Added ball size visualization in settings
Deleted stepslider
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d523a3b72e
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bin/assets/images/circle.png
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bin/assets/images/circle.png
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110
old/settings.c
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110
old/settings.c
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@ -0,0 +1,110 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#include <stdbool.h>
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#include "settings.h"
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#define Slider_height 100
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#define Scalar_width 20
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#define Bar_width 400
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#define round(x) ((int) ((x) + .5))
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#define distance(x1,y1,x2,y2) ((int)(sqrt(pow(x2-x1,2)+pow(y2-y1,2))))
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SDL_Texture* Settings_Texture;
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SDL_Texture* Settings_Return_Button_Texture;
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SDL_Rect Settings_rect;
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SDL_Rect Settings_Return_Button_rect;
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Slider BV;
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Slider BS;
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Slider BT;
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Uint32 Mousestate;
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bool Settings_IsInit=false;
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void Settings_Initialize (SDL_Renderer* renderer,Scenery* scenery) {
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Initialize_Slider(400,300,Scalar_width,Bar_width,Slider_height,1,2,&BV,1.5);
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Initialize_Slider(400,500,Scalar_width,Bar_width,Slider_height,30,100,&BS,scenery->ball.TargetRect.w);
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Initialize_Slider(400,700,Scalar_width,Bar_width,Slider_height,0,8,&BT,scenery->ball.TextureIndex);
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Settings_Texture = IMG_LoadTexture(renderer, "assets/images/settings_title.png");
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Settings_rect = (SDL_Rect){.x = 800, .y = 180, .w=313, .h=100};
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Settings_Return_Button_Texture = IMG_LoadTexture(renderer, "assets/images/return_button.png");
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Settings_Return_Button_rect = (SDL_Rect){.x = 200, .y = 200, .w=75, .h=75};
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Settings_IsInit = true;
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}
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void Settings_Draw (SDL_Renderer* renderer,Scenery* scenery) {
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double x;
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scenery->ball.TargetRect.x=900;
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scenery->ball.TargetRect.y=700;
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SDL_RenderCopy(renderer, Settings_Texture, NULL, &Settings_rect);
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SDL_RenderCopy(renderer, Settings_Return_Button_Texture, NULL, &Settings_Return_Button_rect);
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Draw_Slider(renderer,&BV);
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Draw_Slider(renderer,&BS);
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Draw_Slider(renderer,&BT);
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Draw_Ballstate(renderer,scenery);
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mapping(&x,&BT);
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scenery->ball.TextureIndex=round(x);
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mapping(&x,&BS);
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scenery->ball.TargetRect.w=x;
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scenery->ball.TargetRect.h=x;
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Settings_Return();
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}
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void Settings_Deinitialize(){
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if(Settings_IsInit){
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SDL_DestroyTexture(Settings_Texture);
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SDL_DestroyTexture(Settings_Ball_Texture);
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Settings_IsInit=false;
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}
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}
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void Draw_Slider(SDL_Renderer* renderer,Slider* beta){
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SDL_SetRenderDrawColor(renderer,255,255,255,255);
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SDL_RenderDrawRect(renderer,&beta->Bar_rect);
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int x,y;
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Mousestate=SDL_GetMouseState(&x,&y);
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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))){
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SDL_RenderFillRect(renderer,&beta->Scalar_rect);
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SDL_RenderDrawRect(renderer,&beta->Scalar_rect);
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if(x>(beta->Bar_rect.x+beta->Bar_rect.w-(beta->Scalar_rect.w)/2)){
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beta->Scalar_rect.x=(beta->Bar_rect.x+beta->Bar_rect.w-(beta->Scalar_rect.w));
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beta->Slider_value=(beta->Bar_rect.x+beta->Bar_rect.w-(beta->Scalar_rect.w)/2);
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}
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else if(x<beta->Bar_rect.x+(beta->Scalar_rect.w)/2){
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beta->Scalar_rect.x=beta->Bar_rect.x;
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beta->Slider_value=beta->Bar_rect.x+(beta->Scalar_rect.w)/2;
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}
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else{
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beta->Scalar_rect.x=x-(beta->Scalar_rect.w/2);
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beta->Slider_value=x;
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}
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}
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else{
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SDL_RenderDrawRect(renderer,&beta->Scalar_rect);
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}
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}
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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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}
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void mapping(double *x,Slider* beta){
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*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,double defaultvalue){
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beta->Scalar_rect = (SDL_Rect){.x=(defaultvalue-min)/(max-min)*(bw-sw/2)+x,.y=y,.w=sw,.h=h};
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beta->Bar_rect = (SDL_Rect){.x=x,.y=y,.w=bw,.h=h};
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beta->max=max;
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beta->min=min;
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beta->Slider_value=(defaultvalue-min)/(max-min)*(bw-sw/2)+x;
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}
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void Settings_Return(Scenery* scenery){
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int x,y;
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Mousestate=SDL_GetMouseState(&x,&y);
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if((distance(x,y,237,237)<=37)&&(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT)))
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GAME_ChangeState(MainMenu);
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}
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38
old/settings.h
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38
old/settings.h
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#ifndef __Settings__
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#define __Settings__
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#include <stdio.h>
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#include <stdlib.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#include <stdbool.h>
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#include <math.h>
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#include "breakout.h"
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#include "gamestate.h"
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#include "main.h"
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typedef struct sliderstruct {
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SDL_Rect Bar_rect;
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SDL_Rect Scalar_rect;
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double Slider_value,min,max;
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} Slider;
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void Settings_Draw (SDL_Renderer* renderer,Scenery* scenery);
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void Draw_Slider(SDL_Renderer* renderer,Slider* beta);
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void Draw_Ballstate(SDL_Renderer* renderer,Scenery* scenery);
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void Settings_Initialize (SDL_Renderer* renderer,Scenery* scenery);
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void Initialize_Slider(int x,int y,int sw,int bw,int h,double min,double max,Slider* beta,double defaultvalue);
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void Settings_Deinitialize();
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void mapping(double *x,Slider* beta);
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void Settings_Return();
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#endif
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42
settings.c
42
settings.c
@ -22,19 +22,17 @@ SDL_Texture * Return_Button_Texture;
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SDL_Texture * Bar_Texture;
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SDL_Texture * Scalar_Button_Texture0;
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SDL_Texture * Scalar_Button_Texture1;
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SDL_Texture * L_Arrow_Texture;
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SDL_Texture * R_Arrow_Texture;
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SDL_Texture * Circle_Texture;
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SDL_Rect Settings_rect;
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SDL_Rect Settings_Ball_rect;
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SDL_Rect Settings_Skins_rect;
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SDL_Rect Return_Button_rect;
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SDL_Rect Circle_rect;
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Slider BV;
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Slider BS;
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Slider BT;
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Stepslider SBT;
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Uint32 Mousestate;
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@ -43,9 +41,9 @@ bool IsLock=false;
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void Settings_Initialize (SDL_Renderer* renderer,Scenery* scenery) {
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// Initialize_Slider(400,300,Scalar_width,Bar_width,Slider_height,1,2,&BV,1.5);
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Initialize_Slider(400,500,Scalar_width,Bar_width,Slider_height,30,100,&BS,scenery->ball.TargetRect.w);
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Initialize_Slider(400,500,Scalar_width,Bar_width,Slider_height,10,100,&BS,scenery->ball.TargetRect.w);
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Initialize_Slider(400,700,Scalar_width,Bar_width,Slider_height,0,8,&BT,scenery->ball.TextureIndex);
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Initialize_Stepslider(400,300,Scalar_width,Bar_width,Slider_height,0,8,&SBT,scenery->ball.TextureIndex);
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//Initialize_Slider(400,300,Scalar_width,Bar_width,Slider_height,0,8,&BT,scenery->paddle.TextureIndex);
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Settings_Texture = IMG_LoadTexture(renderer, "assets/images/settings_title.png");
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Settings_rect = (SDL_Rect){.x = 647, .y = 50, .w=626, .h=200};
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@ -61,8 +59,8 @@ void Settings_Initialize (SDL_Renderer* renderer,Scenery* scenery) {
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Scalar_Button_Texture0 = IMG_LoadTexture(renderer, "assets/images/scalar_button_unpressed.png");
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Scalar_Button_Texture1 = IMG_LoadTexture(renderer, "assets/images/scalar_button_pressed.png");
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R_Arrow_Texture = IMG_LoadTexture(renderer, "assets/images/r_arrow_button.png" );
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L_Arrow_Texture = IMG_LoadTexture(renderer, "assets/images/l_arrow_button.png" );
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Circle_Texture = IMG_LoadTexture(renderer,"assets/images/circle.png");
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Circle_rect = (SDL_Rect){.x = 1200, .y = 500, .w=75, .h=75};
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Settings_IsInit = true;
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}
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@ -74,20 +72,24 @@ void Settings_Draw(SDL_Renderer * renderer, Scenery * scenery) {
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}else{
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IsLock=true;
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}
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// Draw_Slider(renderer, &BV);
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Draw_Slider(renderer, &BV);
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Draw_Slider(renderer, &BS);
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Draw_Slider(renderer, &BT);
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Draw_Stepslider(renderer, &SBT);
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SDL_RenderCopy(renderer, Settings_Texture, NULL, &Settings_rect);
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SDL_RenderCopy(renderer, Return_Button_Texture, NULL, &Return_Button_rect);
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SDL_RenderCopy(renderer, Settings_Skins_Texture, NULL, &Settings_Skins_rect);
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SDL_RenderCopy(renderer, Circle_Texture, NULL, &Circle_rect);
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BALL_DrawTexture(renderer, &Settings_Ball_rect, scenery->ball.TextureIndex);
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Settings_Return();
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mapping(&x, &BS);
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scenery->ball.TargetRect.w = x;
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scenery->ball.TargetRect.h = x;
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scenery->ball.Size = ((double)x / 2.0f);
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int posx=1200,posy=500;
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Circle_rect.x=posx-0.5*Circle_rect.w;
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Circle_rect.y=posy+0.5*(100-Circle_rect.w);
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Circle_rect.w=x;
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Circle_rect.h=x;
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mapping(&x, &BT);
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x = round(x);
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scenery->ball.TextureIndex = x;
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@ -102,6 +104,7 @@ void Settings_Deinitialize(){
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SDL_DestroyTexture(Settings_Skins_Texture);
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SDL_DestroyTexture(Scalar_Button_Texture0);
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SDL_DestroyTexture(Scalar_Button_Texture1);
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SDL_DestroyTexture(Circle_Texture);
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Settings_IsInit = false;
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}
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}
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@ -138,13 +141,6 @@ void Draw_Slider(SDL_Renderer * renderer, Slider * beta){
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}
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} /* Draw_Slider */
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void Draw_Stepslider(SDL_Renderer* renderer,Stepslider* beta){
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SDL_RenderCopy(renderer, Bar_Texture, NULL, &beta->Bar_rect);
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SDL_RenderCopy(renderer, Scalar_Button_Texture0, NULL, &beta->Scalar_rect);
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SDL_RenderCopy(renderer, L_Arrow_Texture, NULL, &beta->L_Arrow_rect);
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SDL_RenderCopy(renderer, R_Arrow_Texture, NULL, &beta->R_Arrow_rect);
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}
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void mapping(double * x, Slider * beta){
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*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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@ -157,16 +153,6 @@ void Initialize_Slider(int x, int y, int sw, int bw, int h, double min, double m
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beta->Slider_value = (defaultvalue-min)/(max-min)*(bw-sw/2)+x;
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}
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void Initialize_Stepslider(int x,int y,int sw,int bw,int h,double min,double max,Stepslider* beta,double defaultvalue){
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beta->Scalar_rect = (SDL_Rect) {.x = (defaultvalue-min)/(max-min)*(bw-sw/2)+x, .y = y, .w = sw, .h = h };
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beta->Bar_rect = (SDL_Rect) {.x = x, .y = y, .w = bw, .h = h };
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beta->L_Arrow_rect = (SDL_Rect) {.x = x-30-h, .y = y, .w = h, .h = h };
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beta->R_Arrow_rect = (SDL_Rect) {.x = x+bw+30, .y = y, .w = h, .h = h };
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beta->max = max;
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beta->min = min;
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beta->Slider_value = (defaultvalue-min)/(max-min)*(bw-sw/2)+x;
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}
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void Settings_Return(){
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if(!IsLock){
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int x,y;
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14
settings.h
14
settings.h
@ -18,28 +18,14 @@ typedef struct sliderstruct {
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double Slider_value,min,max;
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} Slider;
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typedef struct stepsliderstruct {
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SDL_Rect Bar_rect;
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SDL_Rect Scalar_rect;
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SDL_Rect L_Arrow_rect;
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SDL_Rect R_Arrow_rect;
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bool IsLock;
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double Slider_value,min,max;
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} Stepslider;
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void Settings_Draw (SDL_Renderer* renderer,Scenery* scenery);
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void Draw_Slider(SDL_Renderer* renderer,Slider* beta);
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void Draw_Stepslider(SDL_Renderer* renderer,Stepslider* beta);
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void Settings_Initialize (SDL_Renderer* renderer,Scenery* scenery);
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void Initialize_Slider(int x,int y,int sw,int bw,int h,double min,double max,Slider* beta,double defaultvalue);
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void Initialize_Stepslider(int x,int y,int sw,int bw,int h,double min,double max,Stepslider* beta,double defaultvalue);
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void Settings_Deinitialize();
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void mapping(double *x,Slider* beta);
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