf(stderr, "WARNING: Can't create hover texture: %s\n", SDL_GetError());
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}
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incrementBtn.texture = btnTexture;
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incrementBtn.hoverTexture = btnHoveredTexture;
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// AI label
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SDL_Point aiLabelPos = {.x=titleLabel.textZone.x, .y=decrementBtn.rect.y+ decrementBtn.rect.h + 16};
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TextLabel aiLabel = createTextLabel(
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"IA",
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&aiLabelPos,
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1,
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&white,
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font,
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renderer,
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POSX_LEFT,
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POSY_TOP
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);
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// Color label
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SDL_Point colorLabelPos = {
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.x=incrementBtn.rect.x+incrementBtn.rect.w,
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decrementBtn.rect.y+ decrementBtn.rect.h + 16
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};
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TextLabel colorLabel = createTextLabel(
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"Couleur",
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&colorLabelPos,
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1,
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&white,
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font,
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renderer,
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POSX_RIGHT,
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POSY_TOP
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);
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// Pseudo input
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SDL_Point pseudoLabelPos = {
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.x= (titleLabel.textZone.x+
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aiLabel.textZone.w+
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colorLabelPos.x)
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/2,
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.y=decrementBtn.rect.y+ decrementBtn.rect.h + 16
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};
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TextLabel pseudoLabel = createTextLabel(
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"Pseudonyme",
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&pseudoLabelPos,
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1,
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&white,
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font,
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renderer,
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POSX_CENTER,
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POSY_TOP
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);
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P_Button cancelBtn = createButton(NULL, NULL, titleLabelPos.x, height-64, 0, 0, cancelCreation);
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btnTexture = createGenericButtonTexture("Anuler", font, 8,COLOR_GENERIC_BUTTON_BACKGROUND, COLOR_GENERIC_BUTTON_BORDER, 4, 8, &(cancelBtn.rect.w), &(cancelBtn.rect.h), renderer);
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if(btnTexture == NULL)
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{
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fprintf(stderr, "WARNING: Can't create texture: %s\n", SDL_GetError());
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return false;
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}
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btnHoveredTexture = createGenericButtonTexture("Anuler", font, 8, COLOR_GENERIC_BUTTON_BORDER, COLOR_GENERIC_BUTTON_BACKGROUND, 4, 8, &(cancelBtn.rect.w), &(cancelBtn.rect.h), renderer);
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if(btnHoveredTexture == NULL)
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{
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fprintf(stderr, "WARNING: Can't create hover texture: %s\n", SDL_GetError());
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}
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cancelBtn.texture = btnTexture;
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cancelBtn.hoverTexture = btnHoveredTexture;
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cancelBtn.arg = generalState;
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P_Button validateBtn = createButton(NULL, NULL, incrementBtn.rect.x+incrementBtn.rect.w-calculateStringPixelLenght(font, "Jouer"), height-64, 0, 0, validateCreation);
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btnTexture = createGenericButtonTexture("Jouer", font, 8,COLOR_GENERIC_BUTTON_BACKGROUND, COLOR_GENERIC_BUTTON_BORDER, 4, 8, &(validateBtn.rect.w), &(validateBtn.rect.h), renderer);
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if(btnTexture == NULL)
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{
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fprintf(stderr, "WARNING: Can't create texture: %s\n", SDL_GetError());
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return false;
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}
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btnHoveredTexture = createGenericButtonTexture("Jouer", font, 8, COLOR_GENERIC_BUTTON_BORDER, COLOR_GENERIC_BUTTON_BACKGROUND, 4, 8, &(validateBtn.rect.w), &(validateBtn.rect.h), renderer);
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if(btnHoveredTexture == NULL)
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{
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fprintf(stderr, "WARNING: Can't create hover texture: %s\n", SDL_GetError());
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}
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validateBtn.texture = btnTexture;
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validateBtn.hoverTexture = btnHoveredTexture;
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validateBtn.arg = generalState;
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// Filling TextLabel array
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labels[0] = &titleLabel;
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labels[1] = &nbPlayerLabel;
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labels[2] = &aiLabel;
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labels[3] = &pseudoLabel;
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labels[4] = &colorLabel;
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// Initializing InputProcessor
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InputProcessor inputProcessor = createInputProcessor();
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// Creating 2 player lines (lines with a AI checkbox, a text input for the nickname, and a color chooser)
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createPlayersLines(renderer, font, titleLabelPos.x, incrementBtn.rect.x+incrementBtn.rect.w, colorLabel.textZone.y+colorLabel.textZone.h , NB_PLAYER_MAX, lines, &inputProcessor);
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DecrementParams dparams= {.nbPlayers=nbPlayers, .viewChanged=&viewChanged};
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decrementBtn.arg = &dparams;
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IncrementParams iparams= {.nbPlayers=nbPlayers, .viewChanged=&viewChanged};
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incrementBtn.arg = &iparams;
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buttons[0] = decrementBtn;
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buttons[1] = incrementBtn;
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buttons[2] = validateBtn;
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buttons[3] = cancelBtn;
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array_P_Button_AddElement(&inputProcessor.tabButton, incrementBtn);
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array_P_Button_AddElement(&inputProcessor.tabButton, decrementBtn);
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array_P_Button_AddElement(&inputProcessor.tabButton, validateBtn);
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array_P_Button_AddElement(&inputProcessor.tabButton, cancelBtn);
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// Displaying menu
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drawGameCreationMenu(renderer, labels, nbLabels, buttons, nbButtons, lines, *nbPlayers, &bg);
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while(*generalState == GS_GameCreationMenu)
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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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{
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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_Quit;
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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_TextInput:
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drawTextInputOnRenderer(renderer, inputElement.data.textInput);
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SDL_RenderPresent(renderer);
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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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/* nbPlayerLabel.text[0] = *nbPlayers+48;
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for (int i = 0; i < *nbPlayers; i++) {
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drawTextInputOnRenderer(renderer, &inputProcessor.tabTextInput.elems[i]);
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}
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*/
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if(viewChanged)
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{
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drawGameCreationMenu(renderer, labels, nbLabels, buttons, nbButtons, lines, *nbPlayers, &bg);
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viewChanged=false;
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}
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SDL_Delay(5);
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}
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//free
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freeInputProcessor(&inputProcessor);
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freeTextLabel(&titleLabel);
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freeButton(&incrementBtn);
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freeButton(&decrementBtn);
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free(buttons);
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for (size_t i=0; i<*nbPlayers; ++i) {
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freeCreateMenuLine(&lines[i]);
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}
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return true;
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}
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