Amazing Slider Upgrade
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BIN
bin/assets/images/bar_texture.png
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bin/assets/images/bar_texture.png
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bin/assets/images/scalar_button_pressed.png
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bin/assets/images/scalar_button_pressed.png
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bin/assets/images/scalar_button_unpressed.png
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bin/assets/images/scalar_button_unpressed.png
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42
settings.c
42
settings.c
@ -19,6 +19,9 @@ 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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SDL_Texture * Settings_Skins_Texture;
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SDL_Texture * Settings_Skins_Texture;
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SDL_Texture * Return_Button_Texture;
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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_Rect Settings_rect;
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SDL_Rect Settings_rect;
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SDL_Rect Settings_Ball_rect;
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SDL_Rect Settings_Ball_rect;
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@ -32,6 +35,7 @@ Slider BT;
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Uint32 Mousestate;
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Uint32 Mousestate;
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bool Settings_IsInit = false;
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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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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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@ -48,21 +52,27 @@ void Settings_Initialize (SDL_Renderer* renderer,Scenery* scenery) {
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Return_Button_Texture = IMG_LoadTexture(renderer, "assets/images/return_button.png");
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Return_Button_Texture = IMG_LoadTexture(renderer, "assets/images/return_button.png");
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Return_Button_rect = (SDL_Rect){.x = 200, .y = 200, .w=75, .h=75};
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Return_Button_rect = (SDL_Rect){.x = 200, .y = 200, .w=75, .h=75};
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Bar_Texture = IMG_LoadTexture(renderer, "assets/images/bar_texture.png");
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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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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, Scenery * scenery) {
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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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if(!(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT))){
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IsLock=BV.IsLock=BS.IsLock=BT.IsLock=false;
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}
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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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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, Return_Button_Texture, NULL, &Return_Button_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, Settings_Skins_Texture, NULL, &Settings_Skins_rect);
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BALL_DrawTexture(renderer, &Settings_Ball_rect, scenery->ball.TextureIndex);
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BALL_DrawTexture(renderer, &Settings_Ball_rect, scenery->ball.TextureIndex);
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Settings_Return();
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Settings_Return();
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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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mapping(&x, &BS);
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mapping(&x, &BS);
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scenery->ball.TargetRect.w = x;
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scenery->ball.TargetRect.w = x;
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scenery->ball.TargetRect.h = x;
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scenery->ball.TargetRect.h = x;
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@ -76,20 +86,29 @@ void Settings_Deinitialize(){
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if (Settings_IsInit) {
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if (Settings_IsInit) {
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SDL_DestroyTexture(Settings_Texture);
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SDL_DestroyTexture(Settings_Texture);
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SDL_DestroyTexture(Settings_Ball_Texture);
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SDL_DestroyTexture(Settings_Ball_Texture);
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SDL_DestroyTexture(Bar_Texture);
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SDL_DestroyTexture(Return_Button_Texture);
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SDL_DestroyTexture(Settings_Skins_Texture);
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Settings_IsInit = false;
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Settings_IsInit = false;
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}
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}
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}
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}
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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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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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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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SDL_RenderCopy(renderer, Bar_Texture, NULL, &beta->Bar_rect);
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int x, y;
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int x, y;
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Mousestate = SDL_GetMouseState(&x, &y);
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Mousestate = SDL_GetMouseState(&x, &y);
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x = round((float)x / XScale);
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x = round((float)x / XScale);
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y = round((float)y / YScale);
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y = round((float)y / YScale);
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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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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)))||beta->IsLock) {
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SDL_RenderFillRect(renderer, &beta->Scalar_rect);
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if(!IsLock){
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SDL_RenderDrawRect(renderer, &beta->Scalar_rect);
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beta->IsLock=true;
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IsLock=true;
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}
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if(beta->IsLock){
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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_RenderCopy(renderer, Scalar_Button_Texture1, NULL, &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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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->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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beta->Slider_value = (beta->Bar_rect.x + beta->Bar_rect.w - (beta->Scalar_rect.w) / 2);
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@ -101,7 +120,12 @@ void Draw_Slider(SDL_Renderer * renderer, Slider * beta){
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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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} else {
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} else {
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SDL_RenderDrawRect(renderer, &beta->Scalar_rect);
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// SDL_RenderDrawRect(renderer, &beta->Scalar_rect);
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SDL_RenderCopy(renderer, Scalar_Button_Texture0, NULL, &beta->Scalar_rect);
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}
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} else {
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// SDL_RenderDrawRect(renderer, &beta->Scalar_rect);
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SDL_RenderCopy(renderer, Scalar_Button_Texture0, NULL, &beta->Scalar_rect);
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}
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}
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} /* Draw_Slider */
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} /* Draw_Slider */
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@ -14,6 +14,7 @@
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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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bool IsLock;
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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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