Adding chess board

This commit is contained in:
daniel 2020-02-27 18:36:55 -05:00
parent 979dff9c6c
commit 94f26a11bf
3 changed files with 134 additions and 46 deletions

113
chess_board.cpp Normal file
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@ -0,0 +1,113 @@
#include "chess_board.h"
#include <SDL.h>
#include <SDL_video.h>
#include "stdio.h"
#define MARGIN 200
typedef enum
{
SQUARE_EMPTY = 0,
KING,
QUEEN,
ROOK,
KNIGHT,
BISHOP,
PAWN
};
static int height;
static int width;
static SDL_Texture *board_texture;
static SDL_Rect rectangle;
static int board_width;
uint8_t board_state[8][8] = 0u;
bool click(SDL_Renderer *p_renderer, int x, int y)
{
SDL_Point const point = {x, y};
bool ret_val = false;
rectangle.w = board_width;
rectangle.h = board_width;
rectangle.x = (width - board_width) / 2;
rectangle.y = (height - board_width) / 2;
if (SDL_PointInRect(&point, &rectangle))
{
int square_size = board_width / 8;
int starting_x = rectangle.x;
rectangle.w = square_size;
rectangle.h = square_size;
for (size_t j = 0; j < 8; j++)
{
rectangle.x = starting_x;
for (size_t i = 0; i < 8; i++)
{
if(SDL_PointInRect(&point, &rectangle))
{
goto draw_square;
}
rectangle.x += square_size;
}
rectangle.y += square_size;
}
draw_square:
SDL_SetRenderTarget(p_renderer, board_texture);
SDL_SetRenderDrawColor(p_renderer, 0x00, 0xFF, 0x00, 0x00);
SDL_RenderDrawRect(p_renderer, &rectangle);
SDL_RenderFillRect(p_renderer, &rectangle);
SDL_SetRenderTarget(p_renderer, NULL);
SDL_RenderCopy(p_renderer, board_texture, NULL, NULL);
SDL_RenderPresent(p_renderer);
}
return ret_val;
}
void chess_board_init(SDL_Renderer *p_renderer, int w, int h)
{
width = w;
height = h;
SDL_DestroyTexture(board_texture);
board_texture = SDL_CreateTexture(p_renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
board_width = ((w > h) ? h : w ) - MARGIN;
// get rid of rounding errors
board_width -= board_width % 8;
}
void draw_board(SDL_Renderer *p_renderer)
{
SDL_SetRenderTarget(p_renderer, board_texture);
SDL_SetRenderDrawColor(p_renderer, 0x7f, 0x7f, 0x7f, 0);
SDL_RenderClear(p_renderer);
SDL_RenderDrawRect(p_renderer, &rectangle);
SDL_SetRenderDrawColor(p_renderer, 0xFF, 0xFF, 0xFF, 0x00);
rectangle.w = board_width;
rectangle.h = board_width;
rectangle.x = (width - board_width) / 2;
rectangle.y = (height - board_width) / 2;
SDL_RenderFillRect(p_renderer, &rectangle);
SDL_SetRenderDrawColor(p_renderer, 0, 0, 0, 0x00);
int square_size = board_width / 8;
int starting_x = rectangle.x;
rectangle.w = square_size;
rectangle.h = square_size;
for (size_t j = 0; j < 8; j++)
{
rectangle.x = starting_x;
if ((j % 2) == 0)
{
rectangle.x += square_size;
}
for (size_t i = 0; i < 4; i++)
{
SDL_RenderFillRect(p_renderer, &rectangle);
rectangle.x += 2 * square_size;
}
rectangle.y += square_size;
}
SDL_SetRenderTarget(p_renderer, NULL);
SDL_RenderCopy(p_renderer, board_texture, NULL, NULL);
}

6
chess_board.h Normal file
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@ -0,0 +1,6 @@
#include <SDL.h>
#include <SDL_video.h>
bool click(SDL_Renderer *p_renderer, int x, int y);
void chess_board_init(SDL_Renderer *p_renderer, int w, int h);
void draw_board(SDL_Renderer * p_renderer);

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@ -1,21 +1,15 @@
#define SDL_MAIN_HANDLED
#include <stdio.h>
#include <stdlib.h>
#include <iostream>
#include <string.h>
#include <stdint.h>
#include <SDL.h>
#include <SDL_video.h>
#include <time.h>
#include "chess_board.h"
void draw_line(SDL_Point source, SDL_Point destination, SDL_Renderer * rend)
{
}
void draw_maze(void)
{
}
clock_t start_time, end_time;
int main( int argc, const char* argv[] )
{
@ -54,6 +48,7 @@ int main( int argc, const char* argv[] )
srcR.w = 800;
destR.h = 800;
destR.w = 800;
chess_board_init(renderer, 800, 800);
srcR.x = 0;
srcR.y = 0;
destR.x = 0;
@ -75,34 +70,13 @@ int main( int argc, const char* argv[] )
}
else if (event.button.button == SDL_BUTTON_LEFT) // scroll up
{
rectangle.x += 50;
rectangle.y += 0;
redraw = true;
}
}
else if (event.type == SDL_KEYDOWN)
{
if (event.key.keysym.sym == SDLK_UP)
{
rectangle.y -= 50;
}
else if (event.key.keysym.sym == SDLK_DOWN)
{
rectangle.y += 50;
}
else if (event.key.keysym.sym == SDLK_RIGHT)
{
rectangle.x += 50;
}
else if (event.key.keysym.sym == SDLK_LEFT)
{
rectangle.x -= 50;
redraw = click(renderer, event.button.x, event.button.y);
}
else
{
/* Do nothing. */
}
redraw = true;
}
else if (event.type == SDL_QUIT)
{
@ -124,12 +98,7 @@ int main( int argc, const char* argv[] )
case SDL_WINDOWEVENT_MAXIMIZED:
redraw = true;
SDL_GetWindowSize(win, &destR.w, &destR.h);
SDL_Texture *texture_temp = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, destR.w, destR.h);
srcR.h = destR.h;
srcR.w = destR.w;
SDL_RenderCopy(renderer, texture_temp, &srcR, &destR);
SDL_DestroyTexture(texture);
texture = texture_temp;
chess_board_init(renderer, destR.w, destR.h);
break;
}
}
@ -140,15 +109,15 @@ int main( int argc, const char* argv[] )
}
if (redraw)
{
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
SDL_RenderClear(renderer);
SDL_SetRenderTarget(renderer, texture);
SDL_RenderDrawRect(renderer, &rectangle);
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0x00);
SDL_RenderFillRect(renderer, &rectangle);
SDL_SetRenderTarget(renderer, NULL);
SDL_RenderCopy(renderer, texture, &srcR, &destR);
start_time = clock();
draw_board(renderer);
end_time = clock();
SDL_RenderPresent(renderer);
clock_t t = end_time - start_time;
SDL_Log("No. of clicks %ld clicks (%f seconds).\n",
t, ((float)t) / CLOCKS_PER_SEC);
}
/* do some other stuff here -- draw your app, etc. */
}