#include <librsvg/rsvg.h>
#include <librsvg/rsvg-cairo.h>
+/*
+ * TILE_NUMBER_X_OFFSET = 3
+ * //
+ * || TILE_NUMBER_WIDTH = 34
+ * ||/ /
+ * || | TILE_WIDTH = 40
+ * || | /
+ * | |
+ * +-----+ - TILE_NUMBER_Y_OFFSET = 3 -
+ * |+---+| - |
+ * || || |
+ * || || TILE_NUMBER_HEIGHT = 24 |
+ * |+---+| - |
+ * | _ | _ |-TILE_HEIGHT = 50
+ * | / \ | |
+ * || || TILE_SUN_HEIGHT = 20 |
+ * | \_/ | _ |
+ * | | TILE_SUN_Y_OFFSET = 3 |
+ * +-----+ - -
+ * || | TILE_SUN_WIDTH = 20
+ * ||
+ * || TILE_SUN_X_OFFSET = 10
+ */
+#define TILE_WIDTH 40
+#define TILE_HEIGHT 50
+
+#define TILE_NUMBER_X_OFFSET 3
+#define TILE_NUMBER_Y_OFFSET 3
+#define TILE_NUMBER_WIDTH 34
+#define TILE_NUMBER_HEIGHT 24
+
+#define TILE_SUN_X_OFFSET 10
+#define TILE_SUN_Y_OFFSET 3
+#define TILE_SUN_WIDTH 20
+#define TILE_SUN_HEIGHT 20
+
#define FATAL_ERROR(msg) \
do { fprintf (stderr, "Error: %s\n", msg); exit (1); } while (0)
typedef struct tile {
color_t color;
int number;
+ int x;
+ int y;
} tile_t;
#define DECK_MAX_TILES 104
board_t board;
deck_t deck;
RsvgHandle *blanktile;
+
+ int current_tile;
} game_t;
+static void
+tile_init (tile_t *tile, color_t color, int number)
+{
+ tile->color = color;
+ tile->number = number;
+ tile->x = 0;
+ tile->y = 0;
+}
+
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, int x, int y)
+static void tile_draw(game_t *game, tile_t *tile, cairo_t *cr)
{
char number_string[3];
int len;
FATAL_ERROR ("snprintf failed");
cairo_save(cr);
- cairo_translate(cr, x, y);
+ cairo_translate(cr, tile->x, tile->y);
rsvg_handle_render_cairo (game->blanktile, cr);
if (tile->color == BLACK)
{
for (j = 0; j <= 12; ++j)
{
- deck->tiles[j + (i * 13) + (h * 52)].color = i;
- deck->tiles[j + (i * 13) + (h * 52)].number = j;
- deck->num_tiles += 1;
+ tile_init (&deck->tiles[deck->num_tiles++], i, j);
printf ("There are %d tiles in the deck\n", deck->num_tiles);
}
}
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, 45 * j, 55 * i);
+ 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)
+{
+ int i;
+ for (i = 0; i < game->deck.num_tiles; i++)
+ {
+ tile_draw(game, &game->deck.tiles[i], cr);
+ }
}
static void hand_print(game_t *game)
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;
}
static gboolean on_expose_event (GtkWidget *widget, GdkEventExpose *event, game_t *game)
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;
+ }
return TRUE;
}
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;
+ tile->y = event->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_spread(&game.deck);
//deck_deal(&game, &game.deck);
- hand_print(&game);
- deck_print(&game.deck);
+ //hand_print(&game);
+ //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 ();