diff --git a/main.cpp b/main.cpp index 3b9937a..7674a07 100644 --- a/main.cpp +++ b/main.cpp @@ -33,6 +33,7 @@ #include "includes/server.hpp" #include "includes/exception_consts.hpp" #include "includes/serialization.h" +#include "includes/timer.h" /* Global variables used to instantiate structs */ const int WIDTH = 1500; @@ -235,36 +236,79 @@ int main(int argc, char** argv) { /* Set variables to position objects on screen */ int selected_item = 0; // variable to hold the index of the selected item - char* game_mode_txt = "Select Game Mode"; // Text to display + char* text_to_display = "Select Game Mode"; // Text to display /* Size of the label, drop down box and button */ - Vector2 label_size = MeasureTextEx(GetFontDefault(), game_mode_txt, font_size, font_spacing); // Set the size based on the width of the string to print, the font size and the text spacing. I added 1 to font_size and font_spacing, to account for any possible rounding errors, since the function expects floats. + Vector2 label_size = MeasureTextEx(GetFontDefault(), text_to_display, font_size, font_spacing); // Set the size based on the width of the string to print, the font size and the text spacing. I added 1 to font_size and font_spacing, to account for any possible rounding errors, since the function expects floats. Vector2 box_size = (Vector2){label_size.x, HEIGHT / 20}; bool is_being_edited = false; // Indicates whether the drop-down menu is being 'edited' i.e. whether an option is being selected bool button_pressed = false; // Indicates whether the submit button has been pressed while (button_pressed == false) { BeginDrawing(); - ClearBackground(BLACK); - GuiLabel((Rectangle){(WIDTH/2)-(label_size.x/2), (HEIGHT/8), label_size.x, label_size.y}, game_mode_txt); - if (is_being_edited) { - GuiLock(); - } + ClearBackground(BLACK); + GuiLabel((Rectangle){(WIDTH/2)-(label_size.x/2), (HEIGHT/8), label_size.x, label_size.y}, text_to_display); // Label to display text on top + + if (is_being_edited) { + GuiLock(); // If the drop-down menu is being 'edited', we need to prevent the user from modifying any other aspect of the UI + } - /* Button that allows user to proceed */ - button_pressed = GuiButton((Rectangle){(WIDTH/2)-(box_size.x/2), (HEIGHT/2) + (HEIGHT/8), box_size.x, box_size.y}, "Continue"); + /* Button that allows user to proceed */ + button_pressed = GuiButton((Rectangle){(WIDTH/2)-(box_size.x/2), (HEIGHT/2) + (HEIGHT/8), box_size.x, box_size.y}, "Continue"); - /* Drop-down menu, that allows user to select game mode */ - if (GuiDropdownBox((Rectangle){(WIDTH/2) - (box_size.x/2), (HEIGHT/2) - (HEIGHT/8), box_size.x, box_size.y}, "SINGLE;CLIENT;SERVER", &selected_item, is_being_edited)) { // This function returns != 0 if there was a mouse click inside the dropdown area - is_being_edited = !is_being_edited; // If the dropdown menu was selected, then it is being edited (or not being edited, if it previously was). - } - -// printf("%d\n", selected_item); - GuiUnlock(); + /* Drop-down menu, that allows user to select game mode */ + if (GuiDropdownBox((Rectangle){(WIDTH/2) - (box_size.x/2), (HEIGHT/2) - (HEIGHT/8), box_size.x, box_size.y}, "SINGLE;CLIENT;SERVER", &selected_item, is_being_edited)) { // This function returns != 0 if there was a mouse click inside the dropdown area + is_being_edited = !is_being_edited; // If the dropdown menu was selected, then it is being edited (or not being edited, if it previously was). + } + + GuiUnlock(); EndDrawing(); } + /* Single player mode */ + if (selected_item == M_SINGLE) { + GuiSetStyle(DEFAULT, TEXT_WRAP_MODE, TEXT_WRAP_WORD); // Enable text wrapping so that the long text, displayed below, will be wrapped + BeginDrawing(); + ClearBackground(BLACK); + GuiLabel((Rectangle){(WIDTH/2)-(WIDTH/8), (HEIGHT/2)-(HEIGHT/8), WIDTH/4, HEIGHT/4}, "W and S control left paddle, Up and Down arrow keys control right paddle. Good luck!"); + EndDrawing(); + Timer timer = timer_init(5); + while (!timer_done(timer)); + } - + /* Server mode, ask user to input IP address and port */ + if (selected_item == M_SERVER) { + button_pressed = false; // Whether submit button is pressed + char* ip_text = (char *)calloc(100, sizeof(char)); // Holds input of IP text box + char* port_text = (char *)calloc(20, sizeof(char)); // Holds input of port text box + char* ip_label = "Local IP address"; + char* port_label = "Port number (1024 - 65535)"; + int port_label_x_size = MeasureTextEx(GetFontDefault(), port_label, font_size, font_spacing).x; // Custom size for port label, because it's long + bool editing_ip = false; // Indicates whether the IP address text box is being edited + bool editing_port = false; // Indicates whether the port text box is being edited + while (button_pressed == false) { + BeginDrawing(); + ClearBackground(BLACK); + /* Label and text box for IP address */ + GuiLabel((Rectangle){(WIDTH/2)-(label_size.x/2), (HEIGHT/2) - (HEIGHT/6) - label_size.y - 10, label_size.x, label_size.y}, ip_label); // Label to display text on top + /* The reason this if statement exists, is largely the same as the reasoning for the drop-down menu. We want to make the text box editable + if it has been clicked. If it is already editable, we want to make it read-only if the user clicks outside the box. This functionality + is mostly handled in the GuiTextBox function. If the text box is in edit mode, this function returns nonzero if the user clicks INSIDE + the box. If the text box is in editable mode, this function returns nonzero if the user clicks OUTSIDE the box. */ + if (GuiTextBox((Rectangle){(WIDTH/2) - (box_size.x/2), (HEIGHT/2) - (HEIGHT/6), box_size.x, box_size.y}, ip_text, 100, editing_ip)) { + editing_ip = !editing_ip; + } + + /* Label and text box for port. See above for explanation of if statement. */ + GuiLabel((Rectangle){(WIDTH/2)-(label_size.x/2), (HEIGHT/2) - label_size.y, port_label_x_size }, port_label); // Label to display text on top + if (GuiTextBox((Rectangle){(WIDTH/2) - (box_size.x/2), (HEIGHT/2), box_size.x, box_size.y}, port_text, 100, editing_port)) { + editing_port = !editing_port; + } + + button_pressed = GuiButton((Rectangle){(WIDTH/2) - (box_size.x/2), (HEIGHT/2) + (HEIGHT/6), box_size.x, box_size.y}, "Start Server"); + + EndDrawing(); + } + } /* Variable to store the response given by the other player */ std::string response;