Changed texture count in settings

This commit is contained in:
Michael Chen 2018-01-24 14:53:42 +01:00
parent 6aefc442d7
commit 1c227c0dce

View File

@ -7,12 +7,12 @@
#include "settings.h"
#define Slider_height 100
#define Scalar_width 20
#define Bar_width 400
#define round(x) ((int) ((x) + .5))
#define Scalar_width 20
#define Bar_width 400
#define round(x) ((int)((x) + .5))
SDL_Texture* Settings_Texture;
SDL_Texture* Settings_Ball_Texture;
SDL_Texture * Settings_Texture;
SDL_Texture * Settings_Ball_Texture;
SDL_Rect Settings_rect;
SDL_Rect Settings_Ball_rect;
@ -20,80 +20,78 @@ Slider BV;
Slider BS;
Slider BT;
bool Settings_IsInit=false;
bool Settings_IsInit = false;
void Settings_Initialize (SDL_Renderer* renderer) {
Initialize_Slider(400,300,Scalar_width,Bar_width,Slider_height,1,2,&BV);
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,0,1,&BT);
Settings_Texture = IMG_LoadTexture(renderer, "assets/images/settings_title.png");
Settings_rect = (SDL_Rect){.x = 800, .y = 180, .w=313, .h=100};
Settings_Ball_Texture = IMG_LoadTexture(renderer, "assets/images/ball.png");
Settings_Ball_rect = (SDL_Rect){.x = 1200, .y = 300, .w=100, .h=100};
Settings_IsInit = true;
void Settings_Initialize(SDL_Renderer * renderer) {
Initialize_Slider(400, 300, Scalar_width, Bar_width, Slider_height, 1, 2, &BV);
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);
Settings_Texture = IMG_LoadTexture(renderer, "assets/images/settings_title.png");
Settings_rect = (SDL_Rect) {.x = 800, .y = 180, .w = 313, .h = 100 };
Settings_Ball_Texture = IMG_LoadTexture(renderer, "assets/images/ball.png");
Settings_Ball_rect = (SDL_Rect) {.x = 1200, .y = 300, .w = 100, .h = 100 };
Settings_IsInit = true;
}
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);
Draw_Slider(renderer,&BV);
Draw_Slider(renderer,&BS);
Draw_Slider(renderer,&BT);
Draw_Ballstate(renderer,scenery);
mapping(&x,&BS);
scenery->ball.Speed=x;
mapping(&x,&BT);
x=round(x);
scenery->ball.TextureIndex=x;
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);
Draw_Slider(renderer, &BV);
Draw_Slider(renderer, &BS);
Draw_Slider(renderer, &BT);
Draw_Ballstate(renderer, scenery);
mapping(&x, &BS);
scenery->ball.Speed = x;
mapping(&x, &BT);
x = round(x);
scenery->ball.TextureIndex = x;
}
void Settings_Deinitialize(){
if(Settings_IsInit){
SDL_DestroyTexture(Settings_Texture);
SDL_DestroyTexture(Settings_Ball_Texture);
Settings_IsInit=false;
}
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;
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);
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);
}
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);
}
}
} /* Draw_Slider */
void Draw_Ballstate(SDL_Renderer* renderer,Scenery* scenery){
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 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){
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;
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;
}