Files
shitgame/host.c

239 lines
7.4 KiB
C

/*Troy Rosin*/
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL_ttf.h>
#include <mydebug.h>
#include <game.h>
#include <input.h>
#include <deck.h>
#include <main.h>
#include <host.h>
#include <err_check.h>
#define BOARDER_THICKNESS 20
int over_object;
int num_players = 1;
int lobby_has_name = 0;
struct host_ctx
{
char player_names[MAX_PLAYERS][MAX_NAMESZ];
char temp_name[MAX_NAMESZ];
char lobby_name[MAX_NAMESZ];
char lobby_name_perm[MAX_NAMESZ];
SDL_Rect set_name_rect, name_rect, player_name_rect;
SDL_Rect player_rects[MAX_PLAYERS];
SDL_Rect player_name_rects[MAX_PLAYERS];
SDL_Rect start_rect;
TTF_Font* font;
SDL_Surface *set_name_surf;
SDL_Surface *start_surf;
SDL_Surface *lobby_name_surf;
SDL_Texture *set_name_tex;
SDL_Texture *lobby_name_tex;
SDL_Texture *start_tex;
SDL_Surface *player_name_surfs[MAX_PLAYERS];
SDL_Surface *player_tempname_surf;
SDL_Texture *player_name_texs[MAX_PLAYERS];
SDL_Texture *player_tempname_tex;
};
struct host_ctx host;
void init_host()
{
int i;
over_object = NO_OBJECT;
strcpy(host.player_names[0], "player_1");
strcpy(host.player_names[1], "no_player_2");
strcpy(host.player_names[2], "no_player_3");
strcpy(host.player_names[3], "no_player_4");
host.font = TTF_OpenFont("assets/font.ttf", 24);
host.set_name_surf = TTF_RenderText_Solid(host.font, "set name", white);
host.start_surf = TTF_RenderText_Solid(host.font, "start game", white);
host.lobby_name_surf = TTF_RenderText_Solid(host.font, host.lobby_name, white);
host.set_name_tex = SDL_CreateTextureFromSurface(renderer, host.set_name_surf);
host.start_tex = SDL_CreateTextureFromSurface(renderer, host.start_surf);
host.set_name_rect.w = DEF_WINDOW_WIDTH >> 3;
host.set_name_rect.h = DEF_WINDOW_HEIGHT >> 4;
host.set_name_rect.x = DEF_WINDOW_WIDTH - (host.set_name_rect.w << 1);
host.set_name_rect.y = DEF_WINDOW_HEIGHT - (host.set_name_rect.h << 2);
host.name_rect.w = DEF_WINDOW_WIDTH - (host.set_name_rect.w << 2) - (BOARDER_THICKNESS << 1);
host.name_rect.h = host.set_name_rect.h;
host.name_rect.x = (host.set_name_rect.w << 1) + BOARDER_THICKNESS;
host.name_rect.y = host.set_name_rect.y;
host.start_rect.w = host.set_name_rect.w;
host.start_rect.h = host.set_name_rect.h;
host.start_rect.x = (DEF_WINDOW_WIDTH >> 1) - (host.start_rect.w >> 1);
host.start_rect.y = host.set_name_rect.y + host.set_name_rect.h + BOARDER_THICKNESS;
host.player_name_rect.w = DEF_WINDOW_WIDTH - (host.set_name_rect.w << 2) - (BOARDER_THICKNESS << 1);
host.player_name_rect.h = host.set_name_rect.h;
host.player_name_rect.x = (host.set_name_rect.w << 1) + BOARDER_THICKNESS;
host.player_name_rect.y = host.set_name_rect.y;
host.player_rects[0].w = host.player_rects[1].w = host.player_rects[2].w = host.player_rects[3].w
= DEF_WINDOW_WIDTH - (host.set_name_rect.w << 1);
host.player_rects[0].h = host.player_rects[1].h = host.player_rects[2].h = host.player_rects[3].h
= ((DEF_WINDOW_HEIGHT - (DEF_WINDOW_HEIGHT - host.set_name_rect.y))
- (BOARDER_THICKNESS << 2) - BOARDER_THICKNESS) >> 2;
host.player_rects[0].x = host.player_rects[1].x = host.player_rects[2].x = host.player_rects[3].x
= host.set_name_rect.w;
host.player_rects[0].y = BOARDER_THICKNESS;
host.player_rects[1].y = host.player_rects[0].y + host.player_rects[0].h + BOARDER_THICKNESS;
host.player_rects[2].y = host.player_rects[1].y + host.player_rects[1].h + BOARDER_THICKNESS;
host.player_rects[3].y = host.player_rects[2].y + host.player_rects[2].h + BOARDER_THICKNESS;
for(i = 0; i < MAX_PLAYERS; i++)
{
host.player_name_rects[i].w = host.player_rects[i].w;
host.player_name_rects[i].h = host.player_rects[i].h - (BOARDER_THICKNESS << 1);
host.player_name_rects[i].x = host.player_rects[i].x + BOARDER_THICKNESS;
host.player_name_rects[i].y = host.player_rects[i].y + BOARDER_THICKNESS;
}
return;
}
char *get_this_name(int i)
{
if(!lobby_has_name) {
if(i == -1){ return host.lobby_name; }
if(i == 0) { return host.lobby_name_perm; }
}
else{
if(i == -1) { return host.temp_name; }
if(i >= 0 && i < MAX_PLAYERS){
return host.player_names[i];
}
}
return NULL;
}
void render_lobby()
{
int i;
host.player_tempname_surf= TTF_RenderText_Solid(host.font, host.temp_name, white);
host.player_tempname_tex = SDL_CreateTextureFromSurface(renderer, host.player_tempname_surf);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
//set name button
SDL_SetRenderDrawColor(renderer, 64, 64, 64,255);
SDL_RenderFillRect(renderer, &host.set_name_rect);
SDL_RenderCopy(renderer, host.set_name_tex, NULL, &(host.set_name_rect));
//player fields
for(i = 0; i < MAX_PLAYERS; i++)
{
host.player_name_rects[i].w = (host.player_rects[0].w / MAX_NAMESZ) * strlen(host.player_names[i]);
host.player_name_surfs[i] = TTF_RenderText_Solid(host.font, host.player_names[i], white);
host.player_name_texs[i] = SDL_CreateTextureFromSurface(renderer, host.player_name_surfs[i]);
SDL_RenderFillRect(renderer, &(host.player_rects[i]));
SDL_RenderCopy(renderer, host.player_name_texs[i], NULL, &(host.player_name_rects[i]));
}
//name field
host.player_name_rect.w = (host.name_rect.w / MAX_NAMESZ) * strlen(host.temp_name);
SDL_RenderFillRect(renderer, &host.name_rect);
SDL_RenderCopy(renderer, host.player_tempname_tex, NULL, &host.player_name_rect);
//start game button
SDL_RenderFillRect(renderer, &host.start_rect);
SDL_RenderCopy(renderer, host.start_tex, NULL, &(host.start_rect));
SDL_RenderPresent(renderer);
host.player_tempname_surf= TTF_RenderText_Solid(host.font, host.temp_name, white);
host.player_tempname_tex = SDL_CreateTextureFromSurface(renderer, host.player_tempname_surf);
SDL_FreeSurface(host.player_tempname_surf);
SDL_DestroyTexture(host.player_tempname_tex);
for(i = 0; i < MAX_PLAYERS; i++)
{
SDL_FreeSurface(host.player_name_surfs[i]);
SDL_DestroyTexture(host.player_name_texs[i]);
}
}
void render_lobby_name()
{
host.lobby_name_surf = TTF_RenderText_Solid(host.font, host.lobby_name, white);
host.lobby_name_tex = SDL_CreateTextureFromSurface(renderer, host.lobby_name_surf);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
//set lobby name button
SDL_SetRenderDrawColor(renderer, 64, 64, 64,255);
SDL_RenderFillRect(renderer, &host.set_name_rect);
SDL_RenderCopy(renderer, host.set_name_tex, NULL, &(host.set_name_rect));
//name field
host.player_name_rect.w = (host.name_rect.w / MAX_NAMESZ) * strlen(host.lobby_name);
SDL_RenderFillRect(renderer, &host.name_rect);
SDL_RenderCopy(renderer, host.lobby_name_tex, NULL, &host.player_name_rect);
//start game button
SDL_RenderFillRect(renderer, &host.start_rect);
SDL_RenderCopy(renderer, host.start_tex, NULL, &(host.start_rect));
SDL_RenderPresent(renderer);
}
void render_main()
{
SDL_SetTextInputRect(&host.name_rect);
SDL_GetMouseState(&(mouse_pos.x), &(mouse_pos.y));
if(SDL_PointInRect(&mouse_pos, &host.start_rect)){
over_object = START_GAME_BUTTON;
}
else if(SDL_PointInRect(&mouse_pos, &host.set_name_rect)){
over_object = SET_NAME_BUTTON;
}
else {over_object = NO_OBJECT; }
if(lobby_has_name){ render_lobby(); }
else{ render_lobby_name(); }
}
void render_host_game(){
render_main();
return;
}