Worked on further implementation of game mode selection.

I added code to display a help text after the user selects a mode. Currently,
this text is only displayed in single player mode. Additionally, I added a rudimentary
'form' to input IP address and port, if the user selects server mode.
master
Aadhavan Srinivasan 10 months ago
parent f4bbb6ef6a
commit 0d1dc049b5

@ -33,6 +33,7 @@
#include "includes/server.hpp" #include "includes/server.hpp"
#include "includes/exception_consts.hpp" #include "includes/exception_consts.hpp"
#include "includes/serialization.h" #include "includes/serialization.h"
#include "includes/timer.h"
/* Global variables used to instantiate structs */ /* Global variables used to instantiate structs */
const int WIDTH = 1500; const int WIDTH = 1500;
@ -235,9 +236,9 @@ int main(int argc, char** argv) {
/* Set variables to position objects on screen */ /* Set variables to position objects on screen */
int selected_item = 0; // variable to hold the index of the selected item 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 */ /* 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}; 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 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 bool button_pressed = false; // Indicates whether the submit button has been pressed
@ -245,9 +246,10 @@ int main(int argc, char** argv) {
while (button_pressed == false) { while (button_pressed == false) {
BeginDrawing(); BeginDrawing();
ClearBackground(BLACK); ClearBackground(BLACK);
GuiLabel((Rectangle){(WIDTH/2)-(label_size.x/2), (HEIGHT/8), label_size.x, label_size.y}, game_mode_txt); 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) { if (is_being_edited) {
GuiLock(); 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 that allows user to proceed */
@ -258,13 +260,55 @@ int main(int argc, char** argv) {
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). 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(); GuiUnlock();
EndDrawing(); 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 */ /* Variable to store the response given by the other player */
std::string response; std::string response;

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