Compare commits
No commits in common. "3819294f575c3b5c50db5fa3b5103c55a41cd31a" and "382547dbe5fb4e4a85bbff22fa465fa01ef3a501" have entirely different histories.
3819294f57
...
382547dbe5
3
.gitignore
vendored
3
.gitignore
vendored
@ -1,3 +0,0 @@
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|||||||
build/
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||||||
.rscons*
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||||||
.vscode/
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|
23
.vscode/c_cpp_properties.json
vendored
Normal file
23
.vscode/c_cpp_properties.json
vendored
Normal file
@ -0,0 +1,23 @@
|
|||||||
|
{
|
||||||
|
"configurations": [
|
||||||
|
{
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||||||
|
"name": "Win32",
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||||||
|
"includePath": [
|
||||||
|
"${workspaceFolder}/**",
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||||||
|
"C:\\Users\\Daniel\\Documents\\Projects\\i686-w64-mingw32\\include\\SDL2"
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||||||
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|
||||||
|
],
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||||||
|
"defines": [
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||||||
|
"_DEBUG",
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||||||
|
"UNICODE",
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||||||
|
"_UNICODE"
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||||||
|
],
|
||||||
|
"windowsSdkVersion": "10.0.14393.0",
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||||||
|
"compilerPath": "C:/Program Files (x86)/Microsoft Visual Studio 14.0/VC/bin/cl.exe",
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||||||
|
"cStandard": "c11",
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||||||
|
"cppStandard": "c++17",
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||||||
|
"intelliSenseMode": "msvc-x64"
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||||||
|
}
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||||||
|
],
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||||||
|
"version": 4
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||||||
|
}
|
28
.vscode/launch.json
vendored
Normal file
28
.vscode/launch.json
vendored
Normal file
@ -0,0 +1,28 @@
|
|||||||
|
{
|
||||||
|
// Use IntelliSense to learn about possible attributes.
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||||||
|
// Hover to view descriptions of existing attributes.
|
||||||
|
// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
|
||||||
|
"version": "0.2.0",
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||||||
|
"configurations": [
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||||||
|
{
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||||||
|
"name": "(gdb) Launch",
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||||||
|
"type": "cppdbg",
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||||||
|
"request": "launch",
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||||||
|
"program": "${workspaceFolder}/Chess.exe",
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||||||
|
"args": [],
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||||||
|
"stopAtEntry": false,
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||||||
|
"cwd": "${workspaceFolder}",
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||||||
|
"environment": [],
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||||||
|
"externalConsole": false,
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||||||
|
"MIMode": "gdb",
|
||||||
|
"miDebuggerPath": "C:\\Program Files (x86)\\mingw-w64\\i686-7.2.0-posix-dwarf-rt_v5-rev1\\mingw32\\bin\\gdb.exe",
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||||||
|
"setupCommands": [
|
||||||
|
{
|
||||||
|
"description": "Enable pretty-printing for gdb",
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||||||
|
"text": "-enable-pretty-printing",
|
||||||
|
"ignoreFailures": true
|
||||||
|
}
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||||||
|
]
|
||||||
|
}
|
||||||
|
]
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||||||
|
}
|
5
.vscode/settings.json
vendored
Normal file
5
.vscode/settings.json
vendored
Normal file
@ -0,0 +1,5 @@
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|||||||
|
{
|
||||||
|
"files.associations": {
|
||||||
|
"stack": "cpp"
|
||||||
|
}
|
||||||
|
}
|
32
.vscode/tasks.json
vendored
Normal file
32
.vscode/tasks.json
vendored
Normal file
@ -0,0 +1,32 @@
|
|||||||
|
{
|
||||||
|
// See https://go.microsoft.com/fwlink/?LinkId=733558
|
||||||
|
// for the documentation about the tasks.json format
|
||||||
|
"version": "2.0.0",
|
||||||
|
"tasks": [
|
||||||
|
{
|
||||||
|
"type": "shell",
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||||||
|
"label": "Build Ouptup",
|
||||||
|
"command": "g++",
|
||||||
|
"args": [
|
||||||
|
"*.cpp",
|
||||||
|
"-IC:\\Users\\Daniel\\Documents\\Projects\\i686-w64-mingw32\\include\\SDL2",
|
||||||
|
"-LC:\\Users\\Daniel\\Documents\\Projects\\i686-w64-mingw32\\lib",
|
||||||
|
"-w",
|
||||||
|
"-Wl,-subsystem,windows",
|
||||||
|
"-lmingw32",
|
||||||
|
"-lSDL2main",
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||||||
|
"-lSDL2",
|
||||||
|
"-static-libstdc++",
|
||||||
|
"-o",
|
||||||
|
"Chess"
|
||||||
|
],
|
||||||
|
"problemMatcher": [
|
||||||
|
"$gcc"
|
||||||
|
],
|
||||||
|
"group": {
|
||||||
|
"kind": "build",
|
||||||
|
"isDefault": true
|
||||||
|
}
|
||||||
|
},
|
||||||
|
]
|
||||||
|
}
|
@ -1,21 +0,0 @@
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|||||||
cmake_minimum_required(VERSION 3.8)
|
|
||||||
|
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||||||
set(This Chess)
|
|
||||||
project(${This} C CXX)
|
|
||||||
|
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||||||
enable_language(CXX)
|
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||||||
# set(SDL2_INCLUDE_DIR /usr/include/SDL2)
|
|
||||||
# set(SDL2_LIBRARY /usr/lib/x86_64-linux-gnu/libSDL2.so)
|
|
||||||
# list(APPEND CMAKE_MODULE_PATH SDL2_INCLUDE_DIR)
|
|
||||||
# list(APPEND CMAKE_MODULE_PATH SDL2_LIBRARY)
|
|
||||||
#list(APPEND CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake/sdl2)
|
|
||||||
find_package(SDL2 REQUIRED)
|
|
||||||
|
|
||||||
|
|
||||||
file(GLOB FILES
|
|
||||||
src/*.cpp)
|
|
||||||
|
|
||||||
add_executable(${This} ${FILES})
|
|
||||||
include_directories(${SDL2_INCLUDE_DIRS})
|
|
||||||
target_link_libraries(${This} ${SDL2_LIBRARIES})
|
|
||||||
|
|
File diff suppressed because it is too large
Load Diff
7
chess_board.h
Normal file
7
chess_board.h
Normal file
@ -0,0 +1,7 @@
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|||||||
|
#include <SDL.h>
|
||||||
|
#include <SDL_video.h>
|
||||||
|
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||||||
|
void click(SDL_Renderer *p_renderer, int x, int y);
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||||||
|
void chess_board_resize(SDL_Renderer *p_renderer, int w, int h);
|
||||||
|
void chess_board_init(SDL_Renderer *p_renderer);
|
||||||
|
void draw_board(SDL_Renderer * p_renderer);
|
@ -3,11 +3,10 @@
|
|||||||
#include <iostream>
|
#include <iostream>
|
||||||
#include <string.h>
|
#include <string.h>
|
||||||
#include <stdint.h>
|
#include <stdint.h>
|
||||||
#include <SDL2/SDL.h>
|
#include <SDL.h>
|
||||||
#include <SDL2/SDL_video.h>
|
#include <SDL_video.h>
|
||||||
#include <time.h>
|
#include <time.h>
|
||||||
#include "chess_board.h"
|
#include "chess_board.h"
|
||||||
#include "user_interface_abstraction.h"
|
|
||||||
|
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||||||
static clock_t start_time, end_time;
|
static clock_t start_time, end_time;
|
||||||
|
|
||||||
@ -19,9 +18,8 @@ int begin_game(SDL_Renderer *renderer, SDL_Window *win)
|
|||||||
srcR.w = 800;
|
srcR.w = 800;
|
||||||
destR.h = 800;
|
destR.h = 800;
|
||||||
destR.w = 800;
|
destR.w = 800;
|
||||||
chess_board_init();
|
chess_board_resize(renderer, 800, 800);
|
||||||
ui_resize(renderer, 800, 800);
|
chess_board_init(renderer);
|
||||||
ui_init(renderer);
|
|
||||||
srcR.x = 0;
|
srcR.x = 0;
|
||||||
srcR.y = 0;
|
srcR.y = 0;
|
||||||
destR.x = 0;
|
destR.x = 0;
|
||||||
@ -46,9 +44,10 @@ int begin_game(SDL_Renderer *renderer, SDL_Window *win)
|
|||||||
{
|
{
|
||||||
start_time = clock();
|
start_time = clock();
|
||||||
|
|
||||||
ui_click(renderer, event.button.x, event.button.y);
|
click(renderer, event.button.x, event.button.y);
|
||||||
|
|
||||||
end_time = clock();
|
end_time = clock();
|
||||||
|
SDL_RenderPresent(renderer);
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||||||
clock_t t = end_time - start_time;
|
clock_t t = end_time - start_time;
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||||||
SDL_Log("No. of clicks %ld clicks (%f seconds) to process the incoming click.\n", t, ((float)t) / CLOCKS_PER_SEC);
|
SDL_Log("No. of clicks %ld clicks (%f seconds) to process the incoming click.\n", t, ((float)t) / CLOCKS_PER_SEC);
|
||||||
}
|
}
|
||||||
@ -78,7 +77,7 @@ int begin_game(SDL_Renderer *renderer, SDL_Window *win)
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|||||||
case SDL_WINDOWEVENT_MAXIMIZED:
|
case SDL_WINDOWEVENT_MAXIMIZED:
|
||||||
redraw = true;
|
redraw = true;
|
||||||
SDL_GetWindowSize(win, &destR.w, &destR.h);
|
SDL_GetWindowSize(win, &destR.w, &destR.h);
|
||||||
ui_resize(renderer, destR.w, destR.h);
|
chess_board_resize(renderer, destR.w, destR.h);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -91,7 +90,7 @@ int begin_game(SDL_Renderer *renderer, SDL_Window *win)
|
|||||||
{
|
{
|
||||||
start_time = clock();
|
start_time = clock();
|
||||||
|
|
||||||
ui_redraw_board(renderer);
|
draw_board(renderer);
|
||||||
|
|
||||||
end_time = clock();
|
end_time = clock();
|
||||||
SDL_RenderPresent(renderer);
|
SDL_RenderPresent(renderer);
|
@ -1,6 +1,5 @@
|
|||||||
#define SDL_MAIN_HANDLED
|
#define SDL_MAIN_HANDLED
|
||||||
#include <SDL2/SDL.h>
|
#include <SDL.h>
|
||||||
#include <SDL2/SDL_video.h>
|
#include <SDL_video.h>
|
||||||
|
|
||||||
|
|
||||||
int begin_game(SDL_Renderer *renderer, SDL_Window *win);
|
int begin_game(SDL_Renderer *renderer, SDL_Window *win);
|
@ -4,8 +4,8 @@
|
|||||||
#include <iostream>
|
#include <iostream>
|
||||||
#include <string.h>
|
#include <string.h>
|
||||||
#include <stdint.h>
|
#include <stdint.h>
|
||||||
#include <SDL2/SDL.h>
|
#include <SDL.h>
|
||||||
#include <SDL2/SDL_video.h>
|
#include <SDL_video.h>
|
||||||
#include "game.h"
|
#include "game.h"
|
||||||
|
|
||||||
int main( int argc, const char* argv[] )
|
int main( int argc, const char* argv[] )
|
12
pieces.cpp
Normal file
12
pieces.cpp
Normal file
@ -0,0 +1,12 @@
|
|||||||
|
#include "pieces.hpp"
|
||||||
|
|
||||||
|
pieces::pieces(uint8_t row, uint8_t column)
|
||||||
|
{
|
||||||
|
my_position.row = row;
|
||||||
|
my_position.column = column;
|
||||||
|
}
|
||||||
|
|
||||||
|
pieces::~pieces()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
19
pieces.hpp
Normal file
19
pieces.hpp
Normal file
@ -0,0 +1,19 @@
|
|||||||
|
#include <stdint.h>
|
||||||
|
|
||||||
|
#define UNINIT 0xFFu
|
||||||
|
|
||||||
|
struct position
|
||||||
|
{
|
||||||
|
uint8_t row;
|
||||||
|
uint8_t column;
|
||||||
|
};
|
||||||
|
|
||||||
|
class pieces
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
position my_position;
|
||||||
|
|
||||||
|
public:
|
||||||
|
pieces(uint8_t row, uint8_t column);
|
||||||
|
~pieces();
|
||||||
|
};
|
@ -1,47 +0,0 @@
|
|||||||
#include "stdint.h"
|
|
||||||
|
|
||||||
#define LIGHT_OFF 0u
|
|
||||||
#define POTENTIAL_MOVE 1u
|
|
||||||
#define POTENTIAL_TAKE 2u
|
|
||||||
#define SUGGESTED_MOVE 3u
|
|
||||||
#define ERROR_MOVE 4u
|
|
||||||
#define PIECE_ORIGIN 5u
|
|
||||||
#define PIECE_NEEDS_TO_BE_HERE 6u
|
|
||||||
#define POTENTIAL_CASTLE 7u
|
|
||||||
#define PIECE_NEEDS_TO_BE_REMOVED 8u
|
|
||||||
#define CONVERTING_PAWN 9u
|
|
||||||
|
|
||||||
#define PAWN_WHITE 0u
|
|
||||||
#define PAWN_BLACK 1u
|
|
||||||
#define KING_WHITE 2u
|
|
||||||
#define KING_BLACK 3u
|
|
||||||
#define ROOK_WHITE 4u
|
|
||||||
#define ROOK_BLACK 5u
|
|
||||||
#define KNIGHT_WHITE 6u
|
|
||||||
#define KNIGHT_BLACK 7u
|
|
||||||
#define BISHOP_WHITE 8u
|
|
||||||
#define BISHOP_BLACK 9u
|
|
||||||
#define QUEEN_WHITE 10u
|
|
||||||
#define QUEEN_BLACK 11u
|
|
||||||
#define SQUARE_EMPTY 12u
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
#define GAME_STATE_IDLE 0u
|
|
||||||
#define GAME_STATE_P1_TURN_BEGINING 1u
|
|
||||||
#define GAME_STATE_P1_TURN_IN_PROGRESS 2u
|
|
||||||
#define GAME_STATE_P1_TURN_TAKING 3u
|
|
||||||
#define GAME_STATE_P2_TURN_BEGINING 4u
|
|
||||||
#define GAME_STATE_P2_TURN_IN_PROGRESS 5u
|
|
||||||
#define GAME_STATE_P2_TURN_TAKING 6u
|
|
||||||
#define GAME_STATE_ERROR_DETECTED 7u
|
|
||||||
|
|
||||||
#define GAME_STATE_OVER 8u
|
|
||||||
#define GAME_STATE_OVER_WHITE_WIN 8u
|
|
||||||
#define GAME_STATE_OVER_BLACK_WIN 9u
|
|
||||||
#define GAME_STATE_OVER_STALE_MATE 10u
|
|
||||||
|
|
||||||
void chess_board_init(void);
|
|
||||||
void Board_Changed(uint8_t current_binary_board[12]);
|
|
||||||
void Board_get_lights_and_state(uint8_t board_lights[12][8], uint8_t board_state[12][8]);
|
|
||||||
void Board_get_game_state(uint8_t * game_state);
|
|
@ -1,351 +0,0 @@
|
|||||||
#include "user_interface_abstraction.h"
|
|
||||||
#include "chess_board.h"
|
|
||||||
#include <string.h>
|
|
||||||
|
|
||||||
#define MARGIN 300
|
|
||||||
|
|
||||||
const char File_Names[12][17] = {"pawn_white.bmp", "pawn_black.bmp",
|
|
||||||
"king_white.bmp", "king_black.bmp",
|
|
||||||
"tower_white.bmp", "tower_black.bmp",
|
|
||||||
"horse_white.bmp", "horse_black.bmp",
|
|
||||||
"bishop_white.bmp", "bishop_black.bmp",
|
|
||||||
"queen_white.bmp", "queen_black.bmp",
|
|
||||||
};
|
|
||||||
|
|
||||||
static int Height;
|
|
||||||
static int Width;
|
|
||||||
static SDL_Texture * Board_Texture;
|
|
||||||
static SDL_Rect Rectangle;
|
|
||||||
static int Board_Width;
|
|
||||||
SDL_Surface *bitmapSurface = NULL;
|
|
||||||
SDL_Texture * bitmapTextures[12] = {NULL};
|
|
||||||
|
|
||||||
static uint8_t Current_Binary_Board[12] = {0};
|
|
||||||
|
|
||||||
|
|
||||||
static void ui_draw_end_game(SDL_Renderer *p_renderer, uint8_t board_state[12][8], uint8_t game_state)
|
|
||||||
{
|
|
||||||
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, 0x85, 0x5E, 0x42, 0x00);
|
|
||||||
const int square_size = Board_Width / 8;
|
|
||||||
int starting_x = Rectangle.x;
|
|
||||||
Rectangle.w = square_size;
|
|
||||||
Rectangle.h = square_size;
|
|
||||||
uint8_t white_color[4] = {0xFF, 0xFF, 0x00, 0x00};
|
|
||||||
uint8_t black_color[4] = {0xFF, 0xFF, 0x00, 0x00};
|
|
||||||
if(game_state == GAME_STATE_OVER_WHITE_WIN)
|
|
||||||
{
|
|
||||||
white_color[0] = 0x00; white_color[1] = 0xFF; white_color[2] = 0x00; white_color[3] = 0x00;
|
|
||||||
black_color[0] = 0xFF; black_color[1] = 0x00; black_color[2] = 0x00; black_color[3] = 0x00;
|
|
||||||
}
|
|
||||||
else if (game_state == GAME_STATE_OVER_BLACK_WIN)
|
|
||||||
{
|
|
||||||
black_color[0] = 0x00; black_color[1] = 0xFF; black_color[2] = 0x00; black_color[3] = 0x00;
|
|
||||||
white_color[0] = 0xFF; white_color[1] = 0x00; white_color[2] = 0x00; white_color[3] = 0x00;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
for (size_t j = 0; j < 8; j++)
|
|
||||||
{
|
|
||||||
Rectangle.x = starting_x;
|
|
||||||
for (size_t i = 0; i < 8; i++)
|
|
||||||
{
|
|
||||||
if((board_state[j][i] & 0x0Fu) != SQUARE_EMPTY)
|
|
||||||
{
|
|
||||||
uint8_t * render_color;
|
|
||||||
if((board_state[j][i] % 2u) == 0u )
|
|
||||||
{
|
|
||||||
render_color = white_color;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
render_color = black_color;
|
|
||||||
}
|
|
||||||
SDL_SetRenderDrawColor(p_renderer, render_color[0], render_color[1], render_color[2], render_color[3]);
|
|
||||||
SDL_RenderFillRect(p_renderer, &Rectangle);
|
|
||||||
SDL_SetRenderDrawColor(p_renderer, 0x85, 0x5E, 0x42, 0x00);
|
|
||||||
SDL_RenderCopy(p_renderer, bitmapTextures[(board_state[j][i] & 0x0Fu)], NULL, &Rectangle);
|
|
||||||
}
|
|
||||||
else if (((i % 2) + (j % 2)) == 1)
|
|
||||||
{
|
|
||||||
SDL_RenderFillRect(p_renderer, &Rectangle);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
/* code */
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
Rectangle.x += square_size;
|
|
||||||
}
|
|
||||||
Rectangle.y += square_size;
|
|
||||||
}
|
|
||||||
|
|
||||||
SDL_SetRenderTarget(p_renderer, NULL);
|
|
||||||
SDL_RenderCopy(p_renderer, Board_Texture, NULL, NULL);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* @brief Funtion for that will draw the current state of the board including pecies and colors for suggested and possible moves.
|
|
||||||
* @param *p_renderer pointer to the renderer object:
|
|
||||||
* @retval None
|
|
||||||
*/
|
|
||||||
static void ui_draw_board(SDL_Renderer *p_renderer, uint8_t board_lights[12][8], uint8_t board_state[12][8])
|
|
||||||
{
|
|
||||||
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, 0x85, 0x5E, 0x42, 0x00);
|
|
||||||
const 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 ((board_lights[j][i] == POTENTIAL_MOVE) || (board_lights[j][i] == POTENTIAL_CASTLE))
|
|
||||||
{
|
|
||||||
SDL_SetRenderDrawColor(p_renderer, 0x00, 0xFF, 0x00, 0x00);
|
|
||||||
SDL_RenderFillRect(p_renderer, &Rectangle);
|
|
||||||
SDL_SetRenderDrawColor(p_renderer, 0x85, 0x5E, 0x42, 0x00);
|
|
||||||
}
|
|
||||||
else if ((board_lights[j][i] == POTENTIAL_TAKE) || (board_lights[j][i] == PIECE_NEEDS_TO_BE_HERE) || (board_lights[j][i] == PIECE_NEEDS_TO_BE_REMOVED))
|
|
||||||
{
|
|
||||||
SDL_SetRenderDrawColor(p_renderer, 0xFF, 0x00, 0x00, 0x00);
|
|
||||||
SDL_RenderFillRect(p_renderer, &Rectangle);
|
|
||||||
SDL_SetRenderDrawColor(p_renderer, 0x85, 0x5E, 0x42, 0x00);
|
|
||||||
}
|
|
||||||
else if (board_lights[j][i] == PIECE_ORIGIN)
|
|
||||||
{
|
|
||||||
SDL_SetRenderDrawColor(p_renderer, 0xFF, 0x00, 0xFF, 0x00);
|
|
||||||
SDL_RenderFillRect(p_renderer, &Rectangle);
|
|
||||||
SDL_SetRenderDrawColor(p_renderer, 0x85, 0x5E, 0x42, 0x00);
|
|
||||||
}
|
|
||||||
else if (board_lights[j][i] == ERROR_MOVE)
|
|
||||||
{
|
|
||||||
SDL_SetRenderDrawColor(p_renderer, 0xFF, 0xFF, 0x00, 0x00);
|
|
||||||
SDL_RenderFillRect(p_renderer, &Rectangle);
|
|
||||||
SDL_SetRenderDrawColor(p_renderer, 0x85, 0x5E, 0x42, 0x00);
|
|
||||||
}
|
|
||||||
else if (board_lights[j][i] == CONVERTING_PAWN)
|
|
||||||
{
|
|
||||||
SDL_SetRenderDrawColor(p_renderer, 0xFF, 0x3B, 0x7A, 0x57);
|
|
||||||
SDL_RenderFillRect(p_renderer, &Rectangle);
|
|
||||||
SDL_SetRenderDrawColor(p_renderer, 0x85, 0x5E, 0x42, 0x00);
|
|
||||||
}
|
|
||||||
else if (((i % 2) + (j % 2)) == 1)
|
|
||||||
{
|
|
||||||
SDL_RenderFillRect(p_renderer, &Rectangle);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
/* code */
|
|
||||||
}
|
|
||||||
|
|
||||||
if((board_state[j][i] & 0x0Fu) != SQUARE_EMPTY)
|
|
||||||
{
|
|
||||||
SDL_RenderCopy(p_renderer, bitmapTextures[(board_state[j][i] & 0x0Fu)], NULL, &Rectangle);
|
|
||||||
}
|
|
||||||
|
|
||||||
Rectangle.x += square_size;
|
|
||||||
}
|
|
||||||
Rectangle.y += square_size;
|
|
||||||
}
|
|
||||||
|
|
||||||
Rectangle.x = ((Width - Board_Width) / 2) - (2 * square_size);
|
|
||||||
Rectangle.y = (Height - Board_Width) / 2;
|
|
||||||
int starting_y = Rectangle.y;
|
|
||||||
SDL_SetRenderDrawColor(p_renderer, 0x6F, 0x6f, 0x6f, 0x00);
|
|
||||||
|
|
||||||
/* Now we draw the jail */
|
|
||||||
for (size_t j = 8; j < 12; j++)
|
|
||||||
{
|
|
||||||
Rectangle.y = starting_y;
|
|
||||||
for (size_t i = 0; i < 8; i++)
|
|
||||||
{
|
|
||||||
if (board_lights[j][i] == PIECE_NEEDS_TO_BE_HERE)
|
|
||||||
{
|
|
||||||
SDL_SetRenderDrawColor(p_renderer, 0xFF, 0x00, 0x00, 0x00);
|
|
||||||
SDL_RenderFillRect(p_renderer, &Rectangle);
|
|
||||||
SDL_SetRenderDrawColor(p_renderer, 0x6F, 0x6F, 0x6F, 0x00);
|
|
||||||
}
|
|
||||||
else if (board_lights[j][i] == ERROR_MOVE)
|
|
||||||
{
|
|
||||||
SDL_SetRenderDrawColor(p_renderer, 0xFF, 0xFF, 0x00, 0x00);
|
|
||||||
SDL_RenderFillRect(p_renderer, &Rectangle);
|
|
||||||
SDL_SetRenderDrawColor(p_renderer, 0x6F, 0x6F, 0x6F, 0x00);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
SDL_RenderFillRect(p_renderer, &Rectangle);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
if ((board_state[j][i] & 0x0Fu) != SQUARE_EMPTY)
|
|
||||||
{
|
|
||||||
SDL_RenderCopy(p_renderer, bitmapTextures[(board_state[j][i] & 0x0Fu)], NULL, &Rectangle);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
Rectangle.y += square_size;
|
|
||||||
}
|
|
||||||
/*If we are at the end of second jail row, jump to the other side */
|
|
||||||
if(j == 9)
|
|
||||||
{
|
|
||||||
Rectangle.x += (Board_Width + square_size);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Rectangle.x += square_size;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
SDL_SetRenderTarget(p_renderer, NULL);
|
|
||||||
SDL_RenderCopy(p_renderer, Board_Texture, NULL, NULL);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void ui_redraw_board(SDL_Renderer *p_renderer)
|
|
||||||
{
|
|
||||||
uint8_t board_lights[12][8];
|
|
||||||
uint8_t board_state[12][8];
|
|
||||||
uint8_t game_state;
|
|
||||||
Board_get_game_state(&game_state);
|
|
||||||
Board_get_lights_and_state(board_lights, board_state);
|
|
||||||
if(game_state < GAME_STATE_OVER)
|
|
||||||
{
|
|
||||||
ui_draw_board(p_renderer, board_lights, board_state);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
ui_draw_end_game(p_renderer, board_state, game_state);
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* @brief Function for resizing the display of the board
|
|
||||||
* @param p_renderer: pointer to the renderer
|
|
||||||
* @param w: width of the new window
|
|
||||||
* @param h: hight of the new window
|
|
||||||
* @retval None
|
|
||||||
*/
|
|
||||||
void ui_resize(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;
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* @brief Function for registering an incoming click
|
|
||||||
* @param p_renderer: Pointer to the renderer
|
|
||||||
* @param x: x location of the click
|
|
||||||
* @param y: y location of the click
|
|
||||||
* @retval
|
|
||||||
*/
|
|
||||||
void ui_click(SDL_Renderer *p_renderer, int x, int y)
|
|
||||||
{
|
|
||||||
SDL_Point const point = {x, y};
|
|
||||||
const int square_size = Board_Width / 8;
|
|
||||||
Rectangle.w = Board_Width + (4 * square_size);
|
|
||||||
Rectangle.h = Board_Width;
|
|
||||||
Rectangle.x = ((Width - Board_Width) / 2) - (2 * square_size);
|
|
||||||
Rectangle.y = (Height - Board_Width) / 2;
|
|
||||||
if (SDL_PointInRect(&point, &Rectangle))
|
|
||||||
{
|
|
||||||
Rectangle.x = (Width - Board_Width) / 2;
|
|
||||||
Rectangle.w = Board_Width;
|
|
||||||
int starting_y = Rectangle.y;
|
|
||||||
const 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))
|
|
||||||
{
|
|
||||||
Current_Binary_Board[j] ^= (1u << i);
|
|
||||||
Board_Changed(Current_Binary_Board);
|
|
||||||
goto draw_square;
|
|
||||||
}
|
|
||||||
Rectangle.x += square_size;
|
|
||||||
}
|
|
||||||
Rectangle.y += square_size;
|
|
||||||
}
|
|
||||||
|
|
||||||
Rectangle.x = ((Width - Board_Width) / 2) - (2 * square_size);
|
|
||||||
/* Now we draw the jail */
|
|
||||||
for (size_t j = 8; j < 12; j++)
|
|
||||||
{
|
|
||||||
Rectangle.y = starting_y;
|
|
||||||
for (size_t i = 0; i < 8; i++)
|
|
||||||
{
|
|
||||||
if (SDL_PointInRect(&point, &Rectangle))
|
|
||||||
{
|
|
||||||
Current_Binary_Board[j] ^= (1u << i);
|
|
||||||
Board_Changed(Current_Binary_Board);
|
|
||||||
goto draw_square;
|
|
||||||
}
|
|
||||||
Rectangle.y += square_size;
|
|
||||||
}
|
|
||||||
/*If we are at the end of second jail row, jump to the other side */
|
|
||||||
if (j == 9)
|
|
||||||
{
|
|
||||||
Rectangle.x += (Board_Width + square_size);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Rectangle.x += square_size;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
draw_square:
|
|
||||||
SDL_SetRenderTarget(p_renderer, Board_Texture);
|
|
||||||
ui_redraw_board(p_renderer);//, Board_Lights, Board_State);
|
|
||||||
SDL_RenderCopy(p_renderer, Board_Texture, NULL, NULL);
|
|
||||||
SDL_RenderPresent(p_renderer);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void ui_init(SDL_Renderer *p_renderer)
|
|
||||||
{
|
|
||||||
Current_Binary_Board[0] = 0xFF;
|
|
||||||
Current_Binary_Board[1] = 0xFF;
|
|
||||||
Current_Binary_Board[6] = 0xFF;
|
|
||||||
Current_Binary_Board[7] = 0xFF;
|
|
||||||
|
|
||||||
for (uint8_t i = 0; i < 12; i++)
|
|
||||||
{
|
|
||||||
//location of all the sprites plus the size of file names
|
|
||||||
char file[25] = "sprites/";
|
|
||||||
memcpy(&file[8], File_Names[i], 16);
|
|
||||||
bitmapSurface = SDL_LoadBMP(file);
|
|
||||||
bitmapTextures[i] = SDL_CreateTextureFromSurface(p_renderer, bitmapSurface);
|
|
||||||
}
|
|
||||||
SDL_FreeSurface(bitmapSurface);
|
|
||||||
}
|
|
@ -1,14 +0,0 @@
|
|||||||
/**
|
|
||||||
* The file is used to to abstract away anything realated to the user interface.
|
|
||||||
* The intent is that the only thing that would need to be re-written between
|
|
||||||
* the PC test software and the actual chess board is this module.
|
|
||||||
*/
|
|
||||||
|
|
||||||
#include <SDL2/SDL.h>
|
|
||||||
#include <SDL2/SDL_video.h>
|
|
||||||
|
|
||||||
void ui_resize(SDL_Renderer *p_renderer, int w, int h);
|
|
||||||
void ui_redraw_board(SDL_Renderer *p_renderer);
|
|
||||||
void ui_click(SDL_Renderer *p_renderer, int x, int y);
|
|
||||||
void ui_init(SDL_Renderer *p_renderer);
|
|
||||||
|
|
Loading…
Reference in New Issue
Block a user