Added ball size visualization in settings

Deleted stepslider
This commit is contained in:
Andreas Neumann 2018-02-01 12:44:47 +01:00
parent d523a3b72e
commit 17ab05f279
7 changed files with 162 additions and 42 deletions

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110
old/settings.c Normal file
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@ -0,0 +1,110 @@
#include <stdio.h>
#include <stdlib.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <stdbool.h>
#include "settings.h"
#define Slider_height 100
#define Scalar_width 20
#define Bar_width 400
#define round(x) ((int) ((x) + .5))
#define distance(x1,y1,x2,y2) ((int)(sqrt(pow(x2-x1,2)+pow(y2-y1,2))))
SDL_Texture* Settings_Texture;
SDL_Texture* Settings_Return_Button_Texture;
SDL_Rect Settings_rect;
SDL_Rect Settings_Return_Button_rect;
Slider BV;
Slider BS;
Slider BT;
Uint32 Mousestate;
bool Settings_IsInit=false;
void Settings_Initialize (SDL_Renderer* renderer,Scenery* scenery) {
Initialize_Slider(400,300,Scalar_width,Bar_width,Slider_height,1,2,&BV,1.5);
Initialize_Slider(400,500,Scalar_width,Bar_width,Slider_height,30,100,&BS,scenery->ball.TargetRect.w);
Initialize_Slider(400,700,Scalar_width,Bar_width,Slider_height,0,8,&BT,scenery->ball.TextureIndex);
Settings_Texture = IMG_LoadTexture(renderer, "assets/images/settings_title.png");
Settings_rect = (SDL_Rect){.x = 800, .y = 180, .w=313, .h=100};
Settings_Return_Button_Texture = IMG_LoadTexture(renderer, "assets/images/return_button.png");
Settings_Return_Button_rect = (SDL_Rect){.x = 200, .y = 200, .w=75, .h=75};
Settings_IsInit = true;
}
void Settings_Draw (SDL_Renderer* renderer,Scenery* scenery) {
double x;
scenery->ball.TargetRect.x=900;
scenery->ball.TargetRect.y=700;
SDL_RenderCopy(renderer, Settings_Texture, NULL, &Settings_rect);
SDL_RenderCopy(renderer, Settings_Return_Button_Texture, NULL, &Settings_Return_Button_rect);
Draw_Slider(renderer,&BV);
Draw_Slider(renderer,&BS);
Draw_Slider(renderer,&BT);
Draw_Ballstate(renderer,scenery);
mapping(&x,&BT);
scenery->ball.TextureIndex=round(x);
mapping(&x,&BS);
scenery->ball.TargetRect.w=x;
scenery->ball.TargetRect.h=x;
Settings_Return();
}
void Settings_Deinitialize(){
if(Settings_IsInit){
SDL_DestroyTexture(Settings_Texture);
SDL_DestroyTexture(Settings_Ball_Texture);
Settings_IsInit=false;
}
}
void Draw_Slider(SDL_Renderer* renderer,Slider* beta){
SDL_SetRenderDrawColor(renderer,255,255,255,255);
SDL_RenderDrawRect(renderer,&beta->Bar_rect);
int x,y;
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);
}
}
void Draw_Ballstate(SDL_Renderer* renderer,Scenery* scenery){
BALL_Draw(renderer, &(scenery->ball));
}
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;
}
void Initialize_Slider(int x,int y,int sw,int bw,int h,double min,double max,Slider* beta,double defaultvalue){
beta->Scalar_rect = (SDL_Rect){.x=(defaultvalue-min)/(max-min)*(bw-sw/2)+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=(defaultvalue-min)/(max-min)*(bw-sw/2)+x;
}
void Settings_Return(Scenery* scenery){
int x,y;
Mousestate=SDL_GetMouseState(&x,&y);
if((distance(x,y,237,237)<=37)&&(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT)))
GAME_ChangeState(MainMenu);
}

38
old/settings.h Normal file
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#ifndef __Settings__
#define __Settings__
#include <stdio.h>
#include <stdlib.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <stdbool.h>
#include <math.h>
#include "breakout.h"
#include "gamestate.h"
#include "main.h"
typedef struct sliderstruct {
SDL_Rect Bar_rect;
SDL_Rect Scalar_rect;
double Slider_value,min,max;
} Slider;
void Settings_Draw (SDL_Renderer* renderer,Scenery* scenery);
void Draw_Slider(SDL_Renderer* renderer,Slider* beta);
void Draw_Ballstate(SDL_Renderer* renderer,Scenery* scenery);
void Settings_Initialize (SDL_Renderer* renderer,Scenery* scenery);
void Initialize_Slider(int x,int y,int sw,int bw,int h,double min,double max,Slider* beta,double defaultvalue);
void Settings_Deinitialize();
void mapping(double *x,Slider* beta);
void Settings_Return();
#endif

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@ -22,19 +22,17 @@ SDL_Texture * Return_Button_Texture;
SDL_Texture * Bar_Texture;
SDL_Texture * Scalar_Button_Texture0;
SDL_Texture * Scalar_Button_Texture1;
SDL_Texture * L_Arrow_Texture;
SDL_Texture * R_Arrow_Texture;
SDL_Texture * Circle_Texture;
SDL_Rect Settings_rect;
SDL_Rect Settings_Ball_rect;
SDL_Rect Settings_Skins_rect;
SDL_Rect Return_Button_rect;
SDL_Rect Circle_rect;
Slider BV;
Slider BS;
Slider BT;
Stepslider SBT;
Uint32 Mousestate;
@ -43,9 +41,9 @@ bool IsLock=false;
void Settings_Initialize (SDL_Renderer* renderer,Scenery* scenery) {
// Initialize_Slider(400,300,Scalar_width,Bar_width,Slider_height,1,2,&BV,1.5);
Initialize_Slider(400,500,Scalar_width,Bar_width,Slider_height,30,100,&BS,scenery->ball.TargetRect.w);
Initialize_Slider(400,500,Scalar_width,Bar_width,Slider_height,10,100,&BS,scenery->ball.TargetRect.w);
Initialize_Slider(400,700,Scalar_width,Bar_width,Slider_height,0,8,&BT,scenery->ball.TextureIndex);
Initialize_Stepslider(400,300,Scalar_width,Bar_width,Slider_height,0,8,&SBT,scenery->ball.TextureIndex);
//Initialize_Slider(400,300,Scalar_width,Bar_width,Slider_height,0,8,&BT,scenery->paddle.TextureIndex);
Settings_Texture = IMG_LoadTexture(renderer, "assets/images/settings_title.png");
Settings_rect = (SDL_Rect){.x = 647, .y = 50, .w=626, .h=200};
@ -61,8 +59,8 @@ void Settings_Initialize (SDL_Renderer* renderer,Scenery* scenery) {
Scalar_Button_Texture0 = IMG_LoadTexture(renderer, "assets/images/scalar_button_unpressed.png");
Scalar_Button_Texture1 = IMG_LoadTexture(renderer, "assets/images/scalar_button_pressed.png");
R_Arrow_Texture = IMG_LoadTexture(renderer, "assets/images/r_arrow_button.png" );
L_Arrow_Texture = IMG_LoadTexture(renderer, "assets/images/l_arrow_button.png" );
Circle_Texture = IMG_LoadTexture(renderer,"assets/images/circle.png");
Circle_rect = (SDL_Rect){.x = 1200, .y = 500, .w=75, .h=75};
Settings_IsInit = true;
}
@ -74,20 +72,24 @@ void Settings_Draw(SDL_Renderer * renderer, Scenery * scenery) {
}else{
IsLock=true;
}
// Draw_Slider(renderer, &BV);
Draw_Slider(renderer, &BV);
Draw_Slider(renderer, &BS);
Draw_Slider(renderer, &BT);
Draw_Stepslider(renderer, &SBT);
SDL_RenderCopy(renderer, Settings_Texture, NULL, &Settings_rect);
SDL_RenderCopy(renderer, Return_Button_Texture, NULL, &Return_Button_rect);
SDL_RenderCopy(renderer, Settings_Skins_Texture, NULL, &Settings_Skins_rect);
SDL_RenderCopy(renderer, Circle_Texture, NULL, &Circle_rect);
BALL_DrawTexture(renderer, &Settings_Ball_rect, scenery->ball.TextureIndex);
Settings_Return();
mapping(&x, &BS);
scenery->ball.TargetRect.w = x;
scenery->ball.TargetRect.h = x;
scenery->ball.Size = ((double)x / 2.0f);
int posx=1200,posy=500;
Circle_rect.x=posx-0.5*Circle_rect.w;
Circle_rect.y=posy+0.5*(100-Circle_rect.w);
Circle_rect.w=x;
Circle_rect.h=x;
mapping(&x, &BT);
x = round(x);
scenery->ball.TextureIndex = x;
@ -102,6 +104,7 @@ void Settings_Deinitialize(){
SDL_DestroyTexture(Settings_Skins_Texture);
SDL_DestroyTexture(Scalar_Button_Texture0);
SDL_DestroyTexture(Scalar_Button_Texture1);
SDL_DestroyTexture(Circle_Texture);
Settings_IsInit = false;
}
}
@ -138,13 +141,6 @@ void Draw_Slider(SDL_Renderer * renderer, Slider * beta){
}
} /* Draw_Slider */
void Draw_Stepslider(SDL_Renderer* renderer,Stepslider* beta){
SDL_RenderCopy(renderer, Bar_Texture, NULL, &beta->Bar_rect);
SDL_RenderCopy(renderer, Scalar_Button_Texture0, NULL, &beta->Scalar_rect);
SDL_RenderCopy(renderer, L_Arrow_Texture, NULL, &beta->L_Arrow_rect);
SDL_RenderCopy(renderer, R_Arrow_Texture, NULL, &beta->R_Arrow_rect);
}
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;
}
@ -157,16 +153,6 @@ void Initialize_Slider(int x, int y, int sw, int bw, int h, double min, double m
beta->Slider_value = (defaultvalue-min)/(max-min)*(bw-sw/2)+x;
}
void Initialize_Stepslider(int x,int y,int sw,int bw,int h,double min,double max,Stepslider* beta,double defaultvalue){
beta->Scalar_rect = (SDL_Rect) {.x = (defaultvalue-min)/(max-min)*(bw-sw/2)+x, .y = y, .w = sw, .h = h };
beta->Bar_rect = (SDL_Rect) {.x = x, .y = y, .w = bw, .h = h };
beta->L_Arrow_rect = (SDL_Rect) {.x = x-30-h, .y = y, .w = h, .h = h };
beta->R_Arrow_rect = (SDL_Rect) {.x = x+bw+30, .y = y, .w = h, .h = h };
beta->max = max;
beta->min = min;
beta->Slider_value = (defaultvalue-min)/(max-min)*(bw-sw/2)+x;
}
void Settings_Return(){
if(!IsLock){
int x,y;

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@ -18,28 +18,14 @@ typedef struct sliderstruct {
double Slider_value,min,max;
} Slider;
typedef struct stepsliderstruct {
SDL_Rect Bar_rect;
SDL_Rect Scalar_rect;
SDL_Rect L_Arrow_rect;
SDL_Rect R_Arrow_rect;
bool IsLock;
double Slider_value,min,max;
} Stepslider;
void Settings_Draw (SDL_Renderer* renderer,Scenery* scenery);
void Draw_Slider(SDL_Renderer* renderer,Slider* beta);
void Draw_Stepslider(SDL_Renderer* renderer,Stepslider* beta);
void Settings_Initialize (SDL_Renderer* renderer,Scenery* scenery);
void Initialize_Slider(int x,int y,int sw,int bw,int h,double min,double max,Slider* beta,double defaultvalue);
void Initialize_Stepslider(int x,int y,int sw,int bw,int h,double min,double max,Stepslider* beta,double defaultvalue);
void Settings_Deinitialize();
void mapping(double *x,Slider* beta);