breakout/settings.c

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#include <stdio.h>
#include <stdlib.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
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#include <stdbool.h>
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#include "breakout.h"
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#include "settings.h"
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#define Slider_height 100
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#define Scalar_width 20
#define Bar_width 400
#define round(x) ((int)((x) + .5))
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SDL_Texture * Settings_Texture;
SDL_Texture * Settings_Ball_Texture;
SDL_Texture * Settings_Skins_Texture;
SDL_Texture * Return_Button_Texture;
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SDL_Rect Settings_rect;
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SDL_Rect Settings_Ball_rect;
SDL_Rect Settings_Skins_rect;
SDL_Rect Return_Button_rect;
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Slider BV;
Slider BS;
Slider BT;
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bool Settings_IsInit = false;
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void Settings_Initialize (SDL_Renderer* renderer) {
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Initialize_Slider(400,300,Scalar_width,Bar_width,Slider_height,1,2,&BV);
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Initialize_Slider(400,500,Scalar_width,Bar_width,Slider_height,10.0f,20.0f,&BS);
Initialize_Slider(400,700,Scalar_width,Bar_width,Slider_height,0,8,&BT);
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Settings_Texture = IMG_LoadTexture(renderer, "assets/images/settings_title.png");
Settings_rect = (SDL_Rect){.x = 647, .y = 50, .w=626, .h=200};
Settings_Ball_rect = (SDL_Rect){.x = 1200, .y = 700, .w=90, .h=90};
Settings_Skins_Texture = IMG_LoadTexture(renderer, "assets/images/skins_button.png");
Settings_Skins_rect = (SDL_Rect){.x = 50, .y = 710, .w=315, .h=70};
Return_Button_Texture = IMG_LoadTexture(renderer, "assets/images/return_button.png");
Return_Button_rect = (SDL_Rect){.x = 30, .y = 30, .w=261, .h=100};
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Settings_IsInit = true;
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}
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void Settings_Draw(SDL_Renderer * renderer, Scenery * scenery) {
double x;
SDL_RenderCopy(renderer, Settings_Texture, NULL, &Settings_rect);
SDL_RenderCopy(renderer, Settings_Ball_Texture, NULL, &Settings_Ball_rect);
SDL_RenderCopy(renderer, Settings_Skins_Texture, NULL, &Settings_Skins_rect);
SDL_RenderCopy(renderer, Return_Button_Texture, NULL, &Return_Button_rect);
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Draw_Slider(renderer, &BV);
Draw_Slider(renderer, &BS);
Draw_Slider(renderer, &BT);
//Draw_Ballstate(renderer, scenery);
BALL_DrawTexture(renderer, &Settings_Ball_rect, scenery->ball.TextureIndex);
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mapping(&x, &BS);
scenery->ball.Speed = x;
mapping(&x, &BT);
x = round(x);
scenery->ball.TextureIndex = x;
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}
void Settings_Deinitialize(){
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if (Settings_IsInit) {
SDL_DestroyTexture(Settings_Texture);
SDL_DestroyTexture(Settings_Ball_Texture);
Settings_IsInit = false;
}
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}
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void Draw_Slider(SDL_Renderer * renderer, Slider * beta){
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_RenderDrawRect(renderer, &beta->Bar_rect);
int x, y;
Uint32 Mousestate = SDL_GetMouseState(&x, &y);
if (y <= ((beta->Bar_rect.y) + (beta->Bar_rect.h)) && y >= (beta->Bar_rect.y) && x <= (beta->Bar_rect.w + beta->Bar_rect.x) && x >= (beta->Bar_rect.x) && (Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT))) {
SDL_RenderFillRect(renderer, &beta->Scalar_rect);
SDL_RenderDrawRect(renderer, &beta->Scalar_rect);
if (x > (beta->Bar_rect.x + beta->Bar_rect.w - (beta->Scalar_rect.w) / 2)) {
beta->Scalar_rect.x = (beta->Bar_rect.x + beta->Bar_rect.w - (beta->Scalar_rect.w));
beta->Slider_value = (beta->Bar_rect.x + beta->Bar_rect.w - (beta->Scalar_rect.w) / 2);
} else if (x < beta->Bar_rect.x + (beta->Scalar_rect.w) / 2) {
beta->Scalar_rect.x = beta->Bar_rect.x;
beta->Slider_value = beta->Bar_rect.x + (beta->Scalar_rect.w) / 2;
} else {
beta->Scalar_rect.x = x - (beta->Scalar_rect.w / 2);
beta->Slider_value = x;
}
} else {
SDL_RenderDrawRect(renderer, &beta->Scalar_rect);
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}
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} /* Draw_Slider */
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void Draw_Ballstate(SDL_Renderer * renderer, Scenery * scenery){
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BALL_Draw(renderer, &(scenery->ball));
}
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void mapping(double * x, Slider * beta){
*x = ((beta->max - beta->min) / (beta->Bar_rect.w - (beta->Scalar_rect.w))) * (beta->Slider_value - beta->Bar_rect.x - beta->Scalar_rect.w / 2) + beta->min;
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}
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void Initialize_Slider(int x, int y, int sw, int bw, int h, double min, double max, Slider * beta){
beta->Scalar_rect = (SDL_Rect) {.x = x, .y = y, .w = sw, .h = h };
beta->Bar_rect = (SDL_Rect) {.x = x, .y = y, .w = bw, .h = h };
beta->max = max;
beta->min = min;
beta->Slider_value = x + beta->Scalar_rect.w / 2;
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}