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

This commit is contained in:
Mohamed Fatih committed 2022-03-25 20:33:19 +01:00
commit d6ef9b3927
1 file changed
+57 -48
+57 -48
View File
@@ -65,8 +65,8 @@ static void copy_asset(char* src, char* dst) {
/* **************************************************************** */
/* Fonction Min */
int int_min_intero(int a, int b) {
/* Fonction Minimum */
int int_min_intero(int a, int b) { /*interopérabilité*/
if (a < b)
return a;
return b;
@@ -85,17 +85,17 @@ bool game_has_error_general_intero(cgame g) {
struct Env_t {
game g;
SDL_Texture** zero; // array of two texture one white and one red for each number (red color = r:255 g:50 b:50)
SDL_Texture** one;
SDL_Texture** two;
SDL_Texture** three;
SDL_Texture** four;
SDL_Texture** zero; // array of two texture one white and one red for each number (red color = r:255 g:50 b:50)
SDL_Texture** one; // Same
SDL_Texture** two; // Same
SDL_Texture** three; // Same
SDL_Texture** four; // Same
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; // array of two texture one white and one black
SDL_Texture** text_redo;
SDL_Texture** text_solve;
SDL_Texture** text_save; // this one have three textures one white, one black and one green
SDL_Texture** text_restart; // array of two textures one when the button is up (the first one) and one when the button is down (the second one)
SDL_Texture** text_undo; // array of two texture one white (the first one) and one black (the second one)
SDL_Texture** text_redo; // Same
SDL_Texture** text_solve; // Same
SDL_Texture** text_save; // This one have three textures one white, one black and one green
bool pressed_restart;
bool pressed_undo;
@@ -105,17 +105,17 @@ struct Env_t {
bool pressed_savED;
bool win;
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_save;
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_save; // ^^
Mix_Music** lb_music;
Mix_Music** err_music;
Mix_Music** mark_music;
Mix_Music* win_music;
Mix_Music** lb_music; // array of three musics for each action
Mix_Music** err_music; // Same
Mix_Music** mark_music; // Same
Mix_Music* win_music; // Only one music when wining
uint lb_music_cpt;
uint err_music_cpt;
@@ -129,7 +129,7 @@ void usage(char* argv[]) {
exit(EXIT_FAILURE);
}
/* Fonction for return a texture of a given text */
/* Fonction to return the texture of the given path */
SDL_Texture* render_blended_text(SDL_Renderer* ren, SDL_Color color, char* text) {
TTF_Font* font = TTF_OpenFont(FONT, FONTSIZE); // TO EDIT !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! (ANDROID)
if (!font)
@@ -144,7 +144,7 @@ SDL_Texture* render_blended_text(SDL_Renderer* ren, SDL_Color color, char* text)
return tmp;
}
/* Fonction for allocating automaticly */
/* Fonction to allocate each array of env */
void init_malloc(void** tab[], unsigned long* sizeof_tab, uint size_tab) {
for (uint i = 0; i < size_tab; i++) {
*(tab[i]) = malloc(sizeof_tab[i]); // malloc with the corressponding size
@@ -222,11 +222,11 @@ Env* init(SDL_Renderer* ren, int argc, char* argv[]) {
((SDL_Rect*)(*(env_tab[i])))->x = 0;
((SDL_Rect*)(*(env_tab[i])))->y = 0;
}
// if the case has not error
// the normal lightbulb
env->lightbulb[0] = IMG_LoadTexture(ren, LIGHTBULB_WHITE);
if (!env->lightbulb[0])
ERROR("IMG_LoadTexture: %s\n", LIGHTBULB_WHITE);
// if the case has error
// the error one
env->lightbulb[1] = IMG_LoadTexture(ren, LIGHTBULB_RED);
if (!env->lightbulb[1])
ERROR("IMG_LoadTexture: %s\n", LIGHTBULB_RED);
@@ -369,8 +369,7 @@ void render(SDL_Window* win, SDL_Renderer* ren, Env* env) {
int win_w, win_h, h, w;
SDL_GetWindowSize(win, &win_w, &win_h);
if (win_h >
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
if (win_h > win_w) { // used to keep the ratio of the buttons
h = win_w;
w = win_w;
} else {
@@ -400,7 +399,7 @@ void render(SDL_Window* win, SDL_Renderer* ren, Env* env) {
// buttons
SDL_Rect buttons;
buttons.w = w / (NB_BUTTONS + 1);
buttons.h = h / 10 / 1.5; // 1.5 = use to keep margin around buttons
buttons.h = h / 10 / 1.5; // 1.5 => used to keep margin around buttons
buttons.y = (h / 10 - buttons.h) / 2 + marge_h;
buttons.x = (w / NB_BUTTONS - w / (NB_BUTTONS + 1)) / 2 + marge_w;
*(env->rec_undo) = buttons;
@@ -440,15 +439,17 @@ void render(SDL_Window* win, SDL_Renderer* ren, Env* env) {
/* **************************************************************** */
void play_Music(Env* env, bool lightbulb, bool error, bool mark) {
if (error && game_has_error_general_intero(env->g)) {
Mix_PlayMusic(env->err_music[env->err_music_cpt % 3], 0);
env->err_music_cpt++;
} else if (lightbulb) {
Mix_PlayMusic(env->lb_music[env->lb_music_cpt % 3], 0);
env->lb_music_cpt++;
} else if (mark) {
Mix_PlayMusic(env->mark_music[env->mark_music_cpt % 3], 0);
env->mark_music_cpt++;
if (!game_is_over(env->g)) {
if (error && game_has_error_general_intero(env->g)) {
Mix_PlayMusic(env->err_music[env->err_music_cpt % 3], 0);
env->err_music_cpt++;
} else if (lightbulb) {
Mix_PlayMusic(env->lb_music[env->lb_music_cpt % 3], 0);
env->lb_music_cpt++;
} else if (mark) {
Mix_PlayMusic(env->mark_music[env->mark_music_cpt % 3], 0);
env->mark_music_cpt++;
}
}
}
@@ -494,34 +495,42 @@ bool process(SDL_Window* win, Env* env, SDL_Event* e, SDL_Event* prec_e, int* nb
if (e->type == SDL_QUIT) {
return true;
}
/*Tests of the differents types of inputs for interact with the game*/
// Tests of the differents types of inputs to interact with the game
if (e->type == SDL_KEYDOWN) { // differents shortcuts for differents types of actions
const Uint8* state = SDL_GetKeyboardState(NULL);
if (state[SDL_SCANCODE_F11]) { // F11 forr toggle fullscreen (pretty obvious)
if (state[SDL_SCANCODE_F11]) { // F11 to toggle fullscreen (pretty obvious)
ToggleFullscreen(win);
} else if (state[SDL_SCANCODE_Z]) { // Z for undo a move only if you have done at least 1 move before
} else if (state[SDL_SCANCODE_W]) { // (W becuase sdl2 is in QWERTY) Z to undo a move only if you have done at least 1 move before
if ((*nb_coups) > 0) {
game_undo(env->g);
(*nb_undo)++;
(*nb_coups)--;
update_pressed(env, true, false, false, false, false, false);
}
} else if (state[SDL_SCANCODE_Y]) { // Y for redo a move can only be used if u heve done one or many undo before
} else if (state[SDL_SCANCODE_Y]) { // Y to redo a move can only if you have done at least 1 undo before
if ((*nb_undo) > 0) {
game_redo(env->g);
(*nb_undo)--;
(*nb_coups)++;
update_pressed(env, false, true, false, false, false, false);
}
} else if (state[SDL_SCANCODE_S]) { // S for solving the game immediatly
} else if (state[SDL_SCANCODE_S]) { // S to solving the game immediately
game_solve(env->g);
(*nb_undo) = 0;
(*nb_coups)++;
} else if (state[SDL_SCANCODE_R] || state[SDL_SCANCODE_F5]) { // R or F5 for restart the game
update_pressed(env, false, false, false, true, false, false);
} else if (state[SDL_SCANCODE_R] || state[SDL_SCANCODE_F5]) { // R or F5 to restart the game
game_restart(env->g);
(*nb_undo) = 0;
(*nb_coups) = 0;
} else if (state[SDL_SCANCODE_W]) { // W for save the game in the save.txt file
update_pressed(env, false, false, true, false, false, false);
} else if (state[SDL_SCANCODE_Z]) { // (Z becuase sdl2 is in QWERTY) W to save the game in the file save.txt
game_save(env->g, "save.txt");
}
update_pressed(env, false, false, false, false, false, true);
} else if (state[SDL_SCANCODE_ESCAPE])
return true;
} else if (e->type == SDL_KEYUP) {
update_pressed(env, false, false, false, false, false, false);
}
if (game_is_over(env->g) && !env->win) {
Mix_PlayMusic(env->win_music, 1);
@@ -601,9 +610,9 @@ bool process(SDL_Window* win, Env* env, SDL_Event* e, SDL_Event* prec_e, int* nb
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*/;
0.00001 /*to avoid if clicked exacly on the bottom right corner to result a 7 (in case of a game 7x7)*/;
uint j = (((float)mouse.x - (float)env->rec_game->x) / (float)env->rec_game->w * game_nb_cols(env->g)) -
0.00001 /*to avoid if clicked exacly on the bottom right corner to result a 7*/;
0.00001 /*to avoid if clicked exacly on the bottom right corner to result a 7 (in case of a game 7x7)*/;
if (e->type == SDL_MOUSEBUTTONDOWN && e->button.button == SDL_BUTTON_LEFT) { // only execute when type == SDL_MOUSEBUTTONDOWN
play_light(i, j, env);