Stepslider struct,initialization,draw function and graphics added
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bin/assets/images/l_arrow_button.png
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bin/assets/images/l_arrow_button.png
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bin/assets/images/r_arrow_button.png
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bin/assets/images/r_arrow_button.png
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34
settings.c
34
settings.c
@ -22,6 +22,9 @@ 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_Rect Settings_rect;
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SDL_Rect Settings_Ball_rect;
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@ -31,6 +34,7 @@ SDL_Rect 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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Stepslider SBT;
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Uint32 Mousestate;
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@ -38,9 +42,10 @@ bool Settings_IsInit = false;
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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(400,300,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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Initialize_Stepslider(400,300,Scalar_width,Bar_width,Slider_height,0,8,&SBT,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 = 647, .y = 50, .w=626, .h=200};
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@ -56,6 +61,9 @@ 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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Settings_IsInit = true;
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}
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@ -63,10 +71,13 @@ void Settings_Draw(SDL_Renderer * renderer, Scenery * scenery) {
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double x;
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if(!(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT))){
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IsLock=BV.IsLock=BS.IsLock=BT.IsLock=false;
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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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@ -127,6 +138,13 @@ 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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@ -139,11 +157,23 @@ 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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Mousestate=SDL_GetMouseState(&x,&y);
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x = round((float)x / XScale);
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y = round((float)y / YScale);
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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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}
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13
settings.h
13
settings.h
@ -18,15 +18,28 @@ 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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