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lightup/model.c
T

352 lines
12 KiB
C

// SDL2 Demo by aurelien.esnard@u-bordeaux.fr
#include "model.h"
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h> // required to load transparent texture from PNG
#include <SDL2/SDL_ttf.h> // required to use TTF fonts
#include <stdbool.h>
#include <stdio.h>
#include <stdlib.h>
#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));
PRINT("To win the game, you must satisfy the following conditions:\n");
PRINT(
"All non-black squares are lit.\nNo light is lit by another light.\nEach numbered black square must be orthogonally adjacent to exactly the given "
"number of lights.\nNon-numbered black squares may have any number of lights adjacent to them.\n");
/* get current window size */
int w, h;
SDL_GetWindowSize(win, &w, &h);
/* Select the color for drawing. It is set to red here. */
// SDL_SetRenderDrawColor(ren, 255, 255, 255, 255);
/* init game texture */
env->g = SDL_LoadTexture(ren, env->g);
if (!env->g)
ERROR("SDL_LoadTexture: %s\n", env->g);
/* init zero texture */
env->zero = SDL_LoadTexture(ren, env->zero);
if (!env->zero)
ERROR("SDL_LoadTexture: %s\n", env->zero);
/* init one texture */
env->one = SDL_LoadTexture(ren, env->one);
if (!env->one)
ERROR("SDL_LoadTexture: %s\n", env->one);
/* init two texture */
env->two = SDL_LoadTexture(ren, env->two);
if (!env->two)
ERROR("SDL_LoadTexture: %s\n", env->two);
/* init three texture */
env->three = SDL_LoadTexture(ren, env->three);
if (!env->three)
ERROR("SDL_LoadTexture: %s\n", env->three);
/* init four texture */
env->four = SDL_LoadTexture(ren, env->four);
if (!env->four)
ERROR("SDL_LoadTexture: %s\n", env->four);
/* init lightbulb texture */
env->lightbulb = SDL_LoadTexture(ren, env->lightbulb);
if (!env->lightbulb)
ERROR("SDL_LoadTexture: %s\n", env->lightbulb);
/* init text_restart texture */
env->text_restart = SDL_LoadTexture(ren, env->text_restart);
if (!env->text_restart)
ERROR("SDL_LoadTexture: %s\n", env->text_restart);
/* init text_undo texture */
env->text_undo = SDL_LoadTexture(ren, env->text_undo);
if (!env->text_undo)
ERROR("SDL_LoadTexture: %s\n", env->text_undo);
/* init text_solve texture */
env->text_solve = SDL_LoadTexture(ren, env->text_solve);
if (!env->text_solve)
ERROR("SDL_LoadTexture: %s\n", env->text_solve);
/* init but_undo_down texture */
// env->but_undo_down = SDL_LoadTexture(ren, env->but_undo_down);
// if (!env->but_undo_down)
// ERROR("SDL_LoadTexture: %s\n", env->but_undo_down);
/* init but_redo_up texture */
// env->but_redo_up = SDL_LoadTexture(ren, env->but_redo_up);
// if (!env->but_redo_up)
// ERROR("SDL_LoadTexture: %s\n", env->but_redo_up);
/* init but_redo_down texture */
// env->but_redo_down = SDL_LoadTexture(ren, env->but_redo_down);
// if (!env->but_redo_down)
// ERROR("SDL_LoadTexture: %s\n", env->but_redo_down);
/* init but_solve_up texture */
// env->but_solve_up = SDL_LoadTexture(ren, env->but_solve_up);
// if (!env->but_solve_up)
// ERROR("SDL_LoadTexture: %s\n", env->but_solve_up);
/* init but_solve_down texture */
// env->but_solve_down = SDL_LoadTexture(ren, env->but_solve_down);
// if (!env->but_solve_down)
// ERROR("SDL_LoadTexture: %s\n", env->but_solve_down);
// 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) {
SDL_DestroyTexture(env->zero);
SDL_DestroyTexture(env->one);
SDL_DestroyTexture(env->two);
SDL_DestroyTexture(env->three);
SDL_DestroyTexture(env->four);
SDL_DestroyTexture(env->lightbulb);
SDL_DestroyTexture(env->text_restart);
SDL_DestroyTexture(env->text_undo);
SDL_DestroyTexture(env->text_redo);
SDL_DestroyTexture(env->text_solve);
/*SDL_DestroyTexture(env->but_redo_up);
SDL_DestroyTexture(env->but_redo_down);
SDL_DestroyTexture(env->but_solve_up);
SDL_DestroyTexture(env->but_solve_down);*/
free(env);
}
/* **************************************************************** */