void eventMenu() { SDL_Event event; while (SDL_PollEvent(&event)) { inputButton(&choixJeu,&event); inputButton(&choixStat,&event); inputButton(&choixQuit,&event); switch(event.type) { case SDL_QUIT: printf("eventLogin: event quit received\n"); changeStep(end); break; case SDL_KEYUP: break; } if(event.type == SDL_MOUSEBUTTONDOWN && event.button.button == SDL_BUTTON_LEFT) printf("%d - %d\n",event.button.x,event.button.y); } }
void GraphicalStepSequencer::mouseDrag(const MouseEvent& e) { updateHover(getHoveredStep(e.getPosition())); changeStep(e); last_edit_position_ = e.getPosition(); }
int main(int argc, char ** argv) { srand(time(NULL)); printf("main: lancement du jeu\n"); init(); // initialisation des ressources communes à toute partie du jeu printf("main: initialisation des ressources graphiques du login\n"); changeStep(login); printf("main: début de la boucle de rendu\n"); while (globalStep!=end) { SDL_RenderClear(renderer); switch(globalStep) { case login: renderLogin();// on dessine le login break; case menu: renderMenu(); break; case mode: renderMode(); break; case stat: renderStat(); break; case game: renderGame(); break; case end: break; default: printf("main: globalState non valide\n"); } SDL_RenderPresent(renderer); //SDL_Delay(5); // provisoire afin de ne pas utiliser tout le cpu switch(globalStep) { case login: eventLogin(); break; case menu: eventMenu(); break; case mode: eventMode(); break; case stat: eventStat(); break; case game: eventGame(); break; case end: break; default: printf("main: globalState non valide\n"); } } //free ressource printf("main: liberation des ressources\n"); quit();// liberation des ressources communes printf("main: fin du jeu\n"); return 0; }
void CMode() { changeStep(mode); }
void CStat() { changeStep(stat); }
void CGameQuit() // quit game callback { changeStep(end); }