This commit is contained in:
Théophyl Hoguet committed 2022-03-24 18:52:02 +01:00
1 parent 265180ecde
commit a32bd673d8
1 file changed
+14 -7
+14 -7
View File
@@ -29,6 +29,7 @@
#define WIN "win.mp3"
#define FONT "Roboto-Regular.ttf"
#define NB_MUSIC 10
#define NB_BUTTONS 5
#define FONTSIZE 200
#ifdef __ANDROID__
@@ -87,17 +88,20 @@ struct Env_t {
SDL_Texture** text_undo;
SDL_Texture** text_redo;
SDL_Texture** text_solve;
SDL_Texture** text_save;
bool pressed_restart;
bool pressed_undo;
bool pressed_redo;
bool pressed_solve;
bool pressed_save;
SDL_Texture* victory;
SDL_Texture* move_to_quit;
SDL_Rect* rec_game; // rectangle of the grid
SDL_Rect* rec_redo; // rectangle of each buttons
SDL_Rect* rec_undo;
SDL_Rect* rec_restart;
SDL_Rect* rec_solve;
SDL_Rect* rec_game; // rectangle of the grid
SDL_Rect* rec_save;
Mix_Music** lb_music;
uint lb_music_cpt;
Mix_Music** err_music;
@@ -393,21 +397,24 @@ void render(SDL_Window* win, SDL_Renderer* ren, Env* env) {
env->rec_game->w = size_rec * game_nb_cols(env->g);
// buttons
SDL_Rect buttons;
buttons.w = w / 5;
buttons.h = h / 10 / 1.5;
buttons.w = w / NB_BUTTONS + 1;
buttons.h = h / 10 / 1.5; // 1.5 = use to keep margin around buttons
buttons.y = (h / 10 - buttons.h) / 2 + marge_h;
buttons.x = (w / 4 - w / 5) / 2 + marge_w;
buttons.x = (w / NB_BUTTONS - w / NB_BUTTONS + 1) / 2 + marge_w;
*(env->rec_undo) = buttons;
SDL_RenderCopy(ren, env->text_undo[env->pressed_undo ? 1 : 0], NULL, &buttons);
buttons.x = buttons.x + buttons.w + (w / 4 - w / 5);
buttons.x += buttons.w + (w / NB_BUTTONS - w / NB_BUTTONS + 1);
*(env->rec_redo) = buttons;
SDL_RenderCopy(ren, env->text_redo[env->pressed_redo ? 1 : 0], NULL, &buttons);
buttons.x = buttons.x + buttons.w + (w / 4 - w / 5);
buttons.x += buttons.w + (w / NB_BUTTONS - w / NB_BUTTONS + 1);
*(env->rec_restart) = buttons;
SDL_RenderCopy(ren, env->text_restart[env->pressed_restart ? 1 : 0], NULL, &buttons);
buttons.x = buttons.x + buttons.w + (w / 4 - w / 5);
buttons.x += buttons.w + (w / NB_BUTTONS - w / NB_BUTTONS + 1);
*(env->rec_solve) = buttons;
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);
// render cases
for (uint i = 0; i < game_nb_rows(env->g); i++) {
for (uint j = 0; j < game_nb_cols(env->g); j++) {