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175 lines (145 loc) · 5.34 KB
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Copy pathmain.cpp
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175 lines (145 loc) · 5.34 KB
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#include <iostream>
#include <stdlib.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <map>
#include <vector>
#include <cctype>
#include "game.h"
#include "engine.h"
std::string fen = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR";
char board[8][8];
std::map<char, SDL_Texture*> textures;
void loadFEN(const std::string& fen, char board[8][8]){
int i = 0, j = 0;
for(char c : fen){
if(c == '/'){ i++; j = 0; continue; }
if(std::isdigit(c)){
for(int k = 0; k < c-'0'; k++){
board[i][j] = '.';
j++;
}
} else {
board[i][j] = c;
j++;
}
}
}
// Calcola offsetX, offsetY, boardSize dati w e h correnti
void calcLayout(int w, int h, int& offsetX, int& offsetY, int& boardSize){
int square = std::min(w, h) / 8;
boardSize = square * 8;
offsetX = (w - boardSize) / 2;
offsetY = (h - boardSize) / 2;
}
int main(){
int w = 800;
int h = 800;
if(SDL_Init(SDL_INIT_VIDEO) != 0){
std::cout << "sdl video non funzionante\n";
return 1;
}
SDL_Window* window = SDL_CreateWindow("chess",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
w, h,
SDL_WINDOW_RESIZABLE | SDL_WINDOW_MAXIMIZED);
if(!window){
std::cout << "sdl window non funzionante\n";
return 1;
}
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, 0);
if(!renderer){
std::cout << "sdl renderer non funzionante\n";
return 1;
}
if(!(IMG_Init(IMG_INIT_PNG) & IMG_INIT_PNG)){
std::cout << "SDL_image non funzionante: " << IMG_GetError() << "\n";
return 1;
}
loadFEN(fen, board);
textures['p'] = IMG_LoadTexture(renderer, "img/pieces/p.png");
textures['P'] = IMG_LoadTexture(renderer, "img/pieces/P.png");
textures['n'] = IMG_LoadTexture(renderer, "img/pieces/n.png");
textures['N'] = IMG_LoadTexture(renderer, "img/pieces/N.png");
textures['r'] = IMG_LoadTexture(renderer, "img/pieces/r.png");
textures['R'] = IMG_LoadTexture(renderer, "img/pieces/R.png");
textures['b'] = IMG_LoadTexture(renderer, "img/pieces/b.png");
textures['B'] = IMG_LoadTexture(renderer, "img/pieces/B.png");
textures['k'] = IMG_LoadTexture(renderer, "img/pieces/k.png");
textures['K'] = IMG_LoadTexture(renderer, "img/pieces/K.png");
textures['q'] = IMG_LoadTexture(renderer, "img/pieces/q.png");
textures['Q'] = IMG_LoadTexture(renderer, "img/pieces/Q.png");
textures['c'] = IMG_LoadTexture(renderer, "img/chessboard.png");
Game game{board};
game.changeTurn();
Engine motore;
bool engineMoved = false;
// Prendi dimensione reale della finestra dopo MAXIMIZED
SDL_GetWindowSize(window, &w, &h);
int offsetX, offsetY, boardSize;
calcLayout(w, h, offsetX, offsetY, boardSize);
bool running = true;
SDL_Event event;
while(running){
while(SDL_PollEvent(&event)){
if(event.type == SDL_QUIT){
running = false;
} else if(event.type == SDL_WINDOWEVENT){
if(event.window.event == SDL_WINDOWEVENT_RESIZED){
w = event.window.data1;
h = event.window.data2;
calcLayout(w, h, offsetX, offsetY, boardSize);
SDL_RenderSetViewport(renderer, NULL);
}
} else if(event.type == SDL_MOUSEBUTTONDOWN && game.getWhiteTurn()){
int mx, my;
SDL_GetMouseState(&mx, &my);
int cellSize = boardSize / 8;
int bx = (mx - offsetX) / cellSize;
int by = (my - offsetY) / cellSize;
// Ignora click fuori dalla scacchiera
if(bx < 0 || bx >= 8 || by < 0 || by >= 8) continue;
game.checkMove(bx, by);
game.checkLegalMoves(bx, by);
} else if(event.type == SDL_MOUSEBUTTONUP && game.getWhiteTurn()){
int mx, my;
SDL_GetMouseState(&mx, &my);
int cellSize = boardSize / 8;
int bx = (mx - offsetX) / cellSize;
int by = (my - offsetY) / cellSize;
if(bx < 0 || bx >= 8 || by < 0 || by >= 8){
game.clearMoves();
continue;
}
Move selectedMove = {bx, by};
game.makeMove(selectedMove, bx, by);
game.clearMoves();
}
}
SDL_SetRenderDrawColor(renderer, 170, 170, 170, 255);
SDL_RenderClear(renderer);
game.drawBoard(renderer, w, h, textures, offsetX, offsetY);
if(!game.getWhiteTurn() && !engineMoved){
motore.getboard(game.getBoard());
motore.findMoves(false);
fromToMove m = motore.shearch(4);
if(!m.possibili.empty()){
game.applyMove(m.inizio.x, m.inizio.y, m.best.x, m.best.y, game.getWhiteTurn());
motore.clearMoves();
game.changeTurn();
engineMoved = true;
}
} else if(game.getWhiteTurn()){
engineMoved = false;
}
SDL_RenderPresent(renderer);
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
for(auto& t : textures){
SDL_DestroyTexture(t.second);
}
IMG_Quit();
SDL_Quit();
return 0;
}