balec
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2cf3e1d62c
commit
265180ecde
1 file changed
+14
-14
@@ -58,11 +58,6 @@ static void copy_asset(char* src, char* dst) {
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#endif
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/* **************************************************************** */
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int int_max(int a, int b) {
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if (a < b)
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return b;
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return a;
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}
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int int_min_intero(int a, int b) {
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if (a < b)
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@@ -245,7 +240,7 @@ Env* init(SDL_Renderer* ren, int argc, char* argv[]) {
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}
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}
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env->victory = render_blended_text(ren, color_w, "Victory !");
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env->move_to_quit = render_blended_text(ren, color_w, "Touch to quit.");
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env->move_to_quit = render_blended_text(ren, color_w, "Touch to quit");
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return env;
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}
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@@ -341,22 +336,24 @@ void render_mark(SDL_Renderer* ren, SDL_Rect* rec, bool lighted) {
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SDL_RenderFillRect(ren, &mark);
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}
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void render_victory(SDL_Renderer* ren, Env* env, int w, int h, int marge_w, int marge_h) {
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void render_victory(SDL_Window* win, SDL_Renderer* ren, Env* env) {
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int h, w;
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SDL_GetWindowSize(win, &w, &h);
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SDL_SetRenderDrawColor(ren, 160, 160, 160, SDL_ALPHA_OPAQUE);
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SDL_Rect victory_rec, move_to_quit_rec, big_rec;
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SDL_QueryTexture(env->move_to_quit, NULL, NULL, &move_to_quit_rec.w, &move_to_quit_rec.h);
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victory_rec.h = h / 5;
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victory_rec.w = w;
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victory_rec.x = marge_w;
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victory_rec.y = (h / 2 - victory_rec.h / 2) + marge_h;
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victory_rec.x = 0;
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victory_rec.y = h / 2 - victory_rec.h / 2;
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move_to_quit_rec.h = victory_rec.h / 2;
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move_to_quit_rec.w = victory_rec.w / 2;
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move_to_quit_rec.x = w / 2 - move_to_quit_rec.w / 2 + marge_w;
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move_to_quit_rec.x = w / 2 - move_to_quit_rec.w / 2;
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move_to_quit_rec.y = victory_rec.y + victory_rec.h;
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big_rec.x = victory_rec.x;
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big_rec.y = victory_rec.y;
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big_rec.h = victory_rec.h + move_to_quit_rec.h;
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big_rec.w = int_max(victory_rec.w, move_to_quit_rec.w);
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big_rec.w = victory_rec.w + move_to_quit_rec.w;
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SDL_RenderFillRect(ren, &big_rec);
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SDL_RenderCopy(ren, env->victory, NULL, &victory_rec);
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SDL_RenderCopy(ren, env->move_to_quit, NULL, &move_to_quit_rec);
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@@ -366,8 +363,8 @@ void render(SDL_Window* win, SDL_Renderer* ren, Env* env) {
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int win_w, win_h, h, w;
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SDL_GetWindowSize(win, &win_w, &win_h);
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// sert a avoir un rapport de 1/1 pour la game et les boutons et ne pas avoir de compressions sur quelconques axes des images des boutons
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if (win_h > win_w) {
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if (win_h >
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win_w) { // sert a avoir un rapport de 1/1 pour la game et les boutons et ne pas avoir de compressions sur quelconques axes des images des boutons
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h = win_w;
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w = win_w;
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} else {
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@@ -428,7 +425,7 @@ void render(SDL_Window* win, SDL_Renderer* ren, Env* env) {
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rec.y += size_rec;
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}
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if (env->won)
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render_victory(ren, env, w, h, marge_w, marge_h);
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render_victory(win, ren, env);
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}
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/* **************************************************************** */
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@@ -499,6 +496,8 @@ bool process(SDL_Window* win, Env* env, SDL_Event* e, SDL_Event* prec_e, int* nb
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game_restart(env->g);
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(*nb_undo) = 0;
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(*nb_coups) = 0;
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} else if (state[SDL_SCANCODE_W]) {
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game_save(env->g, "save.txt");
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}
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}
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if (game_is_over(env->g) && !env->won) {
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@@ -519,6 +518,7 @@ bool process(SDL_Window* win, Env* env, SDL_Event* e, SDL_Event* prec_e, int* nb
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mouse.x = e->tfinger.x;
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mouse.y = e->tfinger.y;
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}
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if (SDL_PointInRect(&mouse, env->rec_restart)) {
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env->pressed_restart = true;
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env->pressed_undo = false;
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