diff --git a/model.c b/model.c index 70ac8c7..575fd5b 100644 --- a/model.c +++ b/model.c @@ -85,15 +85,16 @@ struct Env_t { SDL_Texture** four; SDL_Texture** lightbulb; // array of the two lightbulb images first white second red SDL_Texture** text_restart; // up fist then down - SDL_Texture** text_undo; + SDL_Texture** text_undo; // array of two texture one white and one black SDL_Texture** text_redo; SDL_Texture** text_solve; - SDL_Texture** text_save; + SDL_Texture** text_save; // this one have three textures one white, one black and one green bool pressed_restart; bool pressed_undo; bool pressed_redo; bool pressed_solve; bool pressed_save; + bool pressed_savED; SDL_Rect* rec_game; // rectangle of the grid SDL_Rect* rec_redo; // rectangle of each buttons SDL_Rect* rec_undo; @@ -172,6 +173,7 @@ Env* init(SDL_Renderer* ren, int argc, char* argv[]) { env->pressed_redo = false; env->pressed_solve = false; env->pressed_save = false; + env->pressed_savED = false; PRINT("%s", "To win the game, you must satisfy the following conditions:\n\n"); PRINT("%s", "-All non-black squares are lit.\n-No light is lit by another light.\n-Each numbered black square must be orthogonally adjacent to exactly the given " @@ -455,12 +457,13 @@ void play_mark(uint i, uint j, Env* env) { } } -void update_pressed(Env* env, bool undo, bool redo, bool restart, bool solve, bool save) { +void update_pressed(Env* env, bool undo, bool redo, bool restart, bool solve, bool save, bool savED) { env->pressed_undo = undo; env->pressed_redo = redo; env->pressed_restart = restart; env->pressed_solve = solve; env->pressed_save = save; + env->pressed_savED = savED; } bool process(SDL_Window* win, Env* env, SDL_Event* e, SDL_Event* prec_e, int* nb_coups, int* nb_undo) { @@ -512,25 +515,25 @@ bool process(SDL_Window* win, Env* env, SDL_Event* e, SDL_Event* prec_e, int* nb mouse.y = e->tfinger.y; } if (SDL_PointInRect(&mouse, env->rec_restart)) { - update_pressed(env, false, false, true, false, false); + update_pressed(env, false, false, true, false, false, false); } else if (SDL_PointInRect(&mouse, env->rec_undo)) { if ((*nb_coups) > 0) - update_pressed(env, true, false, false, false, false); + update_pressed(env, true, false, false, false, false, false); else - update_pressed(env, false, false, false, false, false); + update_pressed(env, false, false, false, false, false, false); } else if (SDL_PointInRect(&mouse, env->rec_redo)) { if ((*nb_undo) > 0) - update_pressed(env, false, true, false, false, false); + update_pressed(env, false, true, false, false, false, false); else - update_pressed(env, false, false, false, false, false); + update_pressed(env, false, false, false, false, false, false); } else if (SDL_PointInRect(&mouse, env->rec_solve)) { - update_pressed(env, false, false, false, true, false); + update_pressed(env, false, false, false, true, false, false); } else if (SDL_PointInRect(&mouse, env->rec_save)) { - update_pressed(env, false, false, false, false, true); + update_pressed(env, false, false, false, false, true, false); } else { - update_pressed(env, false, false, false, false, false); + update_pressed(env, false, false, false, false, false, false); } #ifdef _ANDROID_ if (SDL_PointInRect(&mouse, env->rec_game)) { @@ -571,6 +574,7 @@ bool process(SDL_Window* win, Env* env, SDL_Event* e, SDL_Event* prec_e, int* nb (*nb_coups)++; } else if (SDL_PointInRect(&mouse, env->rec_save)) { game_save(env->g, "save.txt"); + update_pressed(env, false, false, false, false, false, true); } else if (SDL_PointInRect(&mouse, env->rec_game)) { uint i = (((float)mouse.y - (float)env->rec_game->y) / (float)env->rec_game->h * game_nb_rows(env->g)) - 0.00001 /*to avoid if clicked exacly on the bottom right corner to result a 7*/;