printf ("There are %d tiles in the deck\n" , deck->num_tiles);
}
+static void deck_spread(deck_t *deck)
+{
+ int i, j;
+ for (i = 0; i < 8; i++)
+ {
+ for (j = 0; j < 13; j++)
+ {
+ 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)
{
}
static gboolean on_button_press_event (GtkWidget *widget, GdkEventButton *event, game_t *game)
+{
+ 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;
+}
+
+static gboolean on_button_release_event (GtkWidget *widget, GdkEventButton *event, game_t *game)
+{
+ 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];
- printf ("Placing tile #%d\n", game->current_tile);
-
/* First, invalidate the region where the tile currently is. */
gtk_widget_queue_draw_area (widget, tile->x, tile->y, TILE_WIDTH, TILE_HEIGHT);
/* Finally, invalidate the region where the tile is now. */
gtk_widget_queue_draw_area (widget, tile->x, tile->y, TILE_WIDTH, TILE_HEIGHT);
- game->current_tile--;
- if (game->current_tile < 0)
- game->current_tile = game->deck.num_tiles - 1;
-
- return TRUE;
-}
-
-static gboolean on_button_release_event (GtkWidget *widget, GdkEventButton *event, game_t *game)
-{
- printf ("You released button %d\n", event->button);
-
return TRUE;
}
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 ();