Stepslider struct,initialization,draw function and graphics added

This commit is contained in:
Andreas Neumann 2018-01-25 22:59:33 +01:00
parent ce8a8616ad
commit 78128033ef
4 changed files with 52 additions and 9 deletions

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@ -22,6 +22,9 @@ SDL_Texture * Return_Button_Texture;
SDL_Texture * Bar_Texture; SDL_Texture * Bar_Texture;
SDL_Texture * Scalar_Button_Texture0; SDL_Texture * Scalar_Button_Texture0;
SDL_Texture * Scalar_Button_Texture1; SDL_Texture * Scalar_Button_Texture1;
SDL_Texture * L_Arrow_Texture;
SDL_Texture * R_Arrow_Texture;
SDL_Rect Settings_rect; SDL_Rect Settings_rect;
SDL_Rect Settings_Ball_rect; SDL_Rect Settings_Ball_rect;
@ -31,6 +34,7 @@ SDL_Rect Return_Button_rect;
Slider BV; Slider BV;
Slider BS; Slider BS;
Slider BT; Slider BT;
Stepslider SBT;
Uint32 Mousestate; Uint32 Mousestate;
@ -38,9 +42,10 @@ bool Settings_IsInit = false;
bool IsLock=false; bool IsLock=false;
void Settings_Initialize (SDL_Renderer* renderer,Scenery* scenery) { 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(400,300,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,30,100,&BS,scenery->ball.TargetRect.w);
Initialize_Slider(400,700,Scalar_width,Bar_width,Slider_height,0,8,&BT,scenery->ball.TextureIndex); 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);
Settings_Texture = IMG_LoadTexture(renderer, "assets/images/settings_title.png"); Settings_Texture = IMG_LoadTexture(renderer, "assets/images/settings_title.png");
Settings_rect = (SDL_Rect){.x = 647, .y = 50, .w=626, .h=200}; Settings_rect = (SDL_Rect){.x = 647, .y = 50, .w=626, .h=200};
@ -56,6 +61,9 @@ void Settings_Initialize (SDL_Renderer* renderer,Scenery* scenery) {
Scalar_Button_Texture0 = IMG_LoadTexture(renderer, "assets/images/scalar_button_unpressed.png"); Scalar_Button_Texture0 = IMG_LoadTexture(renderer, "assets/images/scalar_button_unpressed.png");
Scalar_Button_Texture1 = IMG_LoadTexture(renderer, "assets/images/scalar_button_pressed.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" );
Settings_IsInit = true; Settings_IsInit = true;
} }
@ -63,10 +71,13 @@ void Settings_Draw(SDL_Renderer * renderer, Scenery * scenery) {
double x; double x;
if(!(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT))){ if(!(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT))){
IsLock=BV.IsLock=BS.IsLock=BT.IsLock=false; IsLock=BV.IsLock=BS.IsLock=BT.IsLock=false;
}else{
IsLock=true;
} }
Draw_Slider(renderer, &BV); // Draw_Slider(renderer, &BV);
Draw_Slider(renderer, &BS); Draw_Slider(renderer, &BS);
Draw_Slider(renderer, &BT); Draw_Slider(renderer, &BT);
Draw_Stepslider(renderer, &SBT);
SDL_RenderCopy(renderer, Settings_Texture, NULL, &Settings_rect); SDL_RenderCopy(renderer, Settings_Texture, NULL, &Settings_rect);
SDL_RenderCopy(renderer, Return_Button_Texture, NULL, &Return_Button_rect); SDL_RenderCopy(renderer, Return_Button_Texture, NULL, &Return_Button_rect);
SDL_RenderCopy(renderer, Settings_Skins_Texture, NULL, &Settings_Skins_rect); SDL_RenderCopy(renderer, Settings_Skins_Texture, NULL, &Settings_Skins_rect);
@ -127,6 +138,13 @@ void Draw_Slider(SDL_Renderer * renderer, Slider * beta){
} }
} /* Draw_Slider */ } /* 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){ 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; *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;
} }
@ -139,11 +157,23 @@ 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; 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(){ void Settings_Return(){
if(!IsLock){
int x,y; int x,y;
Mousestate=SDL_GetMouseState(&x,&y); Mousestate=SDL_GetMouseState(&x,&y);
x = round((float)x / XScale); x = round((float)x / XScale);
y = round((float)y / YScale); y = round((float)y / YScale);
if((distance(x,y,237,237)<=37)&&(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT))) if((distance(x,y,237,237)<=37)&&(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT)))
GAME_ChangeState(MainMenu); GAME_ChangeState(MainMenu);
}
} }

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@ -18,15 +18,28 @@ typedef struct sliderstruct {
double Slider_value,min,max; double Slider_value,min,max;
} Slider; } 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 Settings_Draw (SDL_Renderer* renderer,Scenery* scenery);
void Draw_Slider(SDL_Renderer* renderer,Slider* beta); 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 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_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 Settings_Deinitialize();
void mapping(double *x,Slider* beta); void mapping(double *x,Slider* beta);