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.
This commit is contained in:
74
main.cpp
74
main.cpp
@@ -33,6 +33,7 @@
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#include "includes/server.hpp"
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#include "includes/server.hpp"
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#include "includes/exception_consts.hpp"
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#include "includes/exception_consts.hpp"
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#include "includes/serialization.h"
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#include "includes/serialization.h"
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#include "includes/timer.h"
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/* Global variables used to instantiate structs */
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/* Global variables used to instantiate structs */
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const int WIDTH = 1500;
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const int WIDTH = 1500;
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@@ -235,36 +236,79 @@ int main(int argc, char** argv) {
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/* Set variables to position objects on screen */
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/* Set variables to position objects on screen */
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int selected_item = 0; // variable to hold the index of the selected item
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int selected_item = 0; // variable to hold the index of the selected item
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char* game_mode_txt = "Select Game Mode"; // Text to display
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char* text_to_display = "Select Game Mode"; // Text to display
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/* Size of the label, drop down box and button */
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/* Size of the label, drop down box and button */
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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.
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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.
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Vector2 box_size = (Vector2){label_size.x, HEIGHT / 20};
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Vector2 box_size = (Vector2){label_size.x, HEIGHT / 20};
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bool is_being_edited = false; // Indicates whether the drop-down menu is being 'edited' i.e. whether an option is being selected
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bool is_being_edited = false; // Indicates whether the drop-down menu is being 'edited' i.e. whether an option is being selected
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bool button_pressed = false; // Indicates whether the submit button has been pressed
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bool button_pressed = false; // Indicates whether the submit button has been pressed
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while (button_pressed == false) {
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while (button_pressed == false) {
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BeginDrawing();
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BeginDrawing();
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ClearBackground(BLACK);
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ClearBackground(BLACK);
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GuiLabel((Rectangle){(WIDTH/2)-(label_size.x/2), (HEIGHT/8), label_size.x, label_size.y}, game_mode_txt);
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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
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if (is_being_edited) {
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GuiLock();
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}
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/* Button that allows user to proceed */
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if (is_being_edited) {
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button_pressed = GuiButton((Rectangle){(WIDTH/2)-(box_size.x/2), (HEIGHT/2) + (HEIGHT/8), box_size.x, box_size.y}, "Continue");
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GuiLock(); // If the drop-down menu is being 'edited', we need to prevent the user from modifying any other aspect of the UI
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}
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/* Drop-down menu, that allows user to select game mode */
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/* Button that allows user to proceed */
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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
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button_pressed = GuiButton((Rectangle){(WIDTH/2)-(box_size.x/2), (HEIGHT/2) + (HEIGHT/8), box_size.x, box_size.y}, "Continue");
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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).
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}
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// printf("%d\n", selected_item);
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/* Drop-down menu, that allows user to select game mode */
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GuiUnlock();
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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
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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).
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}
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GuiUnlock();
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EndDrawing();
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EndDrawing();
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}
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}
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/* Single player mode */
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if (selected_item == M_SINGLE) {
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GuiSetStyle(DEFAULT, TEXT_WRAP_MODE, TEXT_WRAP_WORD); // Enable text wrapping so that the long text, displayed below, will be wrapped
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BeginDrawing();
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ClearBackground(BLACK);
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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!");
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EndDrawing();
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Timer timer = timer_init(5);
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while (!timer_done(timer));
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}
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/* Server mode, ask user to input IP address and port */
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if (selected_item == M_SERVER) {
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button_pressed = false; // Whether submit button is pressed
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char* ip_text = (char *)calloc(100, sizeof(char)); // Holds input of IP text box
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char* port_text = (char *)calloc(20, sizeof(char)); // Holds input of port text box
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char* ip_label = "Local IP address";
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char* port_label = "Port number (1024 - 65535)";
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int port_label_x_size = MeasureTextEx(GetFontDefault(), port_label, font_size, font_spacing).x; // Custom size for port label, because it's long
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bool editing_ip = false; // Indicates whether the IP address text box is being edited
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bool editing_port = false; // Indicates whether the port text box is being edited
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while (button_pressed == false) {
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BeginDrawing();
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ClearBackground(BLACK);
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/* Label and text box for IP address */
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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
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/* 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
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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
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is mostly handled in the GuiTextBox function. If the text box is in edit mode, this function returns nonzero if the user clicks INSIDE
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the box. If the text box is in editable mode, this function returns nonzero if the user clicks OUTSIDE the box. */
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if (GuiTextBox((Rectangle){(WIDTH/2) - (box_size.x/2), (HEIGHT/2) - (HEIGHT/6), box_size.x, box_size.y}, ip_text, 100, editing_ip)) {
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editing_ip = !editing_ip;
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}
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/* Label and text box for port. See above for explanation of if statement. */
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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
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if (GuiTextBox((Rectangle){(WIDTH/2) - (box_size.x/2), (HEIGHT/2), box_size.x, box_size.y}, port_text, 100, editing_port)) {
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editing_port = !editing_port;
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}
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button_pressed = GuiButton((Rectangle){(WIDTH/2) - (box_size.x/2), (HEIGHT/2) + (HEIGHT/6), box_size.x, box_size.y}, "Start Server");
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EndDrawing();
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}
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}
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/* Variable to store the response given by the other player */
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/* Variable to store the response given by the other player */
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std::string response;
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std::string response;
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