added new screens and getting ready for networking, looking at SDL_net for cross platfrom networking so i dont have to touch windows
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165
host.c
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165
host.c
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/*Troy Rosin*/
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#include <SDL_ttf.h>
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#include <mydebug.h>
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#include <game.h>
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#include <input.h>
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#include <deck.h>
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#include <main.h>
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#include <host.h>
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#include <err_check.h>
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#define BOARDER_THICKNESS 20
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int over_object;
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char player_names[MAX_PLAYERS][MAX_NAMESZ];
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char last_sent_name[MAX_NAMESZ];
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int num_players = 1;
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char *get_this_name(int i)
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{
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if(i >= 0 && i < MAX_PLAYERS){ return player_names[i]; }
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return NULL;
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}
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void host_game(){
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int i;
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PRINT_M(HOST state)
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SDL_Point mouse_pos;
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SDL_Rect set_name_rect, name_rect, player_name_rect;
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SDL_Rect player_rects[MAX_PLAYERS];
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SDL_Rect player_name_rects[MAX_PLAYERS];
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SDL_Rect start_rect;
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over_object = NO_OBJECT;
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strcpy(player_names[0], "player_1");
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strcpy(player_names[1], "no_player_2");
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strcpy(player_names[2], "no_player_3");
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strcpy(player_names[3], "no_player_4");
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TTF_Font* font = TTF_OpenFont("assets/font.ttf", 24);
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SDL_Color white = {255, 255, 255, 0};
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SDL_Surface *set_name_surf = TTF_RenderText_Solid(font, "set name", white);
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SDL_Surface *start_surf = TTF_RenderText_Solid(font, "start game", white);
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SDL_Texture *set_name_tex = SDL_CreateTextureFromSurface(renderer, set_name_surf);
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SDL_Texture *start_tex = SDL_CreateTextureFromSurface(renderer, start_surf);
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set_name_rect.w = DEF_WINDOW_WIDTH >> 3;
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set_name_rect.h = DEF_WINDOW_HEIGHT >> 4;
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set_name_rect.x = DEF_WINDOW_WIDTH - (set_name_rect.w << 1);
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set_name_rect.y = DEF_WINDOW_HEIGHT - (set_name_rect.h << 2);
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name_rect.w = DEF_WINDOW_WIDTH - (set_name_rect.w << 2) - (BOARDER_THICKNESS << 1);
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name_rect.h = set_name_rect.h;
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name_rect.x = (set_name_rect.w << 1) + BOARDER_THICKNESS;
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name_rect.y = set_name_rect.y;
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start_rect.w = set_name_rect.w;
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start_rect.h = set_name_rect.h;
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start_rect.x = (DEF_WINDOW_WIDTH >> 1) - (start_rect.w >> 1);
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start_rect.y = set_name_rect.y + set_name_rect.h + BOARDER_THICKNESS;
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player_name_rect.w = DEF_WINDOW_WIDTH - (set_name_rect.w << 2) - (BOARDER_THICKNESS << 1);
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player_name_rect.h = set_name_rect.h;
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player_name_rect.x = (set_name_rect.w << 1) + BOARDER_THICKNESS;
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player_name_rect.y = set_name_rect.y;
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player_rects[0].w = player_rects[1].w = player_rects[2].w = player_rects[3].w
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= DEF_WINDOW_WIDTH - (set_name_rect.w << 1);
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player_rects[0].h = player_rects[1].h = player_rects[2].h = player_rects[3].h
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= ((DEF_WINDOW_HEIGHT - (DEF_WINDOW_HEIGHT - set_name_rect.y))
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- (BOARDER_THICKNESS << 2) - BOARDER_THICKNESS) >> 2;
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player_rects[0].x = player_rects[1].x = player_rects[2].x = player_rects[3].x
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= set_name_rect.w;
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player_rects[0].y = BOARDER_THICKNESS;
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player_rects[1].y = player_rects[0].y + player_rects[0].h + BOARDER_THICKNESS;
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player_rects[2].y = player_rects[1].y + player_rects[1].h + BOARDER_THICKNESS;
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player_rects[3].y = player_rects[2].y + player_rects[2].h + BOARDER_THICKNESS;
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for(i = 0; i < MAX_PLAYERS; i++){
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player_name_rects[i].w = player_rects[i].w;
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player_name_rects[i].h = player_rects[i].h - (BOARDER_THICKNESS << 1);
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player_name_rects[i].x = player_rects[i].x + BOARDER_THICKNESS;
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player_name_rects[i].y = player_rects[i].y + BOARDER_THICKNESS;
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}
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SDL_StartTextInput();
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SDL_SetTextInputRect(&name_rect);
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SDL_Surface *player_name_surfs[MAX_PLAYERS];
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SDL_Texture *player_name_texs[MAX_PLAYERS];
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while(running)
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{
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SDL_GetMouseState(&(mouse_pos.x), &(mouse_pos.y));
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if(SDL_PointInRect(&mouse_pos, &start_rect))
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{
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over_object = START_GAME_BUTTON;
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}
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else if(SDL_PointInRect(&mouse_pos, &set_name_rect))
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{
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over_object = SET_NAME_BUTTON;
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}
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handle_event(&event);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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//set name button
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SDL_SetRenderDrawColor(renderer, 64, 64, 64,255);
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SDL_RenderFillRect(renderer, &set_name_rect);
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SDL_RenderCopy(renderer, set_name_tex, NULL, &(set_name_rect));
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//player fields
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for(i = 0; i < MAX_PLAYERS; i++)
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{
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player_name_rects[i].w = (player_rects[0].w / MAX_NAMESZ) * strlen(player_names[i]);
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player_name_surfs[i] = TTF_RenderText_Solid(font, player_names[i], white);
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player_name_texs[i] = SDL_CreateTextureFromSurface(renderer, player_name_surfs[i]);
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SDL_RenderFillRect(renderer, &(player_rects[i]));
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SDL_RenderCopy(renderer, player_name_texs[i], NULL, &(player_name_rects[i]));
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}
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//name field
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player_name_rect.w = (name_rect.w / MAX_NAMESZ) * strlen(player_names[0]);
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SDL_RenderFillRect(renderer, &name_rect);
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SDL_RenderCopy(renderer, player_name_texs[0], NULL, &player_name_rect);
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//start game button
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SDL_RenderFillRect(renderer, &start_rect);
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SDL_RenderCopy(renderer, start_tex, NULL, &(start_rect));
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SDL_RenderPresent(renderer);
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for(i = 0; i < MAX_PLAYERS; i++)
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{
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SDL_FreeSurface(player_name_surfs[i]);
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SDL_DestroyTexture(player_name_texs[i]);
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}
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}
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return;
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}
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