Refactoring Code some more. Game logic is completely isolated into chess_board

This commit is contained in:
Daniel Weber 2023-01-01 23:21:50 -05:00
parent 9afc19cba0
commit 72d2f4e4fd
5 changed files with 339 additions and 295 deletions

View File

@ -1,65 +1,14 @@
#include "chess_board.h" #include "chess_board.h"
#include <SDL2/SDL.h>
#include <SDL2/SDL_video.h>
#include "stdio.h" #include "stdio.h"
#include <stack> #include <stack>
#include <string.h> #include <string.h>
#include "pieces.hpp" #include "pieces.hpp"
#define MARGIN 300
#define PAWN_WHITE 0u
#define PAWN_BLACK 1u
#define KING_WHITE 2u
#define KING_BLACK 3u
#define ROOK_WHITE 4u
#define ROOK_BLACK 5u
#define KNIGHT_WHITE 6u
#define KNIGHT_BLACK 7u
#define BISHOP_WHITE 8u
#define BISHOP_BLACK 9u
#define QUEEN_WHITE 10u
#define QUEEN_BLACK 11u
#define SQUARE_EMPTY 12u
#define LIGHT_OFF 0u
#define POTENTIAL_MOVE 1u
#define POTENTIAL_TAKE 2u
#define SUGGESTED_MOVE 3u
#define ERROR_MOVE 4u
#define PIECE_ORIGIN 5u
#define PIECE_NEEDS_TO_BE_HERE 6u
#define POTENTIAL_CASTLE 7u
#define PIECE_NEEDS_TO_BE_REMOVED 8u
#define GAME_STATE_IDLE 0u
#define GAME_STATE_P1_TURN_BEGINING 1u
#define GAME_STATE_P1_TURN_IN_PROGRESS 2u
#define GAME_STATE_P1_TURN_TAKING 3u
#define GAME_STATE_P2_TURN_BEGINING 4u
#define GAME_STATE_P2_TURN_IN_PROGRESS 5u
#define GAME_STATE_P2_TURN_TAKING 6u
#define GAME_STATE_ERROR_DETECTED 7u
const char File_Names[12][17] = {"pawn_white.bmp", "pawn_black.bmp",
"king_white.bmp", "king_black.bmp",
"tower_white.bmp", "tower_black.bmp",
"horse_white.bmp", "horse_black.bmp",
"bishop_white.bmp", "bishop_black.bmp",
"queen_white.bmp", "queen_black.bmp",
};
static int Height;
static int Width;
static SDL_Texture * Board_Texture;
static SDL_Rect Rectangle;
static int Board_Width;
static uint8_t Board_State[12][8] = {{0}}; static uint8_t Board_State[12][8] = {{0}};
static uint8_t Current_Binary_Board[12] = {0};
static uint8_t Saved_Binary_Board[12] = {0}; static uint8_t Saved_Binary_Board[12] = {0};
static uint8_t Board_Lights[12][8] = {{0}}; static uint8_t Board_Lights[12][8] = {{0}};
SDL_Surface *bitmapSurface = NULL;
SDL_Texture * bitmapTextures[12] = {NULL};
static uint8_t Game_State = GAME_STATE_P1_TURN_BEGINING; static uint8_t Game_State = GAME_STATE_P1_TURN_BEGINING;
static uint8_t Last_Game_State = GAME_STATE_P1_TURN_BEGINING; static uint8_t Last_Game_State = GAME_STATE_P1_TURN_BEGINING;
static bool White_Turn = true; static bool White_Turn = true;
@ -637,7 +586,7 @@ static void Mark_Potential_Moves(uint8_t piece, uint8_t column, uint8_t row)
/** /**
* @brief Function for marking the taken pieces potention moves to jail. * @brief Function for marking the taken pieces potention moves to jail.
*/ */
void Mark_Taken_Piece_Spots_In_Jail(void) static void Mark_Taken_Piece_Spots_In_Jail(void)
{ {
uint8_t add = (white_team(Taken_Piece) ? 8u : 10u); uint8_t add = (white_team(Taken_Piece) ? 8u : 10u);
switch (Taken_Piece) switch (Taken_Piece)
@ -690,7 +639,7 @@ void Mark_Taken_Piece_Spots_In_Jail(void)
/** /**
* @brief Function for switching the players turn. Incharge of handling the state machine reset. * @brief Function for switching the players turn. Incharge of handling the state machine reset.
*/ */
void Switch_Turns(void) static void Switch_Turns(void)
{ {
Game_State = (White_Turn ? GAME_STATE_P2_TURN_BEGINING : GAME_STATE_P1_TURN_BEGINING); Game_State = (White_Turn ? GAME_STATE_P2_TURN_BEGINING : GAME_STATE_P1_TURN_BEGINING);
White_Turn = !White_Turn; White_Turn = !White_Turn;
@ -708,7 +657,7 @@ void Switch_Turns(void)
* @param column: Current column location of the piece. * @param column: Current column location of the piece.
* @retval None * @retval None
*/ */
void Check_If_Moving_King(uint8_t row, uint8_t column) static void Check_If_Moving_King(uint8_t row, uint8_t column)
{ {
uint8_t white_black_idx = White_Turn ? 0u : 1u; uint8_t white_black_idx = White_Turn ? 0u : 1u;
if((Selected_Piece == KING_WHITE) || (Selected_Piece == KING_BLACK)) if((Selected_Piece == KING_WHITE) || (Selected_Piece == KING_BLACK))
@ -739,7 +688,7 @@ void Check_If_Moving_King(uint8_t row, uint8_t column)
* @param i: column location that was toggled. * @param i: column location that was toggled.
* @retval None * @retval None
*/ */
void Board_Square_Was_Toggled(uint8_t j, uint8_t i) static void Board_Square_Was_Toggled(uint8_t j, uint8_t i)
{ {
switch (Game_State) switch (Game_State)
{ {
@ -935,17 +884,24 @@ void Board_Square_Was_Toggled(uint8_t j, uint8_t i)
} }
} }
void Board_get_lights_and_state(uint8_t board_lights[12][8], uint8_t board_state[12][8])
{
memcpy(&board_lights[0][0], &Board_Lights[0][0], sizeof(Board_Lights));
memcpy(&board_state[0][0], &Board_State[0][0], sizeof(Board_State));
}
/** /**
* @brief The Board changed so now we have to see what is different and act accordingly. * @brief The Board changed so now we have to see what is different and act accordingly.
* @note Yes i know the design of this seems really bad but it's important to remember this is supposed to simulate the chess board I'm creating. * @note Yes i know the design of this seems really bad but it's important to remember this is supposed to simulate the chess board I'm creating.
* so I'm designing it this way because of the hardware that I'm using. * so I'm designing it this way because of the hardware that I'm using.
* @retval None * @retval None
*/ */
void Board_Changed(void) void Board_Changed(uint8_t current_binary_board[12])
{ {
for (uint8_t j = 0u; j < 12u; j++) for (uint8_t j = 0u; j < 12u; j++)
{ {
uint8_t difference = (Current_Binary_Board[j] ^ Saved_Binary_Board[j]); uint8_t difference = (current_binary_board[j] ^ Saved_Binary_Board[j]);
if (difference != 0u) if (difference != 0u)
{ {
for (uint8_t i = 0u; i < 8u; i++) for (uint8_t i = 0u; i < 8u; i++)
@ -956,108 +912,18 @@ void Board_Changed(void)
} }
} }
} }
Saved_Binary_Board[j] = Current_Binary_Board[j]; Saved_Binary_Board[j] = current_binary_board[j];
} }
} }
/**
* @brief Function for registering an incoming click
* @param p_renderer: Pointer to the renderer
* @param x: x location of the click
* @param y: y location of the click
* @retval
*/
void click(SDL_Renderer *p_renderer, int x, int y)
{
SDL_Point const point = {x, y};
const int square_size = Board_Width / 8;
Rectangle.w = Board_Width + (4 * square_size);
Rectangle.h = Board_Width;
Rectangle.x = ((Width - Board_Width) / 2) - (2 * square_size);
Rectangle.y = (Height - Board_Width) / 2;
if (SDL_PointInRect(&point, &Rectangle))
{
Rectangle.x = (Width - Board_Width) / 2;
Rectangle.w = Board_Width;
int starting_y = Rectangle.y;
const int starting_x = Rectangle.x;
Rectangle.w = square_size;
Rectangle.h = square_size;
for (size_t j = 0; j < 8; j++)
{
Rectangle.x = starting_x;
for (size_t i = 0; i < 8; i++)
{
if(SDL_PointInRect(&point, &Rectangle))
{
Current_Binary_Board[j] ^= (1u << i);
Board_Changed();
goto draw_square;
}
Rectangle.x += square_size;
}
Rectangle.y += square_size;
}
Rectangle.x = ((Width - Board_Width) / 2) - (2 * square_size);
/* Now we draw the jail */
for (size_t j = 8; j < 12; j++)
{
Rectangle.y = starting_y;
for (size_t i = 0; i < 8; i++)
{
if (SDL_PointInRect(&point, &Rectangle))
{
Current_Binary_Board[j] ^= (1u << i);
Board_Changed();
goto draw_square;
}
Rectangle.y += square_size;
}
/*If we are at the end of second jail row, jump to the other side */
if (j == 9)
{
Rectangle.x += (Board_Width + square_size);
}
else
{
Rectangle.x += square_size;
}
}
draw_square:
SDL_SetRenderTarget(p_renderer, Board_Texture);
draw_board(p_renderer);
SDL_RenderCopy(p_renderer, Board_Texture, NULL, NULL);
SDL_RenderPresent(p_renderer);
}
}
/**
* @brief Function for resizing the display of the board
* @param p_renderer: pointer to the renderer
* @param w: width of the new window
* @param h: hight of the new window
* @retval None
*/
void chess_board_resize(SDL_Renderer *p_renderer, int w, int h)
{
Width = w;
Height = h;
SDL_DestroyTexture(Board_Texture);
Board_Texture = SDL_CreateTexture(p_renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
Board_Width = ((w > h) ? h : w) - MARGIN;
// get rid of rounding errors
Board_Width -= Board_Width % 8;
}
/** /**
* @brief Function for initializing the board * @brief Function for initializing the board
* @note * @note
* @param *p_renderer pointer to the renderer:
* @retval None * @retval None
*/ */
void chess_board_init(SDL_Renderer *p_renderer) void chess_board_init(void)
{ {
for (uint8_t i = 0u; i < 12u; i++) for (uint8_t i = 0u; i < 12u; i++)
{ {
@ -1066,11 +932,6 @@ void chess_board_init(SDL_Renderer *p_renderer)
Board_State[i][j] = SQUARE_EMPTY; Board_State[i][j] = SQUARE_EMPTY;
} }
} }
Current_Binary_Board[0] = 0xFF;
Current_Binary_Board[1] = 0xFF;
Current_Binary_Board[6] = 0xFF;
Current_Binary_Board[7] = 0xFF;
Saved_Binary_Board[0] = 0xFF; Saved_Binary_Board[0] = 0xFF;
Saved_Binary_Board[1] = 0xFF; Saved_Binary_Board[1] = 0xFF;
Saved_Binary_Board[6] = 0xFF; Saved_Binary_Board[6] = 0xFF;
@ -1099,136 +960,4 @@ void chess_board_init(SDL_Renderer *p_renderer)
Board_State[1][i] = PAWN_BLACK; Board_State[1][i] = PAWN_BLACK;
Board_State[6][i] = PAWN_WHITE; Board_State[6][i] = PAWN_WHITE;
} }
for (uint8_t i = 0; i < 12; i++)
{
//location of all the sprites plus the size of file names
char file[25] = "sprites/";
memcpy(&file[8], File_Names[i], 16);
bitmapSurface = SDL_LoadBMP(file);
bitmapTextures[i] = SDL_CreateTextureFromSurface(p_renderer, bitmapSurface);
}
SDL_FreeSurface(bitmapSurface);
}
/**
* @brief Funtion for that will draw the current state of the board including pecies and colors for suggested and possible moves.
* @param *p_renderer pointer to the renderer object:
* @retval None
*/
void draw_board(SDL_Renderer *p_renderer)
{
SDL_SetRenderTarget(p_renderer, Board_Texture);
SDL_SetRenderDrawColor(p_renderer, 0x7f, 0x7f, 0x7f, 0);
SDL_RenderClear(p_renderer);
SDL_RenderDrawRect(p_renderer, &Rectangle);
SDL_SetRenderDrawColor(p_renderer, 0xFF, 0xFF, 0xFF, 0x00);
Rectangle.w = Board_Width;
Rectangle.h = Board_Width;
Rectangle.x = (Width - Board_Width) / 2;
Rectangle.y = (Height - Board_Width) / 2;
SDL_RenderFillRect(p_renderer, &Rectangle);
SDL_SetRenderDrawColor(p_renderer, 0x85, 0x5E, 0x42, 0x00);
const int square_size = Board_Width / 8;
int starting_x = Rectangle.x;
Rectangle.w = square_size;
Rectangle.h = square_size;
for (size_t j = 0; j < 8; j++)
{
Rectangle.x = starting_x;
for (size_t i = 0; i < 8; i++)
{
if ((Board_Lights[j][i] == POTENTIAL_MOVE) || (Board_Lights[j][i] == POTENTIAL_CASTLE))
{
SDL_SetRenderDrawColor(p_renderer, 0x00, 0xFF, 0x00, 0x00);
SDL_RenderFillRect(p_renderer, &Rectangle);
SDL_SetRenderDrawColor(p_renderer, 0x85, 0x5E, 0x42, 0x00);
}
else if ((Board_Lights[j][i] == POTENTIAL_TAKE) || (Board_Lights[j][i] == PIECE_NEEDS_TO_BE_HERE) || (Board_Lights[j][i] == PIECE_NEEDS_TO_BE_REMOVED))
{
SDL_SetRenderDrawColor(p_renderer, 0xFF, 0x00, 0x00, 0x00);
SDL_RenderFillRect(p_renderer, &Rectangle);
SDL_SetRenderDrawColor(p_renderer, 0x85, 0x5E, 0x42, 0x00);
}
else if (Board_Lights[j][i] == PIECE_ORIGIN)
{
SDL_SetRenderDrawColor(p_renderer, 0xFF, 0x00, 0xFF, 0x00);
SDL_RenderFillRect(p_renderer, &Rectangle);
SDL_SetRenderDrawColor(p_renderer, 0x85, 0x5E, 0x42, 0x00);
}
else if (Board_Lights[j][i] == ERROR_MOVE)
{
SDL_SetRenderDrawColor(p_renderer, 0xFF, 0xFF, 0x00, 0x00);
SDL_RenderFillRect(p_renderer, &Rectangle);
SDL_SetRenderDrawColor(p_renderer, 0x85, 0x5E, 0x42, 0x00);
}
else if (((i % 2) + (j % 2)) == 1)
{
SDL_RenderFillRect(p_renderer, &Rectangle);
}
else
{
/* code */
}
if((Board_State[j][i] & 0x0Fu) != SQUARE_EMPTY)
{
SDL_RenderCopy(p_renderer, bitmapTextures[(Board_State[j][i] & 0x0Fu)], NULL, &Rectangle);
}
Rectangle.x += square_size;
}
Rectangle.y += square_size;
}
Rectangle.x = ((Width - Board_Width) / 2) - (2 * square_size);
Rectangle.y = (Height - Board_Width) / 2;
int starting_y = Rectangle.y;
SDL_SetRenderDrawColor(p_renderer, 0x6F, 0x6f, 0x6f, 0x00);
/* Now we draw the jail */
for (size_t j = 8; j < 12; j++)
{
Rectangle.y = starting_y;
for (size_t i = 0; i < 8; i++)
{
if (Board_Lights[j][i] == PIECE_NEEDS_TO_BE_HERE)
{
SDL_SetRenderDrawColor(p_renderer, 0xFF, 0x00, 0x00, 0x00);
SDL_RenderFillRect(p_renderer, &Rectangle);
SDL_SetRenderDrawColor(p_renderer, 0x6F, 0x6F, 0x6F, 0x00);
}
else if (Board_Lights[j][i] == ERROR_MOVE)
{
SDL_SetRenderDrawColor(p_renderer, 0xFF, 0xFF, 0x00, 0x00);
SDL_RenderFillRect(p_renderer, &Rectangle);
SDL_SetRenderDrawColor(p_renderer, 0x6F, 0x6F, 0x6F, 0x00);
}
else
{
SDL_RenderFillRect(p_renderer, &Rectangle);
}
if ((Board_State[j][i] & 0x0Fu) != SQUARE_EMPTY)
{
SDL_RenderCopy(p_renderer, bitmapTextures[(Board_State[j][i] & 0x0Fu)], NULL, &Rectangle);
}
Rectangle.y += square_size;
}
/*If we are at the end of second jail row, jump to the other side */
if(j == 9)
{
Rectangle.x += (Board_Width + square_size);
}
else
{
Rectangle.x += square_size;
}
}
SDL_SetRenderTarget(p_renderer, NULL);
SDL_RenderCopy(p_renderer, Board_Texture, NULL, NULL);
} }

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@ -1,7 +1,41 @@
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#include <SDL2/SDL_video.h> #include <SDL2/SDL_video.h>
void click(SDL_Renderer *p_renderer, int x, int y); #define LIGHT_OFF 0u
void chess_board_resize(SDL_Renderer *p_renderer, int w, int h); #define POTENTIAL_MOVE 1u
void chess_board_init(SDL_Renderer *p_renderer); #define POTENTIAL_TAKE 2u
void draw_board(SDL_Renderer * p_renderer); #define SUGGESTED_MOVE 3u
#define ERROR_MOVE 4u
#define PIECE_ORIGIN 5u
#define PIECE_NEEDS_TO_BE_HERE 6u
#define POTENTIAL_CASTLE 7u
#define PIECE_NEEDS_TO_BE_REMOVED 8u
#define PAWN_WHITE 0u
#define PAWN_BLACK 1u
#define KING_WHITE 2u
#define KING_BLACK 3u
#define ROOK_WHITE 4u
#define ROOK_BLACK 5u
#define KNIGHT_WHITE 6u
#define KNIGHT_BLACK 7u
#define BISHOP_WHITE 8u
#define BISHOP_BLACK 9u
#define QUEEN_WHITE 10u
#define QUEEN_BLACK 11u
#define SQUARE_EMPTY 12u
#define GAME_STATE_IDLE 0u
#define GAME_STATE_P1_TURN_BEGINING 1u
#define GAME_STATE_P1_TURN_IN_PROGRESS 2u
#define GAME_STATE_P1_TURN_TAKING 3u
#define GAME_STATE_P2_TURN_BEGINING 4u
#define GAME_STATE_P2_TURN_IN_PROGRESS 5u
#define GAME_STATE_P2_TURN_TAKING 6u
#define GAME_STATE_ERROR_DETECTED 7u
void chess_board_init(void);
void Board_Changed(uint8_t current_binary_board[12]);
void Board_get_lights_and_state(uint8_t board_lights[12][8], uint8_t board_state[12][8]);

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@ -7,6 +7,7 @@
#include <SDL2/SDL_video.h> #include <SDL2/SDL_video.h>
#include <time.h> #include <time.h>
#include "chess_board.h" #include "chess_board.h"
#include "user_interface_abstraction.h"
static clock_t start_time, end_time; static clock_t start_time, end_time;
@ -18,8 +19,9 @@ int begin_game(SDL_Renderer *renderer, SDL_Window *win)
srcR.w = 800; srcR.w = 800;
destR.h = 800; destR.h = 800;
destR.w = 800; destR.w = 800;
chess_board_resize(renderer, 800, 800); chess_board_init();
chess_board_init(renderer); ui_resize(renderer, 800, 800);
ui_init(renderer);
srcR.x = 0; srcR.x = 0;
srcR.y = 0; srcR.y = 0;
destR.x = 0; destR.x = 0;
@ -44,7 +46,7 @@ int begin_game(SDL_Renderer *renderer, SDL_Window *win)
{ {
start_time = clock(); start_time = clock();
click(renderer, event.button.x, event.button.y); ui_click(renderer, event.button.x, event.button.y);
end_time = clock(); end_time = clock();
SDL_RenderPresent(renderer); SDL_RenderPresent(renderer);
@ -77,7 +79,7 @@ int begin_game(SDL_Renderer *renderer, SDL_Window *win)
case SDL_WINDOWEVENT_MAXIMIZED: case SDL_WINDOWEVENT_MAXIMIZED:
redraw = true; redraw = true;
SDL_GetWindowSize(win, &destR.w, &destR.h); SDL_GetWindowSize(win, &destR.w, &destR.h);
chess_board_resize(renderer, destR.w, destR.h); ui_resize(renderer, destR.w, destR.h);
break; break;
} }
} }
@ -90,7 +92,7 @@ int begin_game(SDL_Renderer *renderer, SDL_Window *win)
{ {
start_time = clock(); start_time = clock();
draw_board(renderer); ui_redraw_board(renderer);
end_time = clock(); end_time = clock();
SDL_RenderPresent(renderer); SDL_RenderPresent(renderer);

View File

@ -0,0 +1,265 @@
#include "user_interface_abstraction.h"
#include "chess_board.h"
#include <stack>
#include <string.h>
#define MARGIN 300
const char File_Names[12][17] = {"pawn_white.bmp", "pawn_black.bmp",
"king_white.bmp", "king_black.bmp",
"tower_white.bmp", "tower_black.bmp",
"horse_white.bmp", "horse_black.bmp",
"bishop_white.bmp", "bishop_black.bmp",
"queen_white.bmp", "queen_black.bmp",
};
static int Height;
static int Width;
static SDL_Texture * Board_Texture;
static SDL_Rect Rectangle;
static int Board_Width;
SDL_Surface *bitmapSurface = NULL;
SDL_Texture * bitmapTextures[12] = {NULL};
static uint8_t Current_Binary_Board[12] = {0};
/**
* @brief Funtion for that will draw the current state of the board including pecies and colors for suggested and possible moves.
* @param *p_renderer pointer to the renderer object:
* @retval None
*/
static void ui_draw_board(SDL_Renderer *p_renderer, uint8_t board_lights[12][8], uint8_t board_state[12][8])
{
SDL_SetRenderTarget(p_renderer, Board_Texture);
SDL_SetRenderDrawColor(p_renderer, 0x7f, 0x7f, 0x7f, 0);
SDL_RenderClear(p_renderer);
SDL_RenderDrawRect(p_renderer, &Rectangle);
SDL_SetRenderDrawColor(p_renderer, 0xFF, 0xFF, 0xFF, 0x00);
Rectangle.w = Board_Width;
Rectangle.h = Board_Width;
Rectangle.x = (Width - Board_Width) / 2;
Rectangle.y = (Height - Board_Width) / 2;
SDL_RenderFillRect(p_renderer, &Rectangle);
SDL_SetRenderDrawColor(p_renderer, 0x85, 0x5E, 0x42, 0x00);
const int square_size = Board_Width / 8;
int starting_x = Rectangle.x;
Rectangle.w = square_size;
Rectangle.h = square_size;
for (size_t j = 0; j < 8; j++)
{
Rectangle.x = starting_x;
for (size_t i = 0; i < 8; i++)
{
if ((board_lights[j][i] == POTENTIAL_MOVE) || (board_lights[j][i] == POTENTIAL_CASTLE))
{
SDL_SetRenderDrawColor(p_renderer, 0x00, 0xFF, 0x00, 0x00);
SDL_RenderFillRect(p_renderer, &Rectangle);
SDL_SetRenderDrawColor(p_renderer, 0x85, 0x5E, 0x42, 0x00);
}
else if ((board_lights[j][i] == POTENTIAL_TAKE) || (board_lights[j][i] == PIECE_NEEDS_TO_BE_HERE) || (board_lights[j][i] == PIECE_NEEDS_TO_BE_REMOVED))
{
SDL_SetRenderDrawColor(p_renderer, 0xFF, 0x00, 0x00, 0x00);
SDL_RenderFillRect(p_renderer, &Rectangle);
SDL_SetRenderDrawColor(p_renderer, 0x85, 0x5E, 0x42, 0x00);
}
else if (board_lights[j][i] == PIECE_ORIGIN)
{
SDL_SetRenderDrawColor(p_renderer, 0xFF, 0x00, 0xFF, 0x00);
SDL_RenderFillRect(p_renderer, &Rectangle);
SDL_SetRenderDrawColor(p_renderer, 0x85, 0x5E, 0x42, 0x00);
}
else if (board_lights[j][i] == ERROR_MOVE)
{
SDL_SetRenderDrawColor(p_renderer, 0xFF, 0xFF, 0x00, 0x00);
SDL_RenderFillRect(p_renderer, &Rectangle);
SDL_SetRenderDrawColor(p_renderer, 0x85, 0x5E, 0x42, 0x00);
}
else if (((i % 2) + (j % 2)) == 1)
{
SDL_RenderFillRect(p_renderer, &Rectangle);
}
else
{
/* code */
}
if((board_state[j][i] & 0x0Fu) != SQUARE_EMPTY)
{
SDL_RenderCopy(p_renderer, bitmapTextures[(board_state[j][i] & 0x0Fu)], NULL, &Rectangle);
}
Rectangle.x += square_size;
}
Rectangle.y += square_size;
}
Rectangle.x = ((Width - Board_Width) / 2) - (2 * square_size);
Rectangle.y = (Height - Board_Width) / 2;
int starting_y = Rectangle.y;
SDL_SetRenderDrawColor(p_renderer, 0x6F, 0x6f, 0x6f, 0x00);
/* Now we draw the jail */
for (size_t j = 8; j < 12; j++)
{
Rectangle.y = starting_y;
for (size_t i = 0; i < 8; i++)
{
if (board_lights[j][i] == PIECE_NEEDS_TO_BE_HERE)
{
SDL_SetRenderDrawColor(p_renderer, 0xFF, 0x00, 0x00, 0x00);
SDL_RenderFillRect(p_renderer, &Rectangle);
SDL_SetRenderDrawColor(p_renderer, 0x6F, 0x6F, 0x6F, 0x00);
}
else if (board_lights[j][i] == ERROR_MOVE)
{
SDL_SetRenderDrawColor(p_renderer, 0xFF, 0xFF, 0x00, 0x00);
SDL_RenderFillRect(p_renderer, &Rectangle);
SDL_SetRenderDrawColor(p_renderer, 0x6F, 0x6F, 0x6F, 0x00);
}
else
{
SDL_RenderFillRect(p_renderer, &Rectangle);
}
if ((board_state[j][i] & 0x0Fu) != SQUARE_EMPTY)
{
SDL_RenderCopy(p_renderer, bitmapTextures[(board_state[j][i] & 0x0Fu)], NULL, &Rectangle);
}
Rectangle.y += square_size;
}
/*If we are at the end of second jail row, jump to the other side */
if(j == 9)
{
Rectangle.x += (Board_Width + square_size);
}
else
{
Rectangle.x += square_size;
}
}
SDL_SetRenderTarget(p_renderer, NULL);
SDL_RenderCopy(p_renderer, Board_Texture, NULL, NULL);
}
void ui_redraw_board(SDL_Renderer *p_renderer)
{
uint8_t board_lights[12][8];
uint8_t board_state[12][8];
Board_get_lights_and_state(board_lights, board_state);
ui_draw_board(p_renderer, board_lights, board_state);
}
/**
* @brief Function for resizing the display of the board
* @param p_renderer: pointer to the renderer
* @param w: width of the new window
* @param h: hight of the new window
* @retval None
*/
void ui_resize(SDL_Renderer *p_renderer, int w, int h)
{
Width = w;
Height = h;
SDL_DestroyTexture(Board_Texture);
Board_Texture = SDL_CreateTexture(p_renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
Board_Width = ((w > h) ? h : w) - MARGIN;
// get rid of rounding errors
Board_Width -= Board_Width % 8;
}
/**
* @brief Function for registering an incoming click
* @param p_renderer: Pointer to the renderer
* @param x: x location of the click
* @param y: y location of the click
* @retval
*/
void ui_click(SDL_Renderer *p_renderer, int x, int y)
{
SDL_Point const point = {x, y};
const int square_size = Board_Width / 8;
Rectangle.w = Board_Width + (4 * square_size);
Rectangle.h = Board_Width;
Rectangle.x = ((Width - Board_Width) / 2) - (2 * square_size);
Rectangle.y = (Height - Board_Width) / 2;
if (SDL_PointInRect(&point, &Rectangle))
{
Rectangle.x = (Width - Board_Width) / 2;
Rectangle.w = Board_Width;
int starting_y = Rectangle.y;
const int starting_x = Rectangle.x;
Rectangle.w = square_size;
Rectangle.h = square_size;
for (size_t j = 0; j < 8; j++)
{
Rectangle.x = starting_x;
for (size_t i = 0; i < 8; i++)
{
if(SDL_PointInRect(&point, &Rectangle))
{
Current_Binary_Board[j] ^= (1u << i);
Board_Changed(Current_Binary_Board);
goto draw_square;
}
Rectangle.x += square_size;
}
Rectangle.y += square_size;
}
Rectangle.x = ((Width - Board_Width) / 2) - (2 * square_size);
/* Now we draw the jail */
for (size_t j = 8; j < 12; j++)
{
Rectangle.y = starting_y;
for (size_t i = 0; i < 8; i++)
{
if (SDL_PointInRect(&point, &Rectangle))
{
Current_Binary_Board[j] ^= (1u << i);
Board_Changed(Current_Binary_Board);
goto draw_square;
}
Rectangle.y += square_size;
}
/*If we are at the end of second jail row, jump to the other side */
if (j == 9)
{
Rectangle.x += (Board_Width + square_size);
}
else
{
Rectangle.x += square_size;
}
}
draw_square:
SDL_SetRenderTarget(p_renderer, Board_Texture);
ui_redraw_board(p_renderer);//, Board_Lights, Board_State);
SDL_RenderCopy(p_renderer, Board_Texture, NULL, NULL);
SDL_RenderPresent(p_renderer);
}
}
void ui_init(SDL_Renderer *p_renderer)
{
Current_Binary_Board[0] = 0xFF;
Current_Binary_Board[1] = 0xFF;
Current_Binary_Board[6] = 0xFF;
Current_Binary_Board[7] = 0xFF;
for (uint8_t i = 0; i < 12; i++)
{
//location of all the sprites plus the size of file names
char file[25] = "sprites/";
memcpy(&file[8], File_Names[i], 16);
bitmapSurface = SDL_LoadBMP(file);
bitmapTextures[i] = SDL_CreateTextureFromSurface(p_renderer, bitmapSurface);
}
SDL_FreeSurface(bitmapSurface);
}

View File

@ -0,0 +1,14 @@
/**
* The file is used to to abstract away anything realated to the user interface.
* The intent is that the only thing that would need to be re-written between
* the PC test software and the actual chess board is this module.
*/
#include <SDL2/SDL.h>
#include <SDL2/SDL_video.h>
void ui_resize(SDL_Renderer *p_renderer, int w, int h);
void ui_redraw_board(SDL_Renderer *p_renderer);
void ui_click(SDL_Renderer *p_renderer, int x, int y);
void ui_init(SDL_Renderer *p_renderer);