Added rounding function
This commit is contained in:
parent
8aa3cd3550
commit
2ebac3c167
2
main.c
2
main.c
@ -55,7 +55,7 @@ int main(int argc, char * args[]){
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HIGHSCORES_Draw(renderer);
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HIGHSCORES_Draw(renderer);
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break;
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break;
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case Settings:
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case Settings:
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Settings_Draw(renderer);
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Settings_Draw(renderer,&scenery);
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break;
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break;
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default:
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default:
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printf("Unknow state was updated: %d\n", gameState);
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printf("Unknow state was updated: %d\n", gameState);
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41
settings.c
41
settings.c
@ -9,6 +9,7 @@
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#define Slider_height 100
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#define Slider_height 100
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#define Scalar_width 20
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#define Scalar_width 20
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#define Bar_width 400
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#define Bar_width 400
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#define round(x) ((int) ((x) + .5))
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SDL_Texture* Settings_Texture;
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SDL_Texture* Settings_Texture;
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SDL_Texture* Settings_Ball_Texture;
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SDL_Texture* Settings_Ball_Texture;
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@ -23,8 +24,8 @@ bool Settings_IsInit=false;
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void Settings_Initialize (SDL_Renderer* renderer) {
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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(400,300,Scalar_width,Bar_width,Slider_height,1,2,&BV);
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Initialize_Slider(400,500,Scalar_width,Bar_width,Slider_height,1,2,&BS);
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Initialize_Slider(400,500,Scalar_width,Bar_width,Slider_height,10.0f,20.0f,&BS);
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Initialize_Slider(400,700,Scalar_width,Bar_width,Slider_height,1,2,&BT);
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Initialize_Slider(400,700,Scalar_width,Bar_width,Slider_height,0,1,&BT);
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Settings_Texture = IMG_LoadTexture(renderer, "assets/images/settings_title.png");
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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_rect = (SDL_Rect){.x = 800, .y = 180, .w=313, .h=100};
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Settings_Ball_Texture = IMG_LoadTexture(renderer, "assets/images/ball.png");
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Settings_Ball_Texture = IMG_LoadTexture(renderer, "assets/images/ball.png");
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@ -32,14 +33,19 @@ void Settings_Initialize (SDL_Renderer* renderer) {
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Settings_IsInit = true;
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Settings_IsInit = true;
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}
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}
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void Settings_Draw (SDL_Renderer* renderer) {
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void Settings_Draw (SDL_Renderer* renderer,Scenery* scenery) {
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double x;
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double x;
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SDL_RenderCopy(renderer, Settings_Texture, NULL, &Settings_rect);
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SDL_RenderCopy(renderer, Settings_Texture, NULL, &Settings_rect);
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SDL_RenderCopy(renderer, Settings_Ball_Texture, NULL, &Settings_Ball_rect);
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SDL_RenderCopy(renderer, Settings_Ball_Texture, NULL, &Settings_Ball_rect);
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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,&BS);
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Draw_Slider(renderer,&BT);
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Draw_Slider(renderer,&BT);
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Draw_Ballstate(renderer,scenery);
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mapping(&x,&BS);
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scenery->ball.Speed=x;
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mapping(&x,&BT);
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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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}
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}
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void Settings_Deinitialize(){
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void Settings_Deinitialize(){
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@ -55,19 +61,19 @@ void Draw_Slider(SDL_Renderer* renderer,Slider* beta){
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SDL_RenderDrawRect(renderer,&beta->Bar_rect);
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SDL_RenderDrawRect(renderer,&beta->Bar_rect);
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int x,y;
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int x,y;
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Uint32 Mousestate=SDL_GetMouseState(&x,&y);
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Uint32 Mousestate=SDL_GetMouseState(&x,&y);
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if(y<=((beta->y)+(beta->h))&&y>=(beta->y)&&x<=(beta->bw+beta->x)&&x>=(beta->x)&&(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT))){
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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_RenderFillRect(renderer,&beta->Scalar_rect);
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SDL_RenderDrawRect(renderer,&beta->Scalar_rect);
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SDL_RenderDrawRect(renderer,&beta->Scalar_rect);
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if(x>(beta->x+beta->bw-(beta->sw)/2)){
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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->x+beta->bw-(beta->sw));
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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->x+beta->bw-(beta->sw)/2);
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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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}
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else if(x<beta->x+(beta->sw)/2){
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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->x;
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beta->Scalar_rect.x=beta->Bar_rect.x;
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beta->Slider_value=beta->x+(beta->sw)/2;
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beta->Slider_value=beta->Bar_rect.x+(beta->Scalar_rect.w)/2;
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}
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}
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else{
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else{
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beta->Scalar_rect.x=x-(beta->sw/2);
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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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beta->Slider_value=x;
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}
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}
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}
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}
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@ -76,19 +82,18 @@ void Draw_Slider(SDL_Renderer* renderer,Slider* beta){
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}
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}
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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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void mapping(double *x,Slider* beta){
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*x=((beta->max-beta->min)/(beta->bw-(beta->sw)))*(beta->Slider_value-beta->x-beta->sw/2)+beta->min;
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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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}
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void Initialize_Slider(int x,int y,int sw,int bw,int h,double min,double max,Slider* beta){
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void Initialize_Slider(int x,int y,int sw,int bw,int h,double min,double max,Slider* beta){
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beta->Scalar_rect = (SDL_Rect){.x=x,.y=y,.w=sw,.h=h};
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beta->Scalar_rect = (SDL_Rect){.x=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->Bar_rect = (SDL_Rect){.x=x,.y=y,.w=bw,.h=h};
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beta->x=x;
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beta->y=y;
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beta->sw=sw;
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beta->bw=bw;
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beta->h=h;
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beta->max=max;
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beta->max=max;
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beta->min=min;
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beta->min=min;
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beta->Slider_value=x+sw/2;
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beta->Slider_value=x+beta->Scalar_rect.w/2;
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}
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}
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15
settings.h
15
settings.h
@ -7,24 +7,27 @@
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#include <SDL2/SDL.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#include <SDL2/SDL_image.h>
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#include <stdbool.h>
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#include <stdbool.h>
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#include "breakout.h"
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typedef struct sliderstruct {
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typedef struct sliderstruct {
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SDL_Rect Bar_rect;
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SDL_Rect Bar_rect;
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SDL_Rect Scalar_rect;
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SDL_Rect Scalar_rect;
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int x,y,bw,sw,h;
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double Slider_value,min,max;
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double Slider_value,min,max;
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} Slider;
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} Slider;
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void Settings_Initialize (SDL_Renderer* renderer);
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void Settings_Draw (SDL_Renderer* renderer);
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void Settings_Draw (SDL_Renderer* renderer,Scenery* scenery);
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void Settings_Deinitialize();
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void Draw_Slider(SDL_Renderer* renderer,Slider* beta);
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void Draw_Slider(SDL_Renderer* renderer,Slider* beta);
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void mapping(double *x,Slider* beta);
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void Draw_Ballstate(SDL_Renderer* renderer,Scenery* scenery);
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void Settings_Initialize (SDL_Renderer* renderer);
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void Initialize_Slider(int x,int y,int sw,int bw,int h,double min,double max,Slider* beta);
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void Initialize_Slider(int x,int y,int sw,int bw,int h,double min,double max,Slider* beta);
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void Settings_Deinitialize();
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void mapping(double *x,Slider* beta);
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#endif
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#endif
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