Moved struct definition to separate file, and added check for displaying GUI
I moved the GameType struct (and the Mode enum) to a separate file, as I will need to use it in the check_server and check_client functions as well. I also added the signum function (which was previously in sign.hpp) to this file, since it was the only function in sign.hpp. Finally, I added a check, that will only display the GUI, if the user didn't provide any command-line arguments.
This commit is contained in:
182
main.cpp
182
main.cpp
@@ -23,15 +23,14 @@
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#define RAYGUI_IMPLEMENTATION
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#include "includes/raygui/raygui.h"
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#include "includes/raygui/style_dark.h"
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#include "includes/paddle.hpp"
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#include "includes/ball.hpp"
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#include "includes/easysock.hpp"
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#include "includes/sign.hpp"
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#include "includes/connect_code.hpp"
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#include "includes/easysock.hpp"
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#include "includes/client.hpp"
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#include "includes/server.hpp"
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#include "includes/exception_consts.hpp"
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#include "includes/check_input.hpp"
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#include "includes/serialization.h"
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#include "includes/timer.h"
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@@ -47,18 +46,12 @@ const float BASE_BOUNCE_RAD = (BASE_BOUNCE_DEG / 180.0) * M_PI;
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const float BASE_SPEED_COMPONENTS = 15;
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const float BASE_SPEED = sqrt(powf(BASE_SPEED_COMPONENTS, 2) * 2);
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typedef enum {M_SINGLE, M_CLIENT, M_SERVER} Mode;
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/* This struct contains a Mode enum, which indicates the type of game we are
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playing (Single player, client mode or server mode). The netsock parameter is
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a 'Sock' object - Client and Server classes inherit from this object, so this
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parameter can be instantiated to either a client or server, depending on the
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game type. */
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typedef struct {
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Mode mode;
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Sock* netsock;
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} GameType;
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/* Simple function to return 1 if a value is positive, and -1 if it is negative */
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int signum(int num) {
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int retval = 0;
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(num > 0) ? retval = 1 : retval = -1;
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return retval;
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}
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raylib::Vector2 changeVelocityAfterCollision(Paddle paddle, Ball ball) {
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float paddle_mid_y = (paddle.getRect().y + paddle.getRect().GetHeight()) / 2.0; /* Middle y value of rectangle */
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@@ -223,93 +216,96 @@ int main(int argc, char** argv) {
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bool game_started = false;
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srand(std::time(NULL));
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/* If there were no command-line arguments, the user is prompted in the GUI */
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if (argc == 1) {
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/* Display a drop-down menu, to allow user to pick between Single player, server and client. This section of the code uses the raygui library, and is written in C. */
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GuiLoadStyleDark(); // Load the dark theme style
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/* Modify the default style, by changing font size and spacing */
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int font_size = 25;
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int font_spacing = 2;
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GuiSetStyle(DEFAULT, TEXT_SIZE, font_size);
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GuiSetStyle(DEFAULT, TEXT_SPACING, font_spacing);
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/* Display a drop-down menu, to allow user to pick between Single player, server and client. This section of the code uses the raygui library, and is written in C. */
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GuiLoadStyleDark(); // Load the dark theme style
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/* Modify the default style, by changing font size and spacing */
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int font_size = 25;
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int font_spacing = 2;
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GuiSetStyle(DEFAULT, TEXT_SIZE, font_size);
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GuiSetStyle(DEFAULT, TEXT_SPACING, font_spacing);
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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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const 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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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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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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while (button_pressed == false) {
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BeginDrawing();
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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}, text_to_display); // Label to display text on top
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if (is_being_edited) {
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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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/* Button that allows user to proceed */
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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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/* Drop-down menu, that allows user to select game mode */
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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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}
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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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const char* ip_label = "Local IP address";
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const 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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/* 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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const 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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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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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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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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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(); // 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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/* Button that allows user to proceed */
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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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/* Drop-down menu, that allows user to select game mode */
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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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/* 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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GuiUnlock();
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EndDrawing();
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}
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GameType type = check_server(ip_text, port_text);
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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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const char* ip_label = "Local IP address";
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const 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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type = check_server(ip_text, port_text);
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free(ip_text);
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free(port_text);
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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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