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menu.c
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#include "menu.h"
#include "tiles.h"
#include "coordinates.h"
#include "input.h"
#include <SDL.h>
#include <SDL_image.h>
#include <SDL_ttf.h>
#include <stdbool.h>
#ifdef DEBUGMALLOC
#include "debugmalloc.h"
#endif
// Current state of menu
// x, y: coordinates of player, filename: current filename, can be for opening and saving
typedef struct MenuState
{
Coordinates crate;
Coordinates player;
char *filename;
int result;
SDL_Renderer *renderer;
SDL_Texture *tiles;
TTF_Font *font;
} MenuState;
// Render menu to renderer based on menu state
// Menu state must include proper renderer, tiles and font
static void renderMenu(MenuState *state)
{
// easier to work with variables this way
SDL_Renderer *renderer = state->renderer;
SDL_Texture *tiles = state->tiles;
TTF_Font *font = state->font;
SDL_RenderClear(renderer);
// white color for texts
SDL_Color color = {255, 255, 255, 255};
// background floor
renderTiles(renderer, tiles, greyFloor, 0, 0, 19, 11);
// option selector walls and floor
renderTiles(renderer, tiles, brownFloor, 1, 1, 6, 10);
renderTiles(renderer, tiles, wall, 1, 1, 1, 10);
renderTiles(renderer, tiles, wall, 2, 1, 5, 1);
renderTiles(renderer, tiles, wall, 6, 1, 6, 10);
renderTiles(renderer, tiles, wall, 2, 10, 5, 10);
// option selector crate and targets
renderTileC(renderer, tiles, crate, state->crate);
renderTile(renderer, tiles, target, 4, 4);
renderTile(renderer, tiles, target, 4, 7);
renderTile(renderer, tiles, target, 2, 2);
renderTile(renderer, tiles, target, 5, 2);
renderTile(renderer, tiles, target, 2, 9);
renderTile(renderer, tiles, target, 5, 9);
// option selector player
renderTileC(renderer, tiles, player, state->player);
// render buttons to control player
renderTiles(renderer, tiles, greenFloor, 14, 5, 18, 9);
renderTiles(renderer, tiles, wall, 14, 5, 18, 5);
renderTiles(renderer, tiles, wall, 14, 9, 18, 9);
renderTiles(renderer, tiles, wall, 14, 6, 14, 8);
renderTiles(renderer, tiles, wall, 18, 6, 18, 8);
renderTile(renderer, tiles, up, 16, 6);
renderTile(renderer, tiles, down, 16, 8);
renderTile(renderer, tiles, left, 15, 7);
renderTile(renderer, tiles, right, 17, 7);
// render texts
renderFont(renderer, font, color, "Sokoban", 10, 1, false, true);
renderFont(renderer, font, color, "Játék kezdése", 7, 4, false, true);
renderFont(renderer, font, color, "Szintszerkesztő", 7, 7, false, true);
renderFont(renderer, font, color, "Kilépésch", 7, 9, false, true);
renderFont(renderer, font, color, "Kilépésch", 7, 2, false, true);
renderFont(renderer, font, color, "Told a ládát a megfelelő opció előtti célra!", 0, 11, false, true);
SDL_RenderPresent(renderer);
}
// Process current position of crate and set menu result accordingly
// Returns true if crate movement is allowed
static bool processCratePosition(MenuState *state, int crateX, int crateY)
{
if ((crateX == 2 || crateX == 5) && (crateY == 2 || crateY == 9)) // exit
{
state->result = 0;
return false;
}
if (crateX == 4 && crateY == 4) // start game
{
// call text input for filename
int result = textInput(state->renderer, state->tiles, state->font, "File neve", state->filename, 63);
switch (result)
{
case 0: // exit program
state->result = 0;
return false;
break;
case 1: // file input successfull, return 1
state->result = 1;
return false;
break;
case 2: // file input cancelled
return false;
break;
default:
return false;
break;
}
}
if (crateX == 4 && crateY == 7) // level edtor
{
// call text input for filename
int result = textInput(state->renderer, state->tiles, state->font, "File neve", state->filename, 63);
switch (result)
{
case 0: // exit program
state->result = 0;
return false;
break;
case 1: // file input successfull, return 1
state->result = 2;
return false;
break;
case 2: // file input cancelled
return false;
break;
default:
return false;
break;
}
}
return true;
}
// Process player movement
// Direction: 0 - left, 1 - up, 2 - right, 3 - down
// Returns true if rerender is needed
static bool processMovement(int dir, MenuState *state)
{
// get coordinates for simpler code
Coordinates *player = &state->player;
Coordinates *crate = &state->crate;
switch (dir)
{
case 0: // left
if (player->x == crate->x + 1 && player->y == crate->y) // crate in front of player
{
if (crate->x - 1 > 1) // crate can move
{
if (processCratePosition(state, crate->x - 1, crate->y))
{
crate->x--;
player->x--;
return true;
}
return true;
}
return false;
}
if (player->x - 1 > 1) // player can move
{
player->x--;
return true;
}
return false;
case 1: // up
if (player->y == crate->y + 1 && player->x == crate->x) // crate in front of player
{
if (crate->y - 1 > 1) // crate can move
{
if (processCratePosition(state, crate->x, crate->y - 1))
{
crate->y--;
player->y--;
return true;
}
return true;
}
return false;
}
if (player->y - 1 > 1) // player can move
{
player->y--;
return true;
}
return false;
case 2: // right
if (player->x == crate->x - 1 && player->y == crate->y) // crate in front of player
{
if (crate->x + 1 < 6) // crate can move
{
if (processCratePosition(state, crate->x + 1, crate->y))
{
crate->x++;
player->x++;
return true;
}
return true;
}
return false;
}
if (player->x + 1 < 6) // player can move
{
player->x++;
return true;
}
return false;
case 3: // down
if (player->y == crate->y - 1 && player->x == crate->x) // crate in front of player
{
if (crate->y + 1 < 10) // crate can move
{
if (processCratePosition(state, crate->x, crate->y + 1))
{
crate->y++;
player->y++;
return true;
}
return true;
}
return false;
}
if (player->y + 1 < 10) // player can move
{
player->y++;
return true;
}
return false;
default:
return false;
}
}
// Handles SDL event
// Returns true if rerender is needed
static bool handleEvent(SDL_Event event, MenuState *state)
{
switch (event.type)
{
case SDL_KEYDOWN:
switch (event.key.keysym.scancode)
{
case 0x50: // left arrow
case 0x04: // letter A
return processMovement(0, state);
case 0x52: // up arrow
case 0x1A: // letter W
return processMovement(1, state);
case 0x4F: // right arrow
case 0x07: // letter D
return processMovement(2, state);
case 0x51: // down arrow
case 0x16: // letter S
return processMovement(3, state);
default:
return false;
}
break;
case SDL_MOUSEBUTTONDOWN:
if (clickTile(16, 6, event.button.x, event.button.y)) // up
return processMovement(1, state);
if (clickTile(16, 8, event.button.x, event.button.y)) // down
return processMovement(3, state);
if (clickTile(15, 7, event.button.x, event.button.y)) // left
return processMovement(0, state);
if (clickTile(17, 7, event.button.x, event.button.y)) // right
return processMovement(2, state);
return false;
break;
case SDL_QUIT: // exit program
state->result = 0;
return false;
default:
return false;
break;
}
}
// Do main menu, returns MenuResult struct on menu exit
// Must include proper tiles and font
// Result: 0 - exit program, 1 - play level, 2 - level editor
int mainMenu(SDL_Renderer *renderer, SDL_Texture *tiles, TTF_Font *font, char *filename)
{
MenuState state;
// set renderer, tiles and font for state
// easier to pass to functions this way
state.renderer = renderer;
state.tiles = tiles;
state.font = font;
state.filename = filename;
// initialize state variables
state.result = -1;
state.player.x = 3;
state.player.y = 4;
state.crate.x = 4;
state.crate.y = 6;
// render initialized state
renderMenu(&state);
SDL_Event ev;
while (SDL_WaitEvent(&ev))
{
bool rerender = handleEvent(ev, &state);
if (state.result != -1) // if result was set
{
return state.result; // return to main
}
if (rerender) // if rerender is needed
renderMenu(&state);
}
return 0;
}