// SDL2 Demo by aurelien.esnard@u-bordeaux.fr #include "model.h" #include #include // required to load transparent texture from PNG #include // required to use TTF fonts #include #include #include #include "game.h" #include "game_aux.h" #include "game_ext.h" #include "game_private.h" #include "game_tools.h" /* **************************************************************** */ #define RESTART_UP "../img/restart_up.png" #define RESTART_DOWN "../img/restart_down.png" #define UNDO_UP "../img/undo_up.png" #define UNDO_DOWN "../img/undo_down.png" #define REDO_UP "../img/redo_up.png" #define REDO_DOWN "../img/redo_down.png" #define SOLVE_UP "../img/solve_up.png" #define SOLVE_DOWN "../img/solve_down.png" /* **************************************************************** */ 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** lightbulb; // array of the two lightbulb images first white second red SDL_Texture* text_restart; SDL_Texture* text_undo; SDL_Texture* text_redo; SDL_Texture* text_solve; 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** tab_rec_game; //array of rectangles containing each square of the grid uint size_game; //contain the number of squares in the game }; /* **************************************************************** */ Env* init(SDL_Window* win, SDL_Renderer* ren, int argc, char* argv[]) { Env* env = malloc(sizeof(struct Env_t)); /* PUT YOUR CODE HERE TO INIT TEXTURES, ... */ return env; } /* **************************************************************** */ void render_blank(SDL_Renderer* ren, SDL_Rect* rec, bool lighted) { if (lighted) { SDL_SetRenderDrawColor(ren, 255, 255, 0, SDL_ALPHA_OPAQUE); SDL_RenderFillRect(ren, rec); } SDL_SetRenderDrawColor(ren, 127, 127, 127, SDL_ALPHA_OPAQUE); SDL_RenderDrawRect(ren, rec); } void render_wall(SDL_Renderer* ren, Env* env, SDL_Rect* rec, int nb, bool error) { SDL_Rect number; SDL_SetRenderDrawColor(ren, 0, 0, 0, SDL_ALPHA_OPAQUE); SDL_RenderFillRect(ren, rec); switch (nb) { case 0: SDL_QueryTexture(env->zero[error ? 1 : 0], NULL, NULL, &number.w, &number.h); number.x = rec->x + rec->w / 2 - number.x / 2; number.y = rec->y + rec->h / 2 - number.y / 2; SDL_RenderCopy(ren, env->zero[error ? 1 : 0], NULL, &number); break; case 1: SDL_QueryTexture(env->one[error ? 1 : 0], NULL, NULL, &number.w, &number.h); number.x = rec->x + rec->w / 2 - number.x / 2; number.y = rec->y + rec->h / 2 - number.y / 2; SDL_RenderCopy(ren, env->one[error ? 1 : 0], NULL, &number); break; case 2: SDL_QueryTexture(env->two[error ? 1 : 0], NULL, NULL, &number.w, &number.h); number.x = rec->x + rec->w / 2 - number.x / 2; number.y = rec->y + rec->h / 2 - number.y / 2; SDL_RenderCopy(ren, env->two[error ? 1 : 0], NULL, &number); break; case 3: SDL_QueryTexture(env->three[error ? 1 : 0], NULL, NULL, &number.w, &number.h); number.x = rec->x + rec->w / 2 - number.x / 2; number.y = rec->y + rec->h / 2 - number.y / 2; SDL_RenderCopy(ren, env->three[error ? 1 : 0], NULL, &number); break; case 4: SDL_QueryTexture(env->four[error ? 1 : 0], NULL, NULL, &number.w, &number.h); number.x = rec->x + rec->w / 2 - number.x / 2; number.y = rec->y + rec->h / 2 - number.y / 2; SDL_RenderCopy(ren, env->four[error ? 1 : 0], NULL, &number); break; } } void render_lightbulb(SDL_Renderer* ren, SDL_Rect* rec, SDL_Texture* lightbulb_texture) { SDL_Rect lightbulb; SDL_SetRenderDrawColor(ren, 255, 255, 0, SDL_ALPHA_OPAQUE); SDL_RenderFillRect(ren, rec); SDL_SetRenderDrawColor(ren, 127, 127, 127, SDL_ALPHA_OPAQUE); SDL_RenderDrawRect(ren, rec); lightbulb.h = rec->h - rec->h / 10; lightbulb.w = rec->w - rec->w / 10; lightbulb.x = rec->x + rec->w / 2 - lightbulb.w / 2; lightbulb.y = rec->y + rec->h / 2 - lightbulb.h / 2; SDL_RenderCopy(ren, lightbulb_texture, NULL, &lightbulb); } void render_mark(SDL_Renderer* ren, SDL_Rect* rec, bool lighted) { if (lighted) SDL_SetRenderDrawColor(ren, 255, 255, 0, SDL_ALPHA_OPAQUE); else SDL_SetRenderDrawColor(ren, 255, 255, 255, SDL_ALPHA_OPAQUE); SDL_RenderFillRect(ren, rec); SDL_SetRenderDrawColor(ren, 127, 127, 127, SDL_ALPHA_OPAQUE); SDL_RenderDrawRect(ren, rec); SDL_SetRenderDrawColor(ren, 0, 0, 0, SDL_ALPHA_OPAQUE); SDL_Rect mark; mark.h = rec->h / 4; mark.w = rec->w / 4; mark.x = rec->x + rec->w / 2 - mark.w / 2; mark.y = rec->y + rec->h / 2 - mark.h / 2; SDL_RenderFillRect(ren, &mark); } void render(SDL_Window* win, SDL_Renderer* ren, Env* env) { int w, h; SDL_GetWindowSize(win, &w, &h); // set background color SDL_SetRenderDrawColor(ren, 255, 255, 255, SDL_ALPHA_OPAQUE); SDL_RenderClear(ren); SDL_Rect rec; int size_rec = int_min(w / game_nb_cols(env->g), h / game_nb_rows(env->g)); rec.h = size_rec; rec.w = size_rec; int rec_x = w / 2 - size_rec * game_nb_cols(env->g) / 2; int rec_y = h / 2 - size_rec * game_nb_rows(env->g) / 2; rec.x = rec_x; rec.y = rec_y; for (uint i = 0; i < game_nb_rows(env->g); i++) { for (uint j = 0; j < game_nb_cols(env->g); j++) { if (game_is_lightbulb(env->g, i, j)) render_lightbulb(ren, &rec, env->lightbulb[game_has_error(env->g, i, j) ? 1 : 0]); else if (game_is_black(env->g, i, j)) render_wall(ren, env, &rec, game_get_black_number(env->g, i, j), game_has_error(env->g, i, j)); else if (game_is_blank(env->g, i, j)) render_blank(ren, &rec, game_is_lighted(env->g, i, j)); else if (game_is_marked(env->g, i, j)) render_mark(ren, &rec, game_is_lighted(env->g, i, j)); } } rec.x = rec_x; rec.y += size_rec; } /* **************************************************************** */ bool process(SDL_Window* win, SDL_Renderer* ren, Env* env, SDL_Event* e) { int w, h; SDL_GetWindowSize(win, &w, &h); if (e->type == SDL_QUIT) { return true; } #ifdef _ANDROID_ #else else if (e->type == SDL_WINDOWEVENT) { /*a changer en rapport avec le placement des boutons*/ } else if (e->type == SDL_MOUSEMOTION) { SDL_Point mouse; SDL_GetMouseState(&mouse.x, &mouse.y); if(SDL_PointInRect(mouse, env->rec_restart)){ env->text_restart = IMG_LoadTexture(ren, RESTART_DOWN); if (!env->text_restart) ERROR("IMG_LoadTexture: %s\n", RESTART_DOWN); } else if(SDL_PointInRect(mouse, env->rec_undo)){ env->text_undo = IMG_LoadTexture(ren, UNDO_DOWN); if (!env->text_undo) ERROR("IMG_LoadTexture: %s\n", UNDO_DOWN); } else if(SDL_PointInRect(mouse, env->rec_redo)){ env->text_redo = IMG_LoadTexture(ren, REDO_DOWN); if (!env->text_redo) ERROR("IMG_LoadTexture: %s\n", REDO_DOWN); } else if(SDL_PointInRect(mouse, env->rec_sove)){ env->text_solve = IMG_LoadTexture(ren, SOLVE_DOWN); if (!env->text_solve) ERROR("IMG_LoadTexture: %s\n", SOLVE_DOWN); }else{ env->text_restart = IMG_LoadTexture(ren, RESTART_UP); if (!env->text_restart) ERROR("IMG_LoadTexture: %s\n", RESTART_UP); env->text_undo = IMG_LoadTexture(ren, UNDO_UP); if (!env->text_undo) ERROR("IMG_LoadTexture: %s\n", UNDO_UP); env->text_redo = IMG_LoadTexture(ren, REDO_UP); if (!env->text_redo) ERROR("IMG_LoadTexture: %s\n", REDO_UP); env->text_solve = IMG_LoadTexture(ren, SOLVE_UP); if (!env->text_solve) ERROR("IMG_LoadTexture: %s\n", SOLVE_UP); } } else if (e->type == SDL_MOUSEBUTTONDOWN) { SDL_Point mouse; SDL_GetMouseState(&mouse.x, &mouse.y); if(SDL_PointInRect(mouse, env->rec_restart)){ game_restart(env->g); } else if(SDL_PointInRect(mouse, env->rec_undo)){ game_undo(env->g); } else if(SDL_PointInRect(mouse, env->rec_redo)){ game_redo(env->g); } else if(SDL_PointInRect(mouse, env->rec_sove)){ game_solve(env->g); }else if (SDL_PointInRect(mouse, env->rec_game)){ for(uint ind = 0; i < env->size; ind++){ uint i = ind%(env->g->height); uint j = ind/(env->g->width); if(SDL_PointInRect(mouse, env->tab_rec_game[ind])){ if(game_is_blank(env->g, i, j)){ game_play_move(env->g, i, j, S_LIGHTBULB); }else if(game_is_lightbulb(env->g, i, j)){ game_play_move(env->g, i, j, S_BLANK); } } } } } #endif return false; } /* **************************************************************** */ void clean(SDL_Window* win, SDL_Renderer* ren, Env* env) { /* PUT YOUR CODE HERE TO CLEAN MEMORY */ free(env); } /* **************************************************************** */