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