Merge branch 'main' of gitlab.emi.u-bordeaux.fr:pt2/teams-s4/tm07/lightup-07c

This commit is contained in:
valentin carmona committed 2022-03-25 16:53:58 +01:00
commit 2b6bb641eb
1 file changed
+28 -23
+28 -23
View File
@@ -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 "
@@ -185,16 +187,20 @@ Env* init(SDL_Renderer* ren, int argc, char* argv[]) {
} else {
usage(argv);
}
void** env_tab[] = {(void**)&(env->zero), (void**)&(env->one), (void**)&(env->two), (void**)&(env->three),
(void**)&(env->four), (void**)&(env->lightbulb), (void**)&(env->text_redo), (void**)&(env->text_restart),
(void**)&(env->text_solve), (void**)&(env->text_undo), (void**)&(env->text_save), (void**)&(env->rec_game),
(void**)&(env->rec_redo), (void**)&(env->rec_restart), (void**)&(env->rec_solve), (void**)&(env->rec_undo),
uint sizeof_array[] = {2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 2, 1, 1, 1, 1, 1, 1}; // size of each element to allocate
uint cpt = 0;
void** env_tab[] = {(void**)&(env->zero), (void**)&(env->one), (void**)&(env->two), (void**)&(env->three),
(void**)&(env->four), (void**)&(env->text_restart), (void**)&(env->text_undo), (void**)&(env->text_redo),
(void**)&(env->text_solve), (void**)&(env->text_save), (void**)&(env->lightbulb), (void**)&(env->rec_game),
(void**)&(env->rec_redo), (void**)&(env->rec_restart), (void**)&(env->rec_solve), (void**)&(env->rec_undo),
(void**)&(env->rec_save)};
unsigned long sizeof_env_tab[] = {sizeof(SDL_Texture*) * 2, sizeof(SDL_Texture*) * 2, sizeof(SDL_Texture*) * 2, sizeof(SDL_Texture*) * 2,
sizeof(SDL_Texture*) * 2, sizeof(SDL_Texture*) * 2, sizeof(SDL_Texture*) * 2, sizeof(SDL_Texture*) * 2,
sizeof(SDL_Texture*) * 2, sizeof(SDL_Texture*) * 2, sizeof(SDL_Texture*) * 2, sizeof(SDL_Rect),
sizeof(SDL_Rect), sizeof(SDL_Rect), sizeof(SDL_Rect), sizeof(SDL_Rect),
sizeof(SDL_Rect)};
unsigned long sizeof_env_tab[] = {
sizeof(SDL_Texture*) * sizeof_array[cpt++], sizeof(SDL_Texture*) * sizeof_array[cpt++], sizeof(SDL_Texture*) * sizeof_array[cpt++],
sizeof(SDL_Texture*) * sizeof_array[cpt++], sizeof(SDL_Texture*) * sizeof_array[cpt++], sizeof(SDL_Texture*) * sizeof_array[cpt++],
sizeof(SDL_Texture*) * sizeof_array[cpt++], sizeof(SDL_Texture*) * sizeof_array[cpt++], sizeof(SDL_Texture*) * sizeof_array[cpt++],
sizeof(SDL_Texture*) * sizeof_array[cpt++], sizeof(SDL_Texture*) * sizeof_array[cpt++], sizeof(SDL_Rect) * sizeof_array[cpt++],
sizeof(SDL_Rect) * sizeof_array[cpt++], sizeof(SDL_Rect) * sizeof_array[cpt++], sizeof(SDL_Rect) * sizeof_array[cpt++],
sizeof(SDL_Rect) * sizeof_array[cpt++], sizeof(SDL_Rect) * sizeof_array[cpt++]};
init_malloc(env_tab, sizeof_env_tab, sizeof(env_tab) / sizeof(env_tab[0]));
// if the case has not error
env->lightbulb[0] = IMG_LoadTexture(ren, LIGHTBULB_WHITE);
@@ -222,22 +228,20 @@ Env* init(SDL_Renderer* ren, int argc, char* argv[]) {
#endif
/*Creation of the differents textures and place them in env*/
SDL_Color color_w = {255, 255, 255, 255}; // color of 0 in black wall with error
SDL_Color color_r = {255, 50, 50, 255}; /* blue color in RGBA */
SDL_Color color_b = {0, 0, 0, 255}; /* black color in RGBA*/
SDL_Color color_w = {255, 255, 255, SDL_ALPHA_OPAQUE}; // color of 0 in black wall with error
SDL_Color color_r = {255, 50, 50, SDL_ALPHA_OPAQUE}; /* blue color in RGBA */
SDL_Color color_g = {0, 150, 0, SDL_ALPHA_OPAQUE}; /* green color in RGBA */
SDL_Color color_b = {0, 0, 0, SDL_ALPHA_OPAQUE}; /* black color in RGBA*/
char* tab_texts_double[] = {"0", "1", "2", "3", "4", "Restart", "Undo", "Redo", "Solve", "Save"};
SDL_Color color_of_texts[] = {color_w, color_r, color_w, color_r, color_w, color_r, color_w, color_r, color_w, color_r, color_w,
color_b, color_w, color_b, color_w, color_b, color_w, color_b, color_w, color_b, color_g};
SDL_Texture** tab_textures_double[] = {env->zero, env->one, env->two, env->three, env->four,
env->text_restart, env->text_undo, env->text_redo, env->text_solve, env->text_save};
SDL_Color color_tab[] = {color_w, color_r};
cpt = 0;
for (uint i = 0; i < sizeof(tab_textures_double) / sizeof(tab_textures_double[0]); i++) {
if (i > 4) {
color_tab[1] = color_b;
}
for (int j = 0; j < 2; j++) {
tab_textures_double[i][j] = render_blended_text(ren, color_tab[j], tab_texts_double[i]);
for (uint j = 0; j < sizeof_array[i]; j++) {
tab_textures_double[i][j] = render_blended_text(ren, color_of_texts[cpt++], tab_texts_double[i]);
}
}
return env;
@@ -392,7 +396,7 @@ void render(SDL_Window* win, SDL_Renderer* ren, Env* env) {
SDL_RenderCopy(ren, env->text_solve[env->pressed_solve ? 1 : 0], NULL, &buttons);
buttons.x += buttons.w + (w / NB_BUTTONS - w / (NB_BUTTONS + 1));
*(env->rec_save) = buttons;
SDL_RenderCopy(ren, env->text_save[env->pressed_save ? 1 : 0], NULL, &buttons);
SDL_RenderCopy(ren, env->text_save[env->pressed_savED ? 2 : env->pressed_save ? 1 : 0], NULL, &buttons);
// render cases
for (uint i = 0; i < game_nb_rows(env->g); i++) {
for (uint j = 0; j < game_nb_cols(env->g); j++) {
@@ -600,6 +604,7 @@ 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*/;