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GUI_Game.c
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#include "GUI_Game.h"
GUI_Game* CreateGUI_Game()
{
GUI_Game* guigame = (GUI_Game*)malloc(sizeof(GUI_Game));
if (guigame == NULL)
return NULL;
guigame->window = CreateAWindow();
if (guigame->window == NULL)
{
free(guigame);
return NULL;
}
guigame->renderer = CreateARenderer(guigame->window);
if (guigame->renderer == NULL)
{
SDL_DestroyWindow(guigame->window);
free(guigame);
return NULL;
}
guigame->game = CreateGame();
if (guigame->game == NULL)
{
SDL_DestroyRenderer(guigame->renderer);
SDL_DestroyWindow(guigame->window);
free(guigame);
return NULL;
}
SDL_Rect location = {.x=START_X, .y=START_Y, .h=SIZE*GUI_SQUARE, .w=SIZE*GUI_SQUARE};
guigame->chessboard_location = location;
guigame->guichessboard = GUI_CreateChessboard(guigame->renderer,guigame->chessboard_location, guigame->game);
if (guigame->guichessboard == NULL)
{
DestroyGame(guigame->game);
SDL_DestroyRenderer(guigame->renderer);
SDL_DestroyWindow(guigame->window);
free(guigame);
return NULL;
}
guigame->background_tx = GUI_TextureBMP(guigame->renderer, "./Graphics/game_window_bg.bmp");
if (guigame->background_tx == NULL)
{
GUI_DestroyChessboard(guigame->guichessboard);
DestroyGame(guigame->game);
SDL_DestroyRenderer(guigame->renderer);
SDL_DestroyWindow(guigame->window);
free(guigame);
return NULL;
}
return guigame;
}
void GUI_DrawGameWindow(GUI_Game* guigame, SDL_Renderer* renderer)
{
if (guigame == NULL) return;
SDL_Rect bg_location = { .x = 0,.y = 0,.h = WINDOW_H,.w = WINDOW_W };
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, guigame->background_tx, NULL, &bg_location);
GUI_DrawChessboard(guigame->guichessboard,renderer);
SDL_Rect turn_rect = { .x = 790,.y = WINDOW_H /4+36 ,.h = WINDOW_H/2+2,.w = 200 };
if (guigame->game->CurrentPlayer == black)
{
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_RenderFillRect(renderer, &turn_rect);
}
if (guigame->game->CurrentPlayer == white)
{
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 0);
SDL_RenderFillRect(renderer, &turn_rect);
}
SDL_RenderPresent(renderer);
}
void GUI_GameDestroy(GUI_Game* guigame)
{
if (guigame == NULL)
return;
GUI_DestroyChessboard(guigame->guichessboard);
DestroyGame(guigame->game);
SDL_DestroyTexture(guigame->background_tx);
SDL_DestroyRenderer(guigame->renderer);
SDL_DestroyWindow(guigame->window);
free(guigame);
}
void GameRun()
{
if (InitSDL2())
{
GUI_Game* guigame = CreateGUI_Game();
if (guigame == NULL)
{
printf("Error!");
return;
}
SDL_Event event;
while (GUI_EndOfGame(guigame->guichessboard)==false)
{
GUI_DrawGameWindow(guigame, guigame->renderer);
SDL_WaitEvent(&event);
if (event.type == SDL_MOUSEBUTTONUP)
{
GUI_handleChessboardEvent(guigame->guichessboard, &event);
if (guigame->game->WhiteCheck)
printf("White check");
if (guigame->game->BlackCheck)
printf("Black check");
}
else if (event.type == SDL_QUIT)
{
break;
}
}
SaveToFile(guigame->game->pHead);
GUI_GameDestroy(guigame);
SDL_Quit();
}
}