Example #1
0
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();
}
Example #3
0
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;
}
Example #4
0
void CMode()
{
    changeStep(mode);
}
Example #5
0
void CStat()
{
    changeStep(stat);
}
Example #6
0
void CGameQuit() // quit game callback
{
    changeStep(end);
}