board_t board;
deck_t deck;
RsvgHandle *blanktile;
+
+ int current_tile;
+ int diff_x, diff_y;
} game_t;
-static void
-tile_init (tile_t *tile, color_t color, int number)
+static void tile_init (tile_t *tile, color_t color, int number)
{
tile->color = color;
tile->number = number;
tile->y = 0;
}
+static void tile_set_x_y (tile_t *tile, int x, int y)
+{
+ tile->x = x;
+ tile->y = y;
+}
+
static void tile_print(tile_t tile)
{
printf("%6s %2d\n", colors[tile.color], tile.number + 1);
}
-static void tile_draw(game_t *game, tile_t *tile, cairo_t *cr)
+static void tile_draw(game_t *game, tile_t *tile, cairo_t *cr, GdkRegion *region)
{
char number_string[3];
int len;
+ GdkRectangle rectangle;
+
+ rectangle.x = tile->x - 1;
+ rectangle.y = tile->y - 1;
+ rectangle.width = TILE_WIDTH + 2;
+ rectangle.height = TILE_HEIGHT + 2;
+ if (gdk_region_rect_in (region, &rectangle) == GDK_OVERLAP_RECTANGLE_OUT)
+ return;
len = snprintf (number_string, 3, "%d", tile->number + 1);
if (len < 0 || len >= 3)
cairo_set_source_rgb (cr, 1.0, 0.0, 0.0);
if (tile->color == YELLOW)
cairo_set_source_rgb (cr, 1.0, .843, 0.0);
- cairo_move_to (cr, 10, 25);
+ if (tile->number + 1 > 9)
+ cairo_move_to (cr, 1, 25);
+ else
+ cairo_move_to (cr, 10, 25);
cairo_set_font_size(cr, 25);
cairo_show_text (cr, number_string);
printf ("There are %d tiles in the deck\n" , deck->num_tiles);
}
-static void deck_draw(game_t *game, cairo_t *cr)
+static void deck_spread(deck_t *deck)
{
int i, j;
-
- for (i = 0; i < 8; ++i)
+ for (i = 0; i < 8; i++)
{
- for (j = 0; j < 13; ++j)
+ for (j = 0; j < 13; j++)
{
- tile_draw(game, &game->deck.tiles[j + (i * 13)], cr);
+ deck->tiles[j + (i * 13)].x = j * 50;
+ deck->tiles[j + (i * 13)].y = i * 60;
}
}
+}
+
+static void deck_draw(game_t *game, cairo_t *cr, GdkRegion *region)
+{
+ int i;
+ for (i = 0; i < game->deck.num_tiles; i++)
+ {
+ tile_draw(game, &game->deck.tiles[i], cr, region);
+ }
}
-static void hand_print(game_t *game)
+static void hand_print(game_t *game, int player)
{
int i;
- for (i = 0; i < game->players[0].hand.num_tiles; ++i)
+ for (i = 0; i < game->players[player].hand.num_tiles; i++)
{
- tile_print(game->players[0].hand.tiles[i]);
+ tile_print(game->players[player].hand.tiles[i]);
+ }
+}
+
+static void hand_draw(game_t *game, int player, cairo_t *cr, GdkRegion *region)
+{
+ int i;
+ int gwdw = GAME_WINDOW_DEFAULT_WIDTH;
+ int gwdh = GAME_WINDOW_DEFAULT_HEIGHT;
+ for (i = 0; i < game->players[player].hand.num_tiles; i++)
+ {
+ tile_set_x_y(&game->players[player].hand.tiles[i],
+ ((gwdw / game->players[player].hand.num_tiles)) * i,
+ (gwdh - TILE_HEIGHT - 6) );
+ }
+ for (i = 0; i < game->players[player].hand.num_tiles; i++)
+ {
+ tile_draw(game, &game->players[player].hand.tiles[i], cr, region);
}
}
game->blanktile = rsvg_handle_new_from_file ("tiles/blanktile.svg", &error);
if (error)
FATAL_ERROR (error->message);
+
+ game->current_tile = game->deck.num_tiles - 1;
+ game->diff_x = game->diff_y = 0;
}
static gboolean on_expose_event (GtkWidget *widget, GdkEventExpose *event, game_t *game)
cr = gdk_cairo_create (widget->window);
- deck_draw(game, cr);
+ deck_draw(game, cr, event->region);
+
+ hand_draw(game, 0, cr, event->region);
cairo_destroy (cr);
static gboolean on_button_press_event (GtkWidget *widget, GdkEventButton *event, game_t *game)
{
- printf ("You pressed button %d\n", event->button);
-
+ int i, tile_x, tile_y;
+
+ for (i = 0; i < game->deck.num_tiles; i++)
+ {
+ tile_x = game->deck.tiles[i].x;
+ tile_y = game->deck.tiles[i].y;
+ if (event->x >= tile_x && event->x <= (tile_x + TILE_WIDTH) &&
+ event->y >= tile_y && event->y <= (tile_y + TILE_HEIGHT) )
+ {
+ game->current_tile = i;
+ game->diff_x = event->x - tile_x;
+ game->diff_y = event->y - tile_y;
+ }
+ }
+
return TRUE;
}
static gboolean on_button_release_event (GtkWidget *widget, GdkEventButton *event, game_t *game)
{
+ game->current_tile = -1;
printf ("You released button %d\n", event->button);
return TRUE;
}
+static gboolean on_button_motion_event (GtkWidget *widget, GdkEventMotion *event,
+ game_t *game, cairo_t *cr)
+{
+ tile_t *tile;
+
+ tile = &game->deck.tiles[game->current_tile];
+
+ /* First, invalidate the region where the tile currently is. */
+ gtk_widget_queue_draw_area (widget, tile->x - 1, tile->y - 1, TILE_WIDTH + 1, TILE_HEIGHT + 2);
+
+ /* Then, move the tile */
+ tile->x = event->x - game->diff_x;
+ tile->y = event->y - game->diff_y;
+
+ /* Finally, invalidate the region where the tile is now. */
+ gtk_widget_queue_draw_area (widget, tile->x - 1, tile->y - 1, TILE_WIDTH + 1, TILE_HEIGHT + 2);
+
+ return TRUE;
+}
+
int main(int argc, char *argv[])
{
GtkWidget *window;
game_init(&game);
deck_print(&game.deck);
- //deck_deal(&game, &game.deck);
- hand_print(&game);
- deck_print(&game.deck);
+ deck_spread(&game.deck);
+ deck_deal(&game, &game.deck);
+ //hand_print(&game, 0); //With Zero being passed, will print hand for player 1(players[0])
+ //deck_print(&game.deck);
/* Create a new window */
window = gtk_window_new (GTK_WINDOW_TOPLEVEL);
gtk_widget_set_events (window,
GDK_EXPOSURE_MASK |
GDK_KEY_PRESS_MASK |
+ GDK_BUTTON_MOTION_MASK |
GDK_BUTTON_PRESS_MASK |
GDK_BUTTON_RELEASE_MASK);
G_CALLBACK (on_button_press_event), &game);
g_signal_connect (G_OBJECT (window), "button_release_event",
G_CALLBACK (on_button_release_event), &game);
+ g_signal_connect (G_OBJECT (window), "motion_notify_event",
+ G_CALLBACK (on_button_motion_event), &game);
+
gtk_widget_show_all (window);
gtk_main ();