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Author SHA1 Message Date
Michael Chen
b69736027d alternative design added 2018-01-23 22:42:32 +01:00
54 changed files with 177 additions and 1623 deletions

1
.gitignore vendored
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@ -9,7 +9,6 @@ sdl2-config
*.psd
*.exe
*.json
*.cfg
!bhi.exe
.tags*
*.txt

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@ -1,7 +1,7 @@
libs = -lmingw32 -lSDL2main -lSDL2 -lopengl32 -lSDL2_image -lSDL2_ttf -lSDL2_mixer
libs = -lmingw32 -lSDL2main -lSDL2 -lopengl32 -lSDL2_image -lSDL2_ttf
includes = -I".\include"
compiler = gcc
warningLevel = -Wall -Wno-parentheses
warningLevel = -Wall -Wno-unused-variable -Wno-unused-but-set-variable
sources = *.c
linker = -L".\lib"
dir = bin

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@ -1,11 +1,11 @@
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <stdbool.h>
#include <math.h>
#include <time.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_mixer.h>
#include <SDL2/SDL_ttf.h>
#include "breakout.h"
#include "vector.h"
@ -19,15 +19,8 @@ extern int width, height;
#define BALL_TexturePath "assets/images/ball.png"
#define PADDLE_TexturePath "assets/images/paddle.png"
#define BLOCK_TexturePath "assets/images/spritesheet.png"
#define BREAKOUT_CountdownTexturePath "assets/images/text.png"
#define BREAKOUT_PausedTexturePath "assets/images/paused.png"
#define BREAKOUT_IngameSoundPath "assets/sounds/ingame_music.wav"
#define BREAKOUT_DeathSoundPath "assets/sounds/death.wav"
#define BREAKOUT_HitSoundPath1 "assets/sounds/hit1.wav"
#define BREAKOUT_HitSoundPath2 "assets/sounds/hit2.wav"
#define BREAKOUT_HitSoundPath3 "assets/sounds/hit3.wav"
#define BREAKOUT_HitSoundPath4 "assets/sounds/hit4.wav"
#define BREAKOUT_HitSoundPath5 "assets/sounds/hit5.wav"
#define BRAEKOUT_CountdownTexturePath "assets/images/text.png"
#define BRAEKOUT_PausedTexturePath "assets/images/paused.png"
#define BALL_MinSpeed 8.0f
#define BALL_MaxSpeed 25.0f
#define BALL_AccelerationTime 10000
@ -36,16 +29,12 @@ extern int width, height;
#define PADDLE_AccelerationTime 18000
#define BREAKOUT_LiveHUDSize 35
#define BREAKOUT_LiveHUDMargin 8
#define BREAKOUT_PushIntervale 1800
#define BREAKOUT_FadeTime 1000
#ifndef __nullptr__
#define Nullptr(type) (type *)0
#endif // __nullptr__
float PADDLE_SmoothFactor = 0.1f;
float BLOCK_SmoothFactor = 0.05f;
float BREAKOUT_LifePenalty = 0.75f;
int BLOCK_TextureCount = 24;
int BALL_TextureCount = 9;
int BREAKOUT_CountdownTextureCount = 4;
@ -64,9 +53,6 @@ bool BREAKOUT_IsInit = false;
bool BALL_IsInit = false;
bool PADDLE_IsInit = false;
bool BLOCK_IsInit = false;
Mix_Chunk * BREAKOUT_DeathSound;
Mix_Chunk ** BREAKOUT_HitSound;
Mix_Music * BREAKOUT_IngameMusic;
void BREAKOUT_INITIALIZE(SDL_Renderer * renderer){
if (!BREAKOUT_IsInit) {
@ -75,9 +61,9 @@ void BREAKOUT_INITIALIZE(SDL_Renderer * renderer){
BALL_Initialize(renderer);
PADDLE_Initialize(renderer);
BLOCK_Initialize(renderer);
BREAKOUT_CountdownTexture = IMG_LoadTexture(renderer, BREAKOUT_CountdownTexturePath);
BREAKOUT_CountdownTexture = IMG_LoadTexture(renderer, BRAEKOUT_CountdownTexturePath);
if (!BREAKOUT_CountdownTexture) printf("Countdown texture failed to load!\n");
BREAKOUT_PausedTexture = IMG_LoadTexture(renderer, BREAKOUT_PausedTexturePath);
BREAKOUT_PausedTexture = IMG_LoadTexture(renderer, BRAEKOUT_PausedTexturePath);
if (!BREAKOUT_PausedTexture) printf("Paused texture failed to load!\n");
BREAKOUT_CountdownTextureCount = 4;
BREAKOUT_CountdownSourceRects = (SDL_Rect *)malloc(BREAKOUT_CountdownTextureCount * sizeof(SDL_Rect));
@ -86,35 +72,11 @@ void BREAKOUT_INITIALIZE(SDL_Renderer * renderer){
BREAKOUT_CountdownSourceRects[1] = (SDL_Rect) {.x = 1, .y = 1, .w = 242, .h = 665 };
BREAKOUT_CountdownSourceRects[2] = (SDL_Rect) {.x = 245, .y = 1, .w = 443, .h = 665 };
BREAKOUT_CountdownSourceRects[3] = (SDL_Rect) {.x = 690, .y = 1, .w = 443, .h = 665 };
BREAKOUT_HitSound = malloc(5 * sizeof(Mix_Chunk *));
BREAKOUT_HitSound[0] = Mix_LoadWAV(BREAKOUT_HitSoundPath1);
BREAKOUT_HitSound[1] = Mix_LoadWAV(BREAKOUT_HitSoundPath2);
BREAKOUT_HitSound[2] = Mix_LoadWAV(BREAKOUT_HitSoundPath3);
BREAKOUT_HitSound[3] = Mix_LoadWAV(BREAKOUT_HitSoundPath4);
BREAKOUT_HitSound[4] = Mix_LoadWAV(BREAKOUT_HitSoundPath5);
BREAKOUT_DeathSound = Mix_LoadWAV(BREAKOUT_DeathSoundPath);
BREAKOUT_IngameMusic = Mix_LoadMUS(BREAKOUT_IngameSoundPath);
printf("Game initialized!\n");
BREAKOUT_IsInit = true;
} else printf("Game is already initialized!\n");
} /* BREAKOUT_INITIALIZE */
void BREAKOUT_StartMusic(){
printf("Attempting to start game music...\n");
if (!Mix_PlayingMusic())
Mix_FadeInMusic(BREAKOUT_IngameMusic, -1, BREAKOUT_FadeTime);
else printf("Game music is already playing!\n");
}
void BREAKOUT_PauseMusic(){
printf("Attempting to pause game music...\n");
if (Mix_PlayingMusic())
Mix_HaltMusic();
// Mix_FadeOutMusic(BREAKOUT_FadeTime);
else printf("There is no game music to be paused!\n");
}
// Toggle Game pause, not the music!
void BREAKOUT_TogglePause(Scenery * scenery){
(scenery->IsPaused) = !(scenery->IsPaused);
printf("Game was %s!\n", ( (scenery->IsPaused) ? "paused" : "unpaused"));
@ -131,28 +93,24 @@ Scenery BREAKOUT_CreateDefault(){
Scenery scenery;
scenery.StartCountdown = 240;
scenery.TopLeftBlockColor = 0;
scenery.IsGameOver = false;
scenery.BlockCount = 135;
scenery.ball = BALL_CreateDefault();
scenery.paddle = PADDLE_CreateDefault();
scenery.blocks = malloc(scenery.BlockCount * sizeof(Block));
scenery.Frames = 0;
scenery.YBlocks = 9;
scenery.XBlocks = 15;
scenery.Score = 0;
if (!(scenery.blocks)) printf("FATAL! Memory allocation failed!\n");
scenery.IsPaused = false;
scenery.Lives = 3;
scenery.DestroyedBlocks = 0;
int index;
for (int y = 0; y < scenery.YBlocks; y++) {
index = (scenery.XBlocks) * y;
for (int x = 0; x < scenery.XBlocks; x++) {
for (int y = 0; y < 9; y++) {
index = 15 * y;
for (int x = 0; x < 15; x++) {
scenery.blocks[x + index] = BLOCK_CreateDefault();
scenery.blocks[x + index].TargetRect = (SDL_Rect) {.x = ((128 * x) + 2), .y = ((64 * y) + 1), .w = 124, .h = 62 };
scenery.blocks[x + index].TextureIndex = y + x;
scenery.blocks[x + index].DestYValue = ((64 * y) + 1);
}
}
return scenery;
@ -184,28 +142,6 @@ void TEXTURE_RenderCentered(SDL_Renderer * renderer, SDL_Texture * texture, floa
SDL_RenderCopy(renderer, texture, NULL, &target);
}
void BREAKOUT_PushNewRow(Scenery * scenery){
printf("Pushing new line...\n");
(scenery->TopLeftBlockColor)--;
// Rotate through textures
if ((scenery->TopLeftBlockColor) < 0) (scenery->TopLeftBlockColor) = (BLOCK_TextureCount - 1);
else if ((scenery->TopLeftBlockColor) >= 24) (scenery->TopLeftBlockColor) = 0;
int oldBlockCount = (scenery->BlockCount);
(scenery->BlockCount) += (scenery->XBlocks);
(scenery->YBlocks)++;
scenery->blocks = realloc((scenery->blocks), (scenery->BlockCount) * sizeof(Block));
for (size_t i = 0; i < oldBlockCount; i++) {
(scenery->blocks)[i].DestYValue += 64;
}
for (size_t x = 0; x < (scenery->XBlocks); x++) {
(scenery->blocks)[x + oldBlockCount] = BLOCK_CreateDefault();
(scenery->blocks)[x + oldBlockCount].TargetRect = (SDL_Rect) {.x = ((128 * x) + 2), .y = -63, .w = 124, .h = 62 };
(scenery->blocks)[x + oldBlockCount].TextureIndex = (((scenery->TopLeftBlockColor) + x) % BLOCK_TextureCount);
(scenery->blocks)[x + oldBlockCount].DestYValue = 1;
}
printf("New line was pushed!\n");
} /* BREAKOUT_PushNewRow */
void BREAKOUT_Update(Scenery * scenery, const Uint8 * keystate){
if (scenery->IsPaused) return;
if ((scenery->StartCountdown)-- > 0) return;
@ -215,23 +151,18 @@ void BREAKOUT_Update(Scenery * scenery, const Uint8 * keystate){
PADDLE_ResetPosition(&(scenery->paddle));
scenery->StartCountdown = 240;
scenery->IsGameOver = false;
scenery->Frames = 0;
if (--(scenery->Lives) <= 0)
GAME_ChangeState(GameOver);
else {
// Reduce score when there is a life left
// scenery->Score = (int)roundf((float)(scenery->Score) * BREAKOUT_LifePenalty);
else
printf("Oh oh, only %d lives left!\n", scenery->Lives);
}
return;
}
if ((scenery->Frames) % BREAKOUT_PushIntervale == 0) {
BREAKOUT_PushNewRow(scenery);
}
PADDLE_Update(&(scenery->paddle), scenery, keystate); // Update paddle before ball because paddle is not static!
BALL_Update(&(scenery->ball), scenery);
for (int i = 0; i < (scenery->BlockCount); i++) {
BLOCK_Update((scenery->blocks) + i);
}
BALL_Update(&(scenery->ball), scenery);
} /* BREAKOUT_Update */
void BREAKOUT_Draw(Scenery * scenery, SDL_Renderer * renderer){
@ -266,12 +197,6 @@ void BREAKOUT_DrawLivesHUD(SDL_Renderer * renderer, Scenery * scenery){
void BREAKOUT_DEINITIALIZE(){
if (BREAKOUT_IsInit) {
printf("De-initializing Game...\n");
for (int i = 0; i < 5; i++) {
Mix_FreeChunk(BREAKOUT_HitSound[i]);
}
free(BREAKOUT_HitSound);
Mix_FreeChunk(BREAKOUT_DeathSound);
Mix_FreeMusic(BREAKOUT_IngameMusic);
SDL_DestroyTexture(BREAKOUT_CountdownTexture);
SDL_DestroyTexture(BREAKOUT_PausedTexture);
free(PADDLE_MoveLeftKeys);
@ -286,7 +211,7 @@ void BREAKOUT_DEINITIALIZE(){
printf("Game de-initialized!\n");
BREAKOUT_IsInit = false;
} else printf("Game is already de-initialized!\n");
} /* BREAKOUT_DEINITIALIZE */
}
void BREAKOUT_DestroyObject(Scenery * scenery){
for (size_t i = 0; i < (scenery->BlockCount); i++) {
@ -321,7 +246,7 @@ void BALL_Initialize(SDL_Renderer * renderer){
Ball BALL_CreateDefault(){
return (Ball) {
.Location = (Vector) {.x = (width / 2) - 15, .y = height - 131 },
.Location = (Vector) {.x = (width / 2) - 15, .y = height - 132 },
.Momentum = (Vector) {.x = 0.0f, .y = BALL_MinSpeed },
.TargetRect = (SDL_Rect) {.x = width / 2 - 15, .y = height - 130, .w = 30, .h = 30 },
.Size = 15.0f,
@ -333,8 +258,8 @@ Ball BALL_CreateDefault(){
}
void BALL_ResetPosition(Ball * obj){
(obj->Location).x = width / 2 - (obj->Size);
(obj->Location).y = height - 101 - (2 * (obj->Size));
(obj->Location).x = width / 2 - 15;
(obj->Location).y = height - 130;
RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location));
(obj->Momentum) = VECTOR_GetScaledDirectionalUnitVector(0.0f, (obj->Speed));
}
@ -355,27 +280,16 @@ void BALL_Draw(SDL_Renderer * renderer, Ball * obj){
bool BALL_CollideWithRect(Ball * obj, SDL_Rect * rect){
if (!RECT_Collide(&(obj->TargetRect), rect)) return false;
// Already returned with false if square ball hitbox didnt collide with rect
Vector unitMomentum = VECTOR_ChangeScaleTo((obj->Momentum), 1.0f);
Vector center = BALL_GetCenter(obj);
SDL_Point ballCenter = BALL_GetCenter(obj);
Vector center = (Vector) {.x = ballCenter.x, .y = ballCenter.y };
Vector corner;
bool left, right, top, bottom, yMid = false, xMid = false;
left = (center.x) < (rect->x);
right = (center.x) > (rect->x) + (rect->w);
top = (center.y) < (rect->y);
bottom = (center.y) > (rect->y) + (rect->h);
left = (ballCenter.x) < (rect->x);
right = (ballCenter.x) > (rect->x) + (rect->w);
top = (ballCenter.y) < (rect->y);
bottom = (ballCenter.y) > (rect->y) + (rect->h);
yMid = !(top || bottom);
xMid = !(left || right);
// Move away from hitbox from where you came from when stuck in the middle of the block at high speeds
while (yMid && xMid) {
(obj->Location) = VECTOR_Subtract((obj->Location), unitMomentum);
center = BALL_GetCenter(obj);
left = (center.x) < (rect->x);
right = (center.x) > (rect->x) + (rect->w);
top = (center.y) < (rect->y);
bottom = (center.y) > (rect->y) + (rect->h);
yMid = !(top || bottom);
xMid = !(left || right);
}
if (yMid) // Hit left or right
(obj->Momentum).x = -(obj->Momentum).x;
if (xMid) // Hit bottom or top
@ -393,13 +307,15 @@ bool BALL_CollideWithRect(Ball * obj, SDL_Rect * rect){
} else if (bottom) {
corner.y = ((rect->y) + (rect->h));
}
Vector cornerToMid = VECTOR_GetVectorFromTo(corner, center);
if (VECTOR_GetMagnitude(cornerToMid) > (obj->Size)) return false;
double lot = VECTOR_GetRotation(cornerToMid);
// printf("Hit corner at %.0f|%.0f!\n", corner.x, corner.y);
// printf("Ball center at %.0f|%.0f!\n", center.x, center.y);
// TODO: Reflection at lot
double lot = VECTOR_GetRotation(VECTOR_GetVectorFromTo(corner, center));
double inRotation = fmod(VECTOR_GetRotation(obj->Momentum) + 180.0f, 360.0f);
double outAngle = fmod(lot + (0.5 * (lot - inRotation)), 360.0f);
printf("In: %.2f | Lot: %.2f | Out: %.2f\n", inRotation, lot, outAngle);
(obj->Momentum) = VECTOR_GetScaledDirectionalUnitVector(outAngle, (obj->Speed));
// printf("New Magnitude = %.2f\n", VECTOR_GetMagnitude((obj->Momentum)));
return true;
} /* BALL_CollideWithRect */
@ -434,8 +350,8 @@ void RECT_SetTargetPos(SDL_Rect * rect, Vector * Location){
rect->y = (int)round(Location->y);
}
Vector BALL_GetCenter(Ball * obj){
return (Vector) {.x = ((obj->Location).x) + (obj->Size), .y = ((obj->Location).y) + (obj->Size) };
SDL_Point BALL_GetCenter(Ball * obj){
return (SDL_Point) {.x = ((obj->TargetRect).x) + (obj->Size), .y = ((obj->TargetRect).y) + (obj->Size) };
}
void BALL_CollideWithBorders(Ball * obj){
@ -456,7 +372,7 @@ void BALL_MoveAwayFromBoundaries(Ball * obj){
bool BALL_CollideWithPaddle(Ball * obj, Paddle * paddle){
if (RECT_Collide(&(obj->TargetRect), &(paddle->TargetRect))) {
Vector ballCenter = BALL_GetCenter(obj);
SDL_Point ballCenter = BALL_GetCenter(obj);
if (ballCenter.y > (paddle->TargetRect).y) // if the ball hits the paddle from the sides (or the bottom (?))
BALL_CollideWithRect(obj, &(paddle->TargetRect));
else
@ -468,7 +384,6 @@ bool BALL_CollideWithPaddle(Ball * obj, Paddle * paddle){
RECT_SetTargetPos(&(obj->TargetRect), &(obj->Location));
}
(obj->Momentum) = VECTOR_ChangeScaleTo((obj->Momentum), (obj->Speed));
BALL_PlayCollisionSound();
return true;
}
return false;
@ -481,13 +396,6 @@ void BALL_AdaptSpeedGradient(Ball * obj, int FrameCount){
obj->Speed = BALL_MinSpeed + (((double)FrameCount / (double)BALL_AccelerationTime) * (BALL_MaxSpeed - BALL_MinSpeed));
}
void BALL_PlayCollisionSound(){
int sound;
Mix_PlayChannel(-1, BREAKOUT_HitSound[(sound = (rand() % 5))], 0);
printf("Collision sound %d played...\n", sound);
}
void BALL_Update(Ball * obj, Scenery * scenery){
BALL_AdaptSpeedGradient(obj, (scenery->Frames));
(obj->Momentum) = VECTOR_ChangeScaleTo((obj->Momentum), (obj->Speed));
@ -507,7 +415,6 @@ void BALL_Update(Ball * obj, Scenery * scenery){
oldMomentum = obj->Momentum;
oldLocation = obj->Location;
if (BALL_CollideWithRect(obj, &(blocks[i].TargetRect))) {
BALL_PlayCollisionSound();
BLOCK_DealDamage(blocks + i, 1);
if (blocks[i].HP <= 0) {
(scenery->DestroyedBlocks)++;
@ -519,7 +426,6 @@ void BALL_Update(Ball * obj, Scenery * scenery){
}
}
if ((obj->Location).y > height) { // Collide with box boundaries
Mix_PlayChannel(-1, BREAKOUT_DeathSound, 0);
scenery->IsGameOver = true;
printf("Ball called game_over!\n");
} else BALL_CollideWithBorders(obj);
@ -619,17 +525,11 @@ void PADDLE_MoveSmooth(Paddle * obj){
(obj->TargetRect).x = paddleXMid - (int)roundf((float)(paddleXMid - mouseX) * PADDLE_SmoothFactor) - halfPaddle;
}
void PADDLE_MoveAuto(Scenery * scenery){
int paddleXMid, halfPaddle = (((scenery->paddle).TargetRect).w / 2);
paddleXMid = halfPaddle + ((scenery->paddle).TargetRect.x); // Current State
((scenery->paddle).TargetRect).x = paddleXMid - (int)roundf((float)(paddleXMid - (((scenery->ball).Location).x + (rand() % 30) + ((scenery->ball).Size))) * 0.2f) - halfPaddle;
}
void PADDLE_AdaptSpeedGradient(Paddle * obj, int FrameCount){
if (FrameCount > PADDLE_AccelerationTime)
return;
(obj->TargetRect).w = PADDLE_MaxSize - (((double)FrameCount / (double)PADDLE_AccelerationTime) * (PADDLE_MaxSize - PADDLE_MinSize));
}
void PADDLE_Update(Paddle * obj, Scenery * scenery, const Uint8 * keystate){
@ -650,9 +550,6 @@ void PADDLE_Update(Paddle * obj, Scenery * scenery, const Uint8 * keystate){
((obj->TargetRect).x) += (obj->Speed);
}
break;
case Automatic:
PADDLE_MoveAuto(scenery);
break;
default:
printf("Unknown Paddle Control Mode: %d!\n", obj->Mode);
break;
@ -712,8 +609,7 @@ Block BLOCK_CreateDefault(){
return (Block) {
.TargetRect = (SDL_Rect) {.x = 0, .y = 0, .w = 100, .h = 50 },
.TextureIndex = (rand() % BLOCK_TextureCount),
.HP = 1,
.DestYValue = 0
.HP = 1
}; // Objekt für die Eigenschaften des Balls
}
@ -736,12 +632,8 @@ void BLOCK_DealDamage(Block * obj, int dmg){
if (((obj->HP) -= dmg) <= 0) printf("Block was destroyed!\n");
}
void BLOCK_MoveSmooth(Block * obj){
((obj->TargetRect).y) -= (int)roundf((float)(((obj->TargetRect).y) - (obj->DestYValue)) * BLOCK_SmoothFactor);
}
void BLOCK_Update(Block * obj){
BLOCK_MoveSmooth(obj);
// Do nothing currently
}
void BLOCK_DestroyObject(Block * obj){
}

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@ -6,13 +6,11 @@
#include <math.h>
#include <time.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_mixer.h>
#include "vector.h"
// Enums
typedef enum controlModeEnum {KeyboardControl = 0, MouseControl = 1, Automatic = 2} ControlMode;
typedef enum controlModeEnum {KeyboardControl = 0, MouseControl = 1} ControlMode;
// End Enums
// Structs
@ -34,29 +32,26 @@ typedef struct paddleStruct {
typedef struct blockStruct {
SDL_Rect TargetRect;
int TextureIndex, HP, DestYValue;
int TextureIndex, HP;
} Block; // Objekt für die Eigenschaften des Paddles
typedef struct sceneryStruct {
Ball ball;
Paddle paddle;
Block * blocks;
int BlockCount, Lives, StartCountdown, Frames, Score, DestroyedBlocks, TopLeftBlockColor, XBlocks, YBlocks;
int BlockCount, Lives, StartCountdown, Frames, Score, DestroyedBlocks;
bool IsPaused, IsGameOver;
} Scenery; // Objekt für die Objekte und Eigenschaften einer Szenerie
// End Structs
// Prototypes
void BREAKOUT_INITIALIZE(SDL_Renderer * renderer);
void BREAKOUT_StartMusic();
void BREAKOUT_PauseMusic();
void BREAKOUT_TogglePause(Scenery * scenery);
void BREAKOUT_KeyPressed(Scenery * scenery, SDL_KeyboardEvent * b);
Scenery BREAKOUT_CreateDefault();
void BREAKOUT_IncreaseScoreBy(Scenery * scenery, int scoreInc);
void TEXTURE_RenderCenteredSpriteSheet(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Rect * srcRect, float Scale);
void TEXTURE_RenderCentered(SDL_Renderer * renderer, SDL_Texture * texture, float Scale);
void BREAKOUT_PushNewRow(Scenery * scenery);
void BREAKOUT_Update(Scenery * scenery, const Uint8 * keystate);
void BREAKOUT_Draw(Scenery * scenery, SDL_Renderer * renderer);
void BREAKOUT_DrawLivesHUD(SDL_Renderer * renderer, Scenery * scenery);
@ -71,12 +66,11 @@ bool BALL_CollideWithRect(Ball * obj, SDL_Rect * rect);
bool RECT_Collide(SDL_Rect * rect1, SDL_Rect * rect2);
void BALL_SteerMomentum(Ball * obj, Paddle * paddle);
void RECT_SetTargetPos(SDL_Rect * rect, Vector * Location);
Vector BALL_GetCenter(Ball * obj);
SDL_Point BALL_GetCenter(Ball * obj);
void BALL_CollideWithBorders(Ball * obj);
void BALL_MoveAwayFromBoundaries(Ball * obj);
bool BALL_CollideWithPaddle(Ball * obj, Paddle * paddle);
void BALL_AdaptSpeedGradient(Ball * obj, int FrameCount);
void BALL_PlayCollisionSound();
void BALL_Update(Ball * obj, Scenery * scenery);
void BALL_DestroyObject(Ball * obj);
void BALL_Deinitialize();
@ -89,7 +83,6 @@ bool KeyPressed(const Uint8 * keystate, Uint8 * keyArray);
void INT_Constrain(int * variable, int min, int max);
void DOUBLE_Constrain(double * variable, double min, double max);
void PADDLE_MoveSmooth(Paddle * obj);
void PADDLE_MoveAuto(Scenery * scenery);
void PADDLE_AdaptSpeedGradient(Paddle * obj, int FrameCount);
void PADDLE_Update(Paddle * obj, Scenery * scenery, const Uint8 * keystate);
void PADDLE_DestroyObject(Paddle * obj);
@ -99,7 +92,6 @@ Block BLOCK_CreateDefault();
void BLOCK_DrawTexture(SDL_Renderer * renderer, SDL_Rect * dstRect, int index);
void BLOCK_Draw(SDL_Renderer * renderer, Block * obj);
void BLOCK_DealDamage(Block * obj, int dmg);
void BLOCK_MoveSmooth(Block * obj);
void BLOCK_Update(Block * obj);
void BLOCK_DestroyObject(Block * obj);
void BLOCK_Deinitialize();

View File

@ -9,63 +9,47 @@
#include "gameover.h"
#include "gamestate.h"
#include "breakout.h"
#include "vector.h"
#include "highscores.h"
#include "background.h"
#include "startmenu.h"
#include "main.h"
#define GAMEOVER_TexturePath "assets/images/gameover.png"
#define GAMEOVER_NumbersTexturePath "assets/images/numbers.png"
#define GAMEOVER_ScoreTexturePath "assets/images/yourscore.png"
#define GAMEOVER_UploadTexturePath "assets/images/upload.png"
#define GAMEOVER_RestartTexturePath "assets/images/restart_button.png"
#define GAMEOVER_HUDScale 16.0f
#define GAMEOVER_Scale 4.0f
extern char * Username;
extern char * Password;
extern bool LoggedIn;
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <stdbool.h>
#include <math.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_ttf.h>
extern int width, height;
extern SDL_Texture * HIGHSCORESBUTTON_Texture;
extern SDL_Texture * QUITBUTTON_Texture;
extern SDL_Rect QUITBUTTON_Rect;
#include "breakout.h"
#include "vector.h"
#include "background.h"
int GAMEOVER_HUDMargin = 5;
SDL_Texture * GAMEOVER_Texture;
SDL_Texture * GAMEOVER_Numbers;
SDL_Texture * GAMEOVER_ScoreTexture;
SDL_Texture * GAMEOVER_UploadTexture;
SDL_Texture * GAMEOVER_RestartTexture;
SDL_Rect * GAMEOVER_NumberRects;
SDL_Rect * GAMEOVER_UploadRects;
SDL_Rect GAMEOVER_TargetRect;
SDL_Rect GAMEOVER_ScoreTargetRect;
SDL_Rect GAMEOVER_HUDScoreTargetRect;
SDL_Rect * GAMEOVER_UploadTargetRects;
SDL_Rect GAMEOVER_HighscoresButtonRect;
SDL_Rect GAMEOVER_RestartButtonRect;
int * GAMEOVER_Digits;
bool GAMEOVER_IsInit = false;
UploadState GAMEOVER_UploadState = Initial;
void GAMEOVER_Initialize(SDL_Renderer * renderer){
if (!GAMEOVER_IsInit) {
printf("Initializing Gameover...\n");
GAMEOVER_UploadState = Initial;
GAMEOVER_Texture = IMG_LoadTexture(renderer, GAMEOVER_TexturePath);
if (!GAMEOVER_Texture) printf("Gameover Texture couldn't be loaded!\n");
GAMEOVER_Numbers = IMG_LoadTexture(renderer, GAMEOVER_NumbersTexturePath);
if (!GAMEOVER_Numbers) printf("Gameover Numbers couldn't be loaded!\n");
GAMEOVER_ScoreTexture = IMG_LoadTexture(renderer, GAMEOVER_ScoreTexturePath);
if (!GAMEOVER_ScoreTexture) printf("Gameover Score Texture couldn't be loaded!\n");
GAMEOVER_UploadTexture = IMG_LoadTexture(renderer, GAMEOVER_UploadTexturePath);
if (!GAMEOVER_UploadTexture) printf("Gameover Score Texture couldn't be loaded!\n");
GAMEOVER_RestartTexture = IMG_LoadTexture(renderer, GAMEOVER_RestartTexturePath);
if (!GAMEOVER_RestartTexture) printf("Restart Button Texture couldn't be loaded!\n");
int w, h;
SDL_QueryTexture(GAMEOVER_Texture, NULL, NULL, &w, &h);
w /= 2;
@ -86,61 +70,17 @@ void GAMEOVER_Initialize(SDL_Renderer * renderer){
GAMEOVER_NumberRects[7] = (SDL_Rect) {.x = 890, .y = 1335, .w = 407, .h = 665 };
GAMEOVER_NumberRects[8] = (SDL_Rect) {.x = 446, .y = 1335, .w = 442, .h = 665 };
GAMEOVER_NumberRects[9] = (SDL_Rect) {.x = 890, .y = 668, .w = 442, .h = 665 };
GAMEOVER_ScoreTargetRect.x = 0;
GAMEOVER_ScoreTargetRect.y = 450;
GAMEOVER_ScoreTargetRect.h = 183;
GAMEOVER_ScoreTargetRect.w = 1000;
GAMEOVER_UploadRects = malloc(4 * sizeof(SDL_Rect));
if (!GAMEOVER_UploadRects) printf("FATAL: Memory Allocation Failed!\n");
GAMEOVER_UploadRects[0] = (SDL_Rect) {.x = 1, .y = 1, .w = 4634, .h = 732 };
GAMEOVER_UploadRects[1] = (SDL_Rect) {.x = 1, .y = 735, .w = 3981, .h = 734 };
GAMEOVER_UploadRects[2] = (SDL_Rect) {.x = 1, .y = 1471, .w = 3024, .h = 666 };
GAMEOVER_UploadRects[3] = (SDL_Rect) {.x = 3027, .y = 1471, .w = 2391, .h = 666 };
GAMEOVER_UploadTargetRects = malloc(4 * sizeof(SDL_Rect));
if (!GAMEOVER_UploadTargetRects) printf("FATAL: Memory Allocation Failed!\n");
for (int i = 0; i < 4; i++) {
GAMEOVER_UploadTargetRects[i] = (SDL_Rect) {.x = 0, .y = 650, .w = ((GAMEOVER_UploadRects[i].w) / 5), .h = ((GAMEOVER_UploadRects[i].h) / 5) };
GAMEOVER_UploadTargetRects[i].x = ((width - (GAMEOVER_UploadTargetRects[i].w)) / 2);
}
GAMEOVER_HUDScoreTargetRect = (SDL_Rect) {.x = GAMEOVER_HUDMargin, .y = GAMEOVER_HUDMargin, .w = 250, .h = 46 };
GAMEOVER_Digits = malloc(25 * sizeof(int)); // Holds every digit of unsigned long long int
GAMEOVER_HighscoresButtonRect = (SDL_Rect) {.x = 1635, .y = 896, .w = 235, .h = 134 };
GAMEOVER_RestartButtonRect = (SDL_Rect) {.x = 842, .y = 896, .w = 235, .h = 134 };
GAMEOVER_Digits = malloc(25 * sizeof(int));
printf("Gameover initialized!\n");
GAMEOVER_IsInit = true;
} else
printf("Gameover already initialized!\n");
} /* GAMEOVER_Initialize */
void GAMEOVER_MouseClicked(SDL_MouseButtonEvent b, Scenery * scenery){
if (b.button == SDL_BUTTON_LEFT) {
if (LoggedIn) {
if (GAMEOVER_UploadState == Initial || GAMEOVER_UploadState == Failed) {
if (clickInRect(b, (GAMEOVER_UploadTargetRects + GAMEOVER_UploadState))) {
GAMEOVER_UploadState = Uploading;
printf("Upload was called from gameover!\n");
if (HIGHSCORES_UploadScore(Username, (scenery->Score))) {
GAMEOVER_UploadState = Finished;
} else {
GAMEOVER_UploadState = Failed;
}
}
}
}
if (clickInRect(b, &QUITBUTTON_Rect)) {
printf("Escape was called from gameover!\n");
GAME_Escape();
} else if (clickInRect(b, &GAMEOVER_HighscoresButtonRect)) {
printf("Highscores was called from gameover!\n");
GAME_ChangeState(Highscores);
} else if (clickInRect(b, &GAMEOVER_RestartButtonRect)) {
printf("Restart was called from gameover!\n");
GAME_Restart();
GAME_ChangeState(Game);
}
}
} /* GAMEOVER_MouseClicked */
void GAMEOVER_Draw(SDL_Renderer * renderer, Scenery * scenery){
int i, count;
@ -160,23 +100,10 @@ void GAMEOVER_Draw(SDL_Renderer * renderer, Scenery * scenery){
target.h = (int)roundf((float)(GAMEOVER_NumberRects[GAMEOVER_Digits[i]].h) / GAMEOVER_Scale);
target.w = (int)roundf((float)(GAMEOVER_NumberRects[GAMEOVER_Digits[i]].w) / GAMEOVER_Scale);
SDL_RenderCopy(renderer, GAMEOVER_Numbers, (GAMEOVER_NumberRects + GAMEOVER_Digits[i]), &target);
xOffset += target.w - 1;
xOffset += target.w;
}
if (LoggedIn) {
SDL_RenderCopy(renderer, GAMEOVER_UploadTexture, (GAMEOVER_UploadRects + GAMEOVER_UploadState), (GAMEOVER_UploadTargetRects + GAMEOVER_UploadState));
}
SDL_RenderCopy(renderer, QUITBUTTON_Texture, NULL, &QUITBUTTON_Rect);
SDL_RenderCopy(renderer, HIGHSCORESBUTTON_Texture, NULL, &GAMEOVER_HighscoresButtonRect);
SDL_RenderCopy(renderer, GAMEOVER_RestartTexture, NULL, &GAMEOVER_RestartButtonRect);
} /* GAMEOVER_Draw */
void GAMEOVER_DrawHorizontalCenter(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Rect * srcRect, SDL_Rect * dstRect){
SDL_Rect target = *dstRect;
target.x = ((width - target.w) / 2);
SDL_RenderCopy(renderer, texture, srcRect, &target);
}
void GAMEOVER_GetDigits(int input, int * digitCount){
int score = input;
int count = 0;
@ -210,7 +137,7 @@ void SCORE_DrawHUD(SDL_Renderer * renderer, Scenery * scenery){
target.h = (int)roundf((float)(GAMEOVER_NumberRects[GAMEOVER_Digits[i]].h) / GAMEOVER_HUDScale);
target.w = (int)roundf((float)(GAMEOVER_NumberRects[GAMEOVER_Digits[i]].w) / GAMEOVER_HUDScale);
SDL_RenderCopy(renderer, GAMEOVER_Numbers, (GAMEOVER_NumberRects + GAMEOVER_Digits[i]), &target);
xOffset += target.w - 1;
xOffset += target.w;
}
} /* SCORE_DrawHUD */
@ -218,14 +145,9 @@ void GAMEOVER_Deinitialize(){
if (GAMEOVER_IsInit) {
printf("De-initializing Gameover...\n");
free(GAMEOVER_Digits);
free(GAMEOVER_NumberRects);
free(GAMEOVER_UploadRects);
free(GAMEOVER_UploadTargetRects);
SDL_DestroyTexture(GAMEOVER_RestartTexture);
SDL_DestroyTexture(GAMEOVER_Texture);
SDL_DestroyTexture(GAMEOVER_ScoreTexture);
SDL_DestroyTexture(GAMEOVER_Numbers);
SDL_DestroyTexture(GAMEOVER_UploadTexture);
printf("Gameover de-initialized!\n");
GAMEOVER_IsInit = false;
} else

View File

@ -14,15 +14,9 @@
#include "gamestate.h"
#include "main.h"
// Enums
typedef enum uploadStateEnum { Initial = 0, Uploading = 1, Finished = 2, Failed = 3 } UploadState;
// Enums
// Prototypes
void GAMEOVER_Initialize(SDL_Renderer * renderer);
void GAMEOVER_MouseClicked(SDL_MouseButtonEvent b, Scenery * scenery);
void GAMEOVER_Draw(SDL_Renderer * renderer, Scenery * scenery);
void GAMEOVER_DrawHorizontalCenter(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Rect * srcRect, SDL_Rect * dstRect);
void GAMEOVER_GetDigits(int input, int * digitCount);
void SCORE_DrawHUD(SDL_Renderer * renderer, Scenery * scenery);
void GAMEOVER_Deinitialize();

View File

@ -7,12 +7,8 @@
#include <SDL2/SDL_ttf.h>
#include "highscores.h"
#include "main.h"
#define HIGHSCORES_FontFile "assets/fonts/monofur.ttf"
#define HIGHSCORES_OutputFilePath "output.txt"
extern SDL_Texture * Return_Button_Texture;
int HIGHSCORES_EntriesGot = 0;
User * HIGHSCORES_UserList;
@ -21,7 +17,6 @@ SDL_Texture * HIGHSCORES_TableTexture;
SDL_Rect HIGHSCORES_TotalRect;
TTF_Font * HIGHSCORES_FontFamily = NULL;
SDL_Surface * tempSurface;
SDL_Rect HIGHSCORES_ReturnButtonRect;
void HIGHSCORES_Initialize(){
printf("Initializing Highscores...\n");
@ -29,12 +24,9 @@ void HIGHSCORES_Initialize(){
HIGHSCORES_UserList = malloc(10 * sizeof(User));
HIGHSCORES_FontFamily = TTF_OpenFont(HIGHSCORES_FontFile, 48);
if (!HIGHSCORES_FontFamily) printf("Font could not initialize! Error: %s\n", TTF_GetError());
else {
printf("Font was successfully initialized!\n");
else printf("Font was successfully initialized!\n");
printFontStyle(HIGHSCORES_FontFamily);
}
HIGHSCORES_TotalRect = (SDL_Rect) {.x = 0, .y = 0, .w = 1920, .h = 1080 };
HIGHSCORES_ReturnButtonRect = (SDL_Rect) {.x = 10, .y = 970, .w = 100, .h = 100 };
printf("Highscores initialized!\n");
}
@ -58,22 +50,14 @@ void printFontStyle(TTF_Font * ffont){
printf("\n");
}
void HIGHSCORES_MouseClicked(SDL_MouseButtonEvent b){
if (b.button == SDL_BUTTON_LEFT) {
if (clickInRect(b, &HIGHSCORES_ReturnButtonRect)) {
GAME_ReturnToLastScreen();
}
}
} /* GAMEOVER_MouseClicked */
void HIGHSCORES_Draw(SDL_Renderer * renderer){
SDL_RenderCopy(renderer, HIGHSCORES_TableTexture, &HIGHSCORES_TotalRect, &HIGHSCORES_TotalRect);
SDL_RenderCopy(renderer, Return_Button_Texture, NULL, &HIGHSCORES_ReturnButtonRect);
} /* HIGHSCORES_Draw */
void HIGHSCORES_Deinitialize(){
printf("De-initializing Highscores...\n");
TTF_CloseFont(HIGHSCORES_FontFamily);
HIGHSCORES_FontFamily = NULL; // to be safe...
SDL_DestroyTexture(HIGHSCORES_TableTexture);
SDL_FreeSurface(tempSurface);
free(HIGHSCORES_UserList);
@ -119,95 +103,10 @@ void HIGHSCORES_DrawText(char * text, SDL_Rect * Message_rect){
tempSurface = TTF_RenderText_Solid(HIGHSCORES_FontFamily, text, HIGHSCORES_FontColor);
}
bool HIGHSCORES_UploadScore(char * username, int score){
char buffer[200];
char * line = NULL;
size_t len = 0;
ssize_t read;
sprintf(buffer, "bhi upload %s %s %d", HIGHSCORES_OutputFilePath, username, score);
// printf("BHI called with \"%s\"\n", buffer);
// printf("Call BHI interface:\n");
system(buffer);
// printf("BHI interface quit!\nBHI output handling...\n");
FILE * fp = fopen(HIGHSCORES_OutputFilePath, "r");
if (fp == NULL) {
fclose(fp);
return false;
}
if ((read = getline(&line, &len, fp)) != -1)
if (line[0] == '0') {
fclose(fp);
return false;
}
fclose(fp);
return true;
} /* HIGHSCORES_UploadScore */
bool HIGHSCORES_Login(char * username, char * password){
char buffer[200];
char * line = NULL;
size_t len = 0;
ssize_t read;
sprintf(buffer, "bhi login %s %s %s", HIGHSCORES_OutputFilePath, username, password);
// printf("BHI called with \"%s\"\n", buffer);
printf("Logging in...\n");
system(buffer);
// printf("BHI interface quit!\nBHI output handling...\n");
FILE * fp = fopen(HIGHSCORES_OutputFilePath, "r");
if (fp == NULL) {
fclose(fp);
printf("Login failed: Output file \"%s\" not found!\n", HIGHSCORES_OutputFilePath);
return false;
}
if ((read = getline(&line, &len, fp)) != -1) {
if (line[0] == '0') {
// if ((read = getline(&line, &len, fp)) != -1) {
// printf("Error: %s\n", line);
// }
fclose(fp);
return false;
}
}
fclose(fp);
return true;
} /* HIGHSCORES_Login */
bool HIGHSCORES_Register(char * username, char * password){
char buffer[200];
char * line = NULL;
size_t len = 0;
ssize_t read;
sprintf(buffer, "bhi register %s %s %s", HIGHSCORES_OutputFilePath, username, password);
// printf("BHI called with \"%s\"\n", buffer);
printf("Registering...\n");
system(buffer);
// printf("BHI interface quit!\nBHI output handling...\n");
FILE * fp = fopen(HIGHSCORES_OutputFilePath, "r");
if (fp == NULL) {
fclose(fp);
printf("Registration failed: Output file \"%s\" not found!\n", HIGHSCORES_OutputFilePath);
return false;
}
if ((read = getline(&line, &len, fp)) != -1) {
if (line[0] == '0') {
if ((read = getline(&line, &len, fp)) != -1) {
printf("Error: %s\n", line);
}
fclose(fp);
return false;
}
}
fclose(fp);
return true;
} /* HIGHSCORES_Login */
void HIGHSCORES_ReloadList(){
printf("Call BHI interface:\n");
system("bhi top output.txt");
// printf("BHI interface quit!\nBHI output handling...\n");
printf("BHI interface quit!\nBHI output handling...\n");
HIGHSCORES_EntriesGot = 0;
FILE * fp;
@ -219,12 +118,10 @@ void HIGHSCORES_ReloadList(){
bool switchread = false;
HIGHSCORES_UserList = malloc(10 * sizeof(User));
fp = fopen("output.txt", "r");
if (fp == NULL) {
printf("Reload failed: Output file \"%s\" not found!\n", HIGHSCORES_OutputFilePath);
if (fp == NULL)
return;
}
if ((read = getline(&line, &len, fp)) != -1)
if (line[0] == '0')
if (line[0] == 0)
return;
int counter = 0;
while ((read = getline(&line, &len, fp)) != -1) {

View File

@ -10,14 +10,10 @@ typedef struct userStruct {
// Prototypes
void HIGHSCORES_Initialize();
void printFontStyle(TTF_Font * ffont);
void HIGHSCORES_MouseClicked(SDL_MouseButtonEvent b);
void HIGHSCORES_Draw(SDL_Renderer * renderer);
void HIGHSCORES_Deinitialize();
void HIGHSCORES_GenerateTexture(SDL_Renderer * renderer);
void HIGHSCORES_DrawText(char * text, SDL_Rect * Message_rect);
bool HIGHSCORES_UploadScore(char * username, int score);
bool HIGHSCORES_Login(char * username, char * password);
bool HIGHSCORES_Register(char * username, char * password);
void HIGHSCORES_ReloadList();
// End Prototypes

View File

@ -1,649 +0,0 @@
/*
SDL_mixer: An audio mixer library based on the SDL library
Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef SDL_MIXER_H_
#define SDL_MIXER_H_
#include "SDL_stdinc.h"
#include "SDL_rwops.h"
#include "SDL_audio.h"
#include "SDL_endian.h"
#include "SDL_version.h"
#include "begin_code.h"
/* Set up for C function definitions, even when using C++ */
#ifdef __cplusplus
extern "C" {
#endif
/* Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL
*/
#define SDL_MIXER_MAJOR_VERSION 2
#define SDL_MIXER_MINOR_VERSION 0
#define SDL_MIXER_PATCHLEVEL 2
/* This macro can be used to fill a version structure with the compile-time
* version of the SDL_mixer library.
*/
#define SDL_MIXER_VERSION(X) \
{ \
(X)->major = SDL_MIXER_MAJOR_VERSION; \
(X)->minor = SDL_MIXER_MINOR_VERSION; \
(X)->patch = SDL_MIXER_PATCHLEVEL; \
}
/* Backwards compatibility */
#define MIX_MAJOR_VERSION SDL_MIXER_MAJOR_VERSION
#define MIX_MINOR_VERSION SDL_MIXER_MINOR_VERSION
#define MIX_PATCHLEVEL SDL_MIXER_PATCHLEVEL
#define MIX_VERSION(X) SDL_MIXER_VERSION(X)
/**
* This is the version number macro for the current SDL_mixer version.
*/
#define SDL_MIXER_COMPILEDVERSION \
SDL_VERSIONNUM(SDL_MIXER_MAJOR_VERSION, SDL_MIXER_MINOR_VERSION, SDL_MIXER_PATCHLEVEL)
/**
* This macro will evaluate to true if compiled with SDL_mixer at least X.Y.Z.
*/
#define SDL_MIXER_VERSION_ATLEAST(X, Y, Z) \
(SDL_MIXER_COMPILEDVERSION >= SDL_VERSIONNUM(X, Y, Z))
/* This function gets the version of the dynamically linked SDL_mixer library.
it should NOT be used to fill a version structure, instead you should
use the SDL_MIXER_VERSION() macro.
*/
extern DECLSPEC const SDL_version * SDLCALL Mix_Linked_Version(void);
typedef enum
{
MIX_INIT_FLAC = 0x00000001,
MIX_INIT_MOD = 0x00000002,
MIX_INIT_MP3 = 0x00000008,
MIX_INIT_OGG = 0x00000010,
MIX_INIT_MID = 0x00000020
} MIX_InitFlags;
/* Loads dynamic libraries and prepares them for use. Flags should be
one or more flags from MIX_InitFlags OR'd together.
It returns the flags successfully initialized, or 0 on failure.
*/
extern DECLSPEC int SDLCALL Mix_Init(int flags);
/* Unloads libraries loaded with Mix_Init */
extern DECLSPEC void SDLCALL Mix_Quit(void);
/* The default mixer has 8 simultaneous mixing channels */
#ifndef MIX_CHANNELS
#define MIX_CHANNELS 8
#endif
/* Good default values for a PC soundcard */
#define MIX_DEFAULT_FREQUENCY 22050
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
#define MIX_DEFAULT_FORMAT AUDIO_S16LSB
#else
#define MIX_DEFAULT_FORMAT AUDIO_S16MSB
#endif
#define MIX_DEFAULT_CHANNELS 2
#define MIX_MAX_VOLUME SDL_MIX_MAXVOLUME /* Volume of a chunk */
/* The internal format for an audio chunk */
typedef struct Mix_Chunk {
int allocated;
Uint8 *abuf;
Uint32 alen;
Uint8 volume; /* Per-sample volume, 0-128 */
} Mix_Chunk;
/* The different fading types supported */
typedef enum {
MIX_NO_FADING,
MIX_FADING_OUT,
MIX_FADING_IN
} Mix_Fading;
/* These are types of music files (not libraries used to load them) */
typedef enum {
MUS_NONE,
MUS_CMD,
MUS_WAV,
MUS_MOD,
MUS_MID,
MUS_OGG,
MUS_MP3,
MUS_MP3_MAD_UNUSED,
MUS_FLAC,
MUS_MODPLUG_UNUSED
} Mix_MusicType;
/* The internal format for a music chunk interpreted via mikmod */
typedef struct _Mix_Music Mix_Music;
/* Open the mixer with a certain audio format */
extern DECLSPEC int SDLCALL Mix_OpenAudio(int frequency, Uint16 format, int channels, int chunksize);
/* Open the mixer with specific device and certain audio format */
extern DECLSPEC int SDLCALL Mix_OpenAudioDevice(int frequency, Uint16 format, int channels, int chunksize, const char* device, int allowed_changes);
/* Dynamically change the number of channels managed by the mixer.
If decreasing the number of channels, the upper channels are
stopped.
This function returns the new number of allocated channels.
*/
extern DECLSPEC int SDLCALL Mix_AllocateChannels(int numchans);
/* Find out what the actual audio device parameters are.
This function returns 1 if the audio has been opened, 0 otherwise.
*/
extern DECLSPEC int SDLCALL Mix_QuerySpec(int *frequency,Uint16 *format,int *channels);
/* Load a wave file or a music (.mod .s3m .it .xm) file */
extern DECLSPEC Mix_Chunk * SDLCALL Mix_LoadWAV_RW(SDL_RWops *src, int freesrc);
#define Mix_LoadWAV(file) Mix_LoadWAV_RW(SDL_RWFromFile(file, "rb"), 1)
extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUS(const char *file);
/* Load a music file from an SDL_RWop object (Ogg and MikMod specific currently)
Matt Campbell (matt@campbellhome.dhs.org) April 2000 */
extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUS_RW(SDL_RWops *src, int freesrc);
/* Load a music file from an SDL_RWop object assuming a specific format */
extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUSType_RW(SDL_RWops *src, Mix_MusicType type, int freesrc);
/* Load a wave file of the mixer format from a memory buffer */
extern DECLSPEC Mix_Chunk * SDLCALL Mix_QuickLoad_WAV(Uint8 *mem);
/* Load raw audio data of the mixer format from a memory buffer */
extern DECLSPEC Mix_Chunk * SDLCALL Mix_QuickLoad_RAW(Uint8 *mem, Uint32 len);
/* Free an audio chunk previously loaded */
extern DECLSPEC void SDLCALL Mix_FreeChunk(Mix_Chunk *chunk);
extern DECLSPEC void SDLCALL Mix_FreeMusic(Mix_Music *music);
/* Get a list of chunk/music decoders that this build of SDL_mixer provides.
This list can change between builds AND runs of the program, if external
libraries that add functionality become available.
You must successfully call Mix_OpenAudio() before calling these functions.
This API is only available in SDL_mixer 1.2.9 and later.
// usage...
int i;
const int total = Mix_GetNumChunkDecoders();
for (i = 0; i < total; i++)
printf("Supported chunk decoder: [%s]\n", Mix_GetChunkDecoder(i));
Appearing in this list doesn't promise your specific audio file will
decode...but it's handy to know if you have, say, a functioning Timidity
install.
These return values are static, read-only data; do not modify or free it.
The pointers remain valid until you call Mix_CloseAudio().
*/
extern DECLSPEC int SDLCALL Mix_GetNumChunkDecoders(void);
extern DECLSPEC const char * SDLCALL Mix_GetChunkDecoder(int index);
extern DECLSPEC SDL_bool SDLCALL Mix_HasChunkDecoder(const char *name);
extern DECLSPEC int SDLCALL Mix_GetNumMusicDecoders(void);
extern DECLSPEC const char * SDLCALL Mix_GetMusicDecoder(int index);
extern DECLSPEC SDL_bool SDLCALL Mix_HasMusicDecoder(const char *name);
/* Find out the music format of a mixer music, or the currently playing
music, if 'music' is NULL.
*/
extern DECLSPEC Mix_MusicType SDLCALL Mix_GetMusicType(const Mix_Music *music);
/* Set a function that is called after all mixing is performed.
This can be used to provide real-time visual display of the audio stream
or add a custom mixer filter for the stream data.
*/
extern DECLSPEC void SDLCALL Mix_SetPostMix(void (SDLCALL *mix_func)(void *udata, Uint8 *stream, int len), void *arg);
/* Add your own music player or additional mixer function.
If 'mix_func' is NULL, the default music player is re-enabled.
*/
extern DECLSPEC void SDLCALL Mix_HookMusic(void (SDLCALL *mix_func)(void *udata, Uint8 *stream, int len), void *arg);
/* Add your own callback for when the music has finished playing or when it is
* stopped from a call to Mix_HaltMusic.
*/
extern DECLSPEC void SDLCALL Mix_HookMusicFinished(void (SDLCALL *music_finished)(void));
/* Get a pointer to the user data for the current music hook */
extern DECLSPEC void * SDLCALL Mix_GetMusicHookData(void);
/*
* Add your own callback when a channel has finished playing. NULL
* to disable callback. The callback may be called from the mixer's audio
* callback or it could be called as a result of Mix_HaltChannel(), etc.
* do not call SDL_LockAudio() from this callback; you will either be
* inside the audio callback, or SDL_mixer will explicitly lock the audio
* before calling your callback.
*/
extern DECLSPEC void SDLCALL Mix_ChannelFinished(void (SDLCALL *channel_finished)(int channel));
/* Special Effects API by ryan c. gordon. (icculus@icculus.org) */
#define MIX_CHANNEL_POST -2
/* This is the format of a special effect callback:
*
* myeffect(int chan, void *stream, int len, void *udata);
*
* (chan) is the channel number that your effect is affecting. (stream) is
* the buffer of data to work upon. (len) is the size of (stream), and
* (udata) is a user-defined bit of data, which you pass as the last arg of
* Mix_RegisterEffect(), and is passed back unmolested to your callback.
* Your effect changes the contents of (stream) based on whatever parameters
* are significant, or just leaves it be, if you prefer. You can do whatever
* you like to the buffer, though, and it will continue in its changed state
* down the mixing pipeline, through any other effect functions, then finally
* to be mixed with the rest of the channels and music for the final output
* stream.
*
* DO NOT EVER call SDL_LockAudio() from your callback function!
*/
typedef void (SDLCALL *Mix_EffectFunc_t)(int chan, void *stream, int len, void *udata);
/*
* This is a callback that signifies that a channel has finished all its
* loops and has completed playback. This gets called if the buffer
* plays out normally, or if you call Mix_HaltChannel(), implicitly stop
* a channel via Mix_AllocateChannels(), or unregister a callback while
* it's still playing.
*
* DO NOT EVER call SDL_LockAudio() from your callback function!
*/
typedef void (SDLCALL *Mix_EffectDone_t)(int chan, void *udata);
/* Register a special effect function. At mixing time, the channel data is
* copied into a buffer and passed through each registered effect function.
* After it passes through all the functions, it is mixed into the final
* output stream. The copy to buffer is performed once, then each effect
* function performs on the output of the previous effect. Understand that
* this extra copy to a buffer is not performed if there are no effects
* registered for a given chunk, which saves CPU cycles, and any given
* effect will be extra cycles, too, so it is crucial that your code run
* fast. Also note that the data that your function is given is in the
* format of the sound device, and not the format you gave to Mix_OpenAudio(),
* although they may in reality be the same. This is an unfortunate but
* necessary speed concern. Use Mix_QuerySpec() to determine if you can
* handle the data before you register your effect, and take appropriate
* actions.
* You may also specify a callback (Mix_EffectDone_t) that is called when
* the channel finishes playing. This gives you a more fine-grained control
* than Mix_ChannelFinished(), in case you need to free effect-specific
* resources, etc. If you don't need this, you can specify NULL.
* You may set the callbacks before or after calling Mix_PlayChannel().
* Things like Mix_SetPanning() are just internal special effect functions,
* so if you are using that, you've already incurred the overhead of a copy
* to a separate buffer, and that these effects will be in the queue with
* any functions you've registered. The list of registered effects for a
* channel is reset when a chunk finishes playing, so you need to explicitly
* set them with each call to Mix_PlayChannel*().
* You may also register a special effect function that is to be run after
* final mixing occurs. The rules for these callbacks are identical to those
* in Mix_RegisterEffect, but they are run after all the channels and the
* music have been mixed into a single stream, whereas channel-specific
* effects run on a given channel before any other mixing occurs. These
* global effect callbacks are call "posteffects". Posteffects only have
* their Mix_EffectDone_t function called when they are unregistered (since
* the main output stream is never "done" in the same sense as a channel).
* You must unregister them manually when you've had enough. Your callback
* will be told that the channel being mixed is (MIX_CHANNEL_POST) if the
* processing is considered a posteffect.
*
* After all these effects have finished processing, the callback registered
* through Mix_SetPostMix() runs, and then the stream goes to the audio
* device.
*
* DO NOT EVER call SDL_LockAudio() from your callback function!
*
* returns zero if error (no such channel), nonzero if added.
* Error messages can be retrieved from Mix_GetError().
*/
extern DECLSPEC int SDLCALL Mix_RegisterEffect(int chan, Mix_EffectFunc_t f, Mix_EffectDone_t d, void *arg);
/* You may not need to call this explicitly, unless you need to stop an
* effect from processing in the middle of a chunk's playback.
* Posteffects are never implicitly unregistered as they are for channels,
* but they may be explicitly unregistered through this function by
* specifying MIX_CHANNEL_POST for a channel.
* returns zero if error (no such channel or effect), nonzero if removed.
* Error messages can be retrieved from Mix_GetError().
*/
extern DECLSPEC int SDLCALL Mix_UnregisterEffect(int channel, Mix_EffectFunc_t f);
/* You may not need to call this explicitly, unless you need to stop all
* effects from processing in the middle of a chunk's playback. Note that
* this will also shut off some internal effect processing, since
* Mix_SetPanning() and others may use this API under the hood. This is
* called internally when a channel completes playback.
* Posteffects are never implicitly unregistered as they are for channels,
* but they may be explicitly unregistered through this function by
* specifying MIX_CHANNEL_POST for a channel.
* returns zero if error (no such channel), nonzero if all effects removed.
* Error messages can be retrieved from Mix_GetError().
*/
extern DECLSPEC int SDLCALL Mix_UnregisterAllEffects(int channel);
#define MIX_EFFECTSMAXSPEED "MIX_EFFECTSMAXSPEED"
/*
* These are the internally-defined mixing effects. They use the same API that
* effects defined in the application use, but are provided here as a
* convenience. Some effects can reduce their quality or use more memory in
* the name of speed; to enable this, make sure the environment variable
* MIX_EFFECTSMAXSPEED (see above) is defined before you call
* Mix_OpenAudio().
*/
/* Set the panning of a channel. The left and right channels are specified
* as integers between 0 and 255, quietest to loudest, respectively.
*
* Technically, this is just individual volume control for a sample with
* two (stereo) channels, so it can be used for more than just panning.
* If you want real panning, call it like this:
*
* Mix_SetPanning(channel, left, 255 - left);
*
* ...which isn't so hard.
*
* Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and
* the panning will be done to the final mixed stream before passing it on
* to the audio device.
*
* This uses the Mix_RegisterEffect() API internally, and returns without
* registering the effect function if the audio device is not configured
* for stereo output. Setting both (left) and (right) to 255 causes this
* effect to be unregistered, since that is the data's normal state.
*
* returns zero if error (no such channel or Mix_RegisterEffect() fails),
* nonzero if panning effect enabled. Note that an audio device in mono
* mode is a no-op, but this call will return successful in that case.
* Error messages can be retrieved from Mix_GetError().
*/
extern DECLSPEC int SDLCALL Mix_SetPanning(int channel, Uint8 left, Uint8 right);
/* Set the position of a channel. (angle) is an integer from 0 to 360, that
* specifies the location of the sound in relation to the listener. (angle)
* will be reduced as neccesary (540 becomes 180 degrees, -100 becomes 260).
* Angle 0 is due north, and rotates clockwise as the value increases.
* For efficiency, the precision of this effect may be limited (angles 1
* through 7 might all produce the same effect, 8 through 15 are equal, etc).
* (distance) is an integer between 0 and 255 that specifies the space
* between the sound and the listener. The larger the number, the further
* away the sound is. Using 255 does not guarantee that the channel will be
* culled from the mixing process or be completely silent. For efficiency,
* the precision of this effect may be limited (distance 0 through 5 might
* all produce the same effect, 6 through 10 are equal, etc). Setting (angle)
* and (distance) to 0 unregisters this effect, since the data would be
* unchanged.
*
* If you need more precise positional audio, consider using OpenAL for
* spatialized effects instead of SDL_mixer. This is only meant to be a
* basic effect for simple "3D" games.
*
* If the audio device is configured for mono output, then you won't get
* any effectiveness from the angle; however, distance attenuation on the
* channel will still occur. While this effect will function with stereo
* voices, it makes more sense to use voices with only one channel of sound,
* so when they are mixed through this effect, the positioning will sound
* correct. You can convert them to mono through SDL before giving them to
* the mixer in the first place if you like.
*
* Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and
* the positioning will be done to the final mixed stream before passing it
* on to the audio device.
*
* This is a convenience wrapper over Mix_SetDistance() and Mix_SetPanning().
*
* returns zero if error (no such channel or Mix_RegisterEffect() fails),
* nonzero if position effect is enabled.
* Error messages can be retrieved from Mix_GetError().
*/
extern DECLSPEC int SDLCALL Mix_SetPosition(int channel, Sint16 angle, Uint8 distance);
/* Set the "distance" of a channel. (distance) is an integer from 0 to 255
* that specifies the location of the sound in relation to the listener.
* Distance 0 is overlapping the listener, and 255 is as far away as possible
* A distance of 255 does not guarantee silence; in such a case, you might
* want to try changing the chunk's volume, or just cull the sample from the
* mixing process with Mix_HaltChannel().
* For efficiency, the precision of this effect may be limited (distances 1
* through 7 might all produce the same effect, 8 through 15 are equal, etc).
* (distance) is an integer between 0 and 255 that specifies the space
* between the sound and the listener. The larger the number, the further
* away the sound is.
* Setting (distance) to 0 unregisters this effect, since the data would be
* unchanged.
* If you need more precise positional audio, consider using OpenAL for
* spatialized effects instead of SDL_mixer. This is only meant to be a
* basic effect for simple "3D" games.
*
* Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and
* the distance attenuation will be done to the final mixed stream before
* passing it on to the audio device.
*
* This uses the Mix_RegisterEffect() API internally.
*
* returns zero if error (no such channel or Mix_RegisterEffect() fails),
* nonzero if position effect is enabled.
* Error messages can be retrieved from Mix_GetError().
*/
extern DECLSPEC int SDLCALL Mix_SetDistance(int channel, Uint8 distance);
/*
* !!! FIXME : Haven't implemented, since the effect goes past the
* end of the sound buffer. Will have to think about this.
* --ryan.
*/
#if 0
/* Causes an echo effect to be mixed into a sound. (echo) is the amount
* of echo to mix. 0 is no echo, 255 is infinite (and probably not
* what you want).
*
* Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and
* the reverbing will be done to the final mixed stream before passing it on
* to the audio device.
*
* This uses the Mix_RegisterEffect() API internally. If you specify an echo
* of zero, the effect is unregistered, as the data is already in that state.
*
* returns zero if error (no such channel or Mix_RegisterEffect() fails),
* nonzero if reversing effect is enabled.
* Error messages can be retrieved from Mix_GetError().
*/
extern no_parse_DECLSPEC int SDLCALL Mix_SetReverb(int channel, Uint8 echo);
#endif
/* Causes a channel to reverse its stereo. This is handy if the user has his
* speakers hooked up backwards, or you would like to have a minor bit of
* psychedelia in your sound code. :) Calling this function with (flip)
* set to non-zero reverses the chunks's usual channels. If (flip) is zero,
* the effect is unregistered.
*
* This uses the Mix_RegisterEffect() API internally, and thus is probably
* more CPU intensive than having the user just plug in his speakers
* correctly. Mix_SetReverseStereo() returns without registering the effect
* function if the audio device is not configured for stereo output.
*
* If you specify MIX_CHANNEL_POST for (channel), then this the effect is used
* on the final mixed stream before sending it on to the audio device (a
* posteffect).
*
* returns zero if error (no such channel or Mix_RegisterEffect() fails),
* nonzero if reversing effect is enabled. Note that an audio device in mono
* mode is a no-op, but this call will return successful in that case.
* Error messages can be retrieved from Mix_GetError().
*/
extern DECLSPEC int SDLCALL Mix_SetReverseStereo(int channel, int flip);
/* end of effects API. --ryan. */
/* Reserve the first channels (0 -> n-1) for the application, i.e. don't allocate
them dynamically to the next sample if requested with a -1 value below.
Returns the number of reserved channels.
*/
extern DECLSPEC int SDLCALL Mix_ReserveChannels(int num);
/* Channel grouping functions */
/* Attach a tag to a channel. A tag can be assigned to several mixer
channels, to form groups of channels.
If 'tag' is -1, the tag is removed (actually -1 is the tag used to
represent the group of all the channels).
Returns true if everything was OK.
*/
extern DECLSPEC int SDLCALL Mix_GroupChannel(int which, int tag);
/* Assign several consecutive channels to a group */
extern DECLSPEC int SDLCALL Mix_GroupChannels(int from, int to, int tag);
/* Finds the first available channel in a group of channels,
returning -1 if none are available.
*/
extern DECLSPEC int SDLCALL Mix_GroupAvailable(int tag);
/* Returns the number of channels in a group. This is also a subtle
way to get the total number of channels when 'tag' is -1
*/
extern DECLSPEC int SDLCALL Mix_GroupCount(int tag);
/* Finds the "oldest" sample playing in a group of channels */
extern DECLSPEC int SDLCALL Mix_GroupOldest(int tag);
/* Finds the "most recent" (i.e. last) sample playing in a group of channels */
extern DECLSPEC int SDLCALL Mix_GroupNewer(int tag);
/* Play an audio chunk on a specific channel.
If the specified channel is -1, play on the first free channel.
If 'loops' is greater than zero, loop the sound that many times.
If 'loops' is -1, loop inifinitely (~65000 times).
Returns which channel was used to play the sound.
*/
#define Mix_PlayChannel(channel,chunk,loops) Mix_PlayChannelTimed(channel,chunk,loops,-1)
/* The same as above, but the sound is played at most 'ticks' milliseconds */
extern DECLSPEC int SDLCALL Mix_PlayChannelTimed(int channel, Mix_Chunk *chunk, int loops, int ticks);
extern DECLSPEC int SDLCALL Mix_PlayMusic(Mix_Music *music, int loops);
/* Fade in music or a channel over "ms" milliseconds, same semantics as the "Play" functions */
extern DECLSPEC int SDLCALL Mix_FadeInMusic(Mix_Music *music, int loops, int ms);
extern DECLSPEC int SDLCALL Mix_FadeInMusicPos(Mix_Music *music, int loops, int ms, double position);
#define Mix_FadeInChannel(channel,chunk,loops,ms) Mix_FadeInChannelTimed(channel,chunk,loops,ms,-1)
extern DECLSPEC int SDLCALL Mix_FadeInChannelTimed(int channel, Mix_Chunk *chunk, int loops, int ms, int ticks);
/* Set the volume in the range of 0-128 of a specific channel or chunk.
If the specified channel is -1, set volume for all channels.
Returns the original volume.
If the specified volume is -1, just return the current volume.
*/
extern DECLSPEC int SDLCALL Mix_Volume(int channel, int volume);
extern DECLSPEC int SDLCALL Mix_VolumeChunk(Mix_Chunk *chunk, int volume);
extern DECLSPEC int SDLCALL Mix_VolumeMusic(int volume);
/* Halt playing of a particular channel */
extern DECLSPEC int SDLCALL Mix_HaltChannel(int channel);
extern DECLSPEC int SDLCALL Mix_HaltGroup(int tag);
extern DECLSPEC int SDLCALL Mix_HaltMusic(void);
/* Change the expiration delay for a particular channel.
The sample will stop playing after the 'ticks' milliseconds have elapsed,
or remove the expiration if 'ticks' is -1
*/
extern DECLSPEC int SDLCALL Mix_ExpireChannel(int channel, int ticks);
/* Halt a channel, fading it out progressively till it's silent
The ms parameter indicates the number of milliseconds the fading
will take.
*/
extern DECLSPEC int SDLCALL Mix_FadeOutChannel(int which, int ms);
extern DECLSPEC int SDLCALL Mix_FadeOutGroup(int tag, int ms);
extern DECLSPEC int SDLCALL Mix_FadeOutMusic(int ms);
/* Query the fading status of a channel */
extern DECLSPEC Mix_Fading SDLCALL Mix_FadingMusic(void);
extern DECLSPEC Mix_Fading SDLCALL Mix_FadingChannel(int which);
/* Pause/Resume a particular channel */
extern DECLSPEC void SDLCALL Mix_Pause(int channel);
extern DECLSPEC void SDLCALL Mix_Resume(int channel);
extern DECLSPEC int SDLCALL Mix_Paused(int channel);
/* Pause/Resume the music stream */
extern DECLSPEC void SDLCALL Mix_PauseMusic(void);
extern DECLSPEC void SDLCALL Mix_ResumeMusic(void);
extern DECLSPEC void SDLCALL Mix_RewindMusic(void);
extern DECLSPEC int SDLCALL Mix_PausedMusic(void);
/* Set the current position in the music stream.
This returns 0 if successful, or -1 if it failed or isn't implemented.
This function is only implemented for MOD music formats (set pattern
order number) and for OGG, FLAC, MP3_MAD, MP3_MPG and MODPLUG music
(set position in seconds), at the moment.
*/
extern DECLSPEC int SDLCALL Mix_SetMusicPosition(double position);
/* Check the status of a specific channel.
If the specified channel is -1, check all channels.
*/
extern DECLSPEC int SDLCALL Mix_Playing(int channel);
extern DECLSPEC int SDLCALL Mix_PlayingMusic(void);
/* Stop music and set external music playback command */
extern DECLSPEC int SDLCALL Mix_SetMusicCMD(const char *command);
/* Synchro value is set by MikMod from modules while playing */
extern DECLSPEC int SDLCALL Mix_SetSynchroValue(int value);
extern DECLSPEC int SDLCALL Mix_GetSynchroValue(void);
/* Set/Get/Iterate SoundFonts paths to use by supported MIDI backends */
extern DECLSPEC int SDLCALL Mix_SetSoundFonts(const char *paths);
extern DECLSPEC const char* SDLCALL Mix_GetSoundFonts(void);
extern DECLSPEC int SDLCALL Mix_EachSoundFont(int (SDLCALL *function)(const char*, void*), void *data);
/* Get the Mix_Chunk currently associated with a mixer channel
Returns NULL if it's an invalid channel, or there's no chunk associated.
*/
extern DECLSPEC Mix_Chunk * SDLCALL Mix_GetChunk(int channel);
/* Close the mixer, halting all playing audio */
extern DECLSPEC void SDLCALL Mix_CloseAudio(void);
/* We'll use SDL for reporting errors */
#define Mix_SetError SDL_SetError
#define Mix_GetError SDL_GetError
#define Mix_ClearError SDL_ClearError
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
#endif
#include "close_code.h"
#endif /* SDL_MIXER_H_ */
/* vi: set ts=4 sw=4 expandtab: */

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@ -1,41 +0,0 @@
# libSDL2_mixer.la - a libtool library file
# Generated by ltmain.sh (GNU libtool) 2.2.6
#
# Please DO NOT delete this file!
# It is necessary for linking the library.
# The name that we can dlopen(3).
dlname='../bin/SDL2_mixer.dll'
# Names of this library.
library_names='libSDL2_mixer.dll.a'
# The name of the static archive.
old_library='libSDL2_mixer.a'
# Linker flags that can not go in dependency_libs.
inherited_linker_flags=''
# Libraries that this one depends upon.
dependency_libs=' -L/usr/local/i686-w64-mingw32/lib -lmingw32 /usr/local/i686-w64-mingw32/lib/libSDL2.la -ldinput8 -ldxguid -ldxerr8 -luser32 -lgdi32 -limm32 -lole32 -loleaut32 -lshell32 -lversion -luuid -lwinmm'
# Names of additional weak libraries provided by this library
weak_library_names=''
# Version information for libSDL2_mixer.
current=2
age=2
revision=0
# Is this an already installed library?
installed=yes
# Should we warn about portability when linking against -modules?
shouldnotlink=no
# Files to dlopen/dlpreopen
dlopen=''
dlpreopen=''
# Directory that this library needs to be installed in:
libdir='/Users/slouken/release/SDL_mixer/SDL2_mixer-2.0.2/i686-w64-mingw32/lib'

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@ -1,12 +0,0 @@
prefix=/usr/local/i686-w64-mingw32
exec_prefix=${prefix}
libdir=${exec_prefix}/lib
includedir=${prefix}/include
Name: SDL2_mixer
Description: mixer library for Simple DirectMedia Layer
Version: 2.0.2
Requires: sdl2 >= 2.0.7
Libs: -L${libdir} -lSDL2_mixer
Cflags: -I${includedir}/SDL2

210
main.c
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@ -2,12 +2,10 @@
#include <stdlib.h>
#include <stdbool.h>
#include <math.h>
#include <string.h>
#include <time.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_ttf.h>
#include <SDL2/SDL_mixer.h>
#include "breakout.h"
#include "vector.h"
@ -18,10 +16,6 @@
#include "settings.h"
#include "background.h"
#define MAIN_MenuMusicPath "assets/sounds/menu_music.wav"
#define MAIN_AccountSaveFilePath "account.cfg"
#define MAIN_FadeTime 1000
#include "main.h"
// Default Render Size (Upscaled for bigger monitors)
@ -35,22 +29,16 @@ const Uint8 * keystate; // TODO: export all this into scenery and enemy waves
SDL_Window * window;
SDL_Renderer * renderer;
SDL_Event event;
bool running = true, fullscreen = false, LoggedIn = false;
bool running = true, fullscreen = false;
GameState gameState = MainMenu;
GameState previousGameState = MainMenu;
Scenery scenery;
Mix_Music * MenuLoop;
char * Username;
char * Password;
int main(int argc, char * args[]){
AttemptLogin();
INITIALIZE();
Uint32 fps_lasttime = SDL_GetTicks(); // the last recorded time.
Uint32 fps_current; // the current FPS.
Uint32 fps_frames = 0; // frames passed since the last recorded fps.
GAME_ChangeState(MainMenu);
INITIALIZE();
while (running) { // Gameloop
HandleSDLEvents();
DrawBackground(renderer);
@ -69,7 +57,6 @@ int main(int argc, char * args[]){
break;
case Settings:
Settings_Draw(renderer, &scenery);
break;
case GameOver:
GAMEOVER_Draw(renderer, &scenery);
break;
@ -90,170 +77,18 @@ int main(int argc, char * args[]){
return 0;
} /* main */
bool PushNewCredentialsToSaveFile(const char * filename){
FILE * file;
if (file = fopen(filename, "w")) {
fprintf(file, "%s\n%s", Username, Password);
fclose(file);
return true;
}
return false;
}
bool GrabAccountFromSaveFile(const char * filename){
FILE * file;
if (file = fopen(filename, "r")) {
bool success = true;
success = (fscanf(file, "%s\n%s", Username, Password) > 0);
if (success) printf("Account save file found \"%s\"!\nAttempting automatic login for user \"%s\"...\n", MAIN_AccountSaveFilePath, Username);
else printf("Account save file \"%s\" is invalid!\n", MAIN_AccountSaveFilePath);
fclose(file);
return success;
}
return false;
} /* GrabAccountFromSaveFile */
void GAME_ReadCredentials(){
printf("Input your username: ");
gets(Username);
printf("Input your password: ");
gets(Password);
}
bool GAME_Login(){
printf("Login:\n");
bool loginSuccess = HIGHSCORES_Login(Username, Password);
if (loginSuccess) {
printf("Successfully logged in as %s!\n", Username);
LoggedIn = true;
} else
printf("Login failed!\n");
return loginSuccess;
}
bool GAME_Register(){
printf("Register:\n");
bool loginSuccess = HIGHSCORES_Register(Username, Password);
if (loginSuccess) {
printf("Successfully registered new account: %s!\n", Username);
LoggedIn = true;
} else
printf("Registration failed!\n");
return loginSuccess;
}
void AttemptLogin(){
Username = calloc(50, sizeof(char));
Password = calloc(50, sizeof(char));
int state;
bool loginSuccess = false;
if (GrabAccountFromSaveFile(MAIN_AccountSaveFilePath)) {
if (GAME_Login()) {
printf("Automatic login succeded!\n");
return;
} else {
printf("Automatic login failed! Try manually!\n");
system("pause");
}
}
while (!loginSuccess) {
system("cls");
printf("If you want to upload your score to the scoreboard you need to login! Enter\n\t- 1 for logging in with an existing account\n\t- 2 for creating a new account\n\t- 3 for playing unranked\n");
state = readIntFromIO("Input>", "Invalid input! Awaited a number from 1 to 3.\n", "%d is not a valid mode!\n", 1, 3);
switch (state) {
case 1:
GAME_ReadCredentials();
loginSuccess = GAME_Login();
break;
case 2:
GAME_ReadCredentials();
loginSuccess = GAME_Register();
break;
case 3:
printf("Skipping login!");
LoggedIn = false;
loginSuccess = true;
break;
default:
printf("This should not happen! State is %d...\n", state);
LoggedIn = false;
loginSuccess = false;
break;
} /* switch */
if (!loginSuccess) system("pause");
}
if (PushNewCredentialsToSaveFile(MAIN_AccountSaveFilePath)) printf("New login credentials were automatically saved!\n");
else printf("Login credentials could not be autosaved!\n");
} /* AttemptLogin */
int readIntFromIO(char * m1, char * m2, char * m3, int min, int max){
int nitems, num;
while (1) {
while (1) {
printf(m1);
nitems = scanf("%d", &num);
if (nitems == 0) {
printf(m2);
fflush(stdin);
continue;
} else {
break;
}
}
if ((num < min) || (num > max)) {
printf(m3, num);
} else {
break;
}
}
fflush(stdin);
return(num);
} /* readIntFromIO */
void GAME_Escape(){
running = false;
printf("GAME_Escape was called!\n");
}
void MENU_StartMusic(){
printf("Attempting to start menu music...\n");
if (!Mix_PlayingMusic())
Mix_FadeInMusic(MenuLoop, -1, MAIN_FadeTime);
else printf("Menu music is already playing!\n");
}
void MENU_PauseMusic(){
printf("Attempting to pause menu music...\n");
if (Mix_PlayingMusic())
Mix_HaltMusic();
// Mix_FadeOutMusic(MAIN_FadeTime);
else printf("There is no menu music to be paused!\n");
}
void GAME_ChangeState(GameState state){
if (state == Game) {
printf("Game music starting!\n");
MENU_PauseMusic();
BREAKOUT_StartMusic();
} else {
printf("Menu music starting!\n");
BREAKOUT_PauseMusic();
MENU_StartMusic();
}
if (gameState == state) {
printf("State wasn't changed!\n");
return;
}
previousGameState = gameState;
gameState = state;
switch (gameState) {
case Game:
BALL_ResetPosition(&(scenery.ball));
break;
case Highscores:
HIGHSCORES_ReloadList();
HIGHSCORES_GenerateTexture(renderer);
@ -263,13 +98,6 @@ void GAME_ChangeState(GameState state){
printf("State was changed to %d!\n", gameState);
break;
}
} /* GAME_ChangeState */
void GAME_ReturnToLastScreen(){
if (previousGameState == gameState) {
printf("Cannot \"return\" to the same screen!\n");
} else {
GAME_ChangeState(previousGameState);
}
}
void HandleSDLEvents(){
@ -286,6 +114,7 @@ void HandleSDLEvents(){
break;
case SDL_MOUSEBUTTONDOWN:
mousePress(event.button);
button_clicked(event.button, gameState);
break;
case SDL_WINDOWEVENT:
windowChanged(event.window);
@ -295,20 +124,6 @@ void HandleSDLEvents(){
} /* HandleSDLEvents */
void mousePress(SDL_MouseButtonEvent b){ // Debug prop
switch (gameState) {
case GameOver:
GAMEOVER_MouseClicked(b, &scenery);
break;
case MainMenu:
STARTMENU_ButtonClicked(event.button, gameState);
break;
case Highscores:
HIGHSCORES_MouseClicked(b);
break;
default:
printf("Gamestate currently ignores Mouse press event: %d!\n", gameState);
break;
}
if (b.button == SDL_BUTTON_LEFT) {
printf("Left mouse pressed at %d, %d\n", b.x, b.y);
} else if (b.button == SDL_BUTTON_RIGHT) {
@ -316,7 +131,7 @@ void mousePress(SDL_MouseButtonEvent b){ // Debug prop
} else {
printf("Unknown mouse button pressed: %d\n", b.button);
}
} /* mousePress */
}
void keyPress(SDL_KeyboardEvent b){ // Debug prop
printf("Key pressed: ID is %d\n", b.keysym.scancode);
@ -359,11 +174,6 @@ void DrawBackground(SDL_Renderer * renderer){
SDL_RenderClear(renderer);
} /* DrawFrame */
void GAME_Restart(){
printf("Starting new game!\n");
scenery = BREAKOUT_CreateDefault();
}
void INITIALIZE() {
printf("Initializing started...\n");
srand(time(NULL));
@ -374,38 +184,30 @@ void INITIALIZE(){
else printf("IMG was successfully initialized!\n");
if (TTF_Init() == -1) printf("TTF could not initialize! Error: %s\n", TTF_GetError());
else printf("TTF was successfully initialized!\n");
if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048) < 0) printf("Mixer could not initialize! Error %s\n", Mix_GetError());
else printf("Mixer was successfully initialized!\n");
window = SDL_CreateWindow("BreakING", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, width, height, SDL_WINDOW_OPENGL);
SDL_SetWindowResizable(window, true);
SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
printf("Window was created!\n");
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
printf("Renderer was created!\n");
BREAKOUT_INITIALIZE(renderer);
GAME_Restart();
scenery = BREAKOUT_CreateDefault();
Load_Textures(renderer);
HIGHSCORES_Initialize();
BACKGROUND_Initialize(renderer, width, height);
Settings_Initialize(renderer, &scenery);
Settings_Initialize(renderer);
GAMEOVER_Initialize(renderer);
MenuLoop = Mix_LoadMUS(MAIN_MenuMusicPath);
printf("Initializing finished!\n");
} /* INITIALIZE */
void QUIT(){
printf("De-initializing started...\n");
free(Username);
free(Password);
Mix_FreeMusic(MenuLoop);
GAMEOVER_Deinitialize();
BACKGROUND_Deinitialize();
Settings_Deinitialize();
HIGHSCORES_Deinitialize();
BREAKOUT_DestroyObject(&scenery);
BREAKOUT_DEINITIALIZE();
Mix_CloseAudio();
TTF_Quit();
IMG_Quit();
printf("Quitting SDL_IMG finished!\n");

13
main.h
View File

@ -29,25 +29,14 @@
#define ss "\341"
// Prototypes
bool PushNewCredentialsToSaveFile(const char * filename);
bool GrabAccountFromSaveFile(const char * filename);
void GAME_ReadCredentials();
bool GAME_Login();
bool GAME_Register();
void AttemptLogin();
int readIntFromIO(char * m1, char * m2, char * m3, int min, int max);
void GAME_Escape();
void MENU_StartMusic();
void MENU_PauseMusic();
void GAME_ChangeState(GameState state);
void GAME_ReturnToLastScreen();
void HandleSDLEvents();
void GAME_Escape();
void mousePress(SDL_MouseButtonEvent b);
void keyPress(SDL_KeyboardEvent b);
void toggleFullscreen();
void windowChanged(SDL_WindowEvent b);
void DrawBackground(SDL_Renderer * renderer);
void GAME_Restart();
void INITIALIZE();
void QUIT();
// End Prototypes

View File

@ -1,110 +0,0 @@
#include <stdio.h>
#include <stdlib.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <stdbool.h>
#include "settings.h"
#define Slider_height 100
#define Scalar_width 20
#define Bar_width 400
#define round(x) ((int) ((x) + .5))
#define distance(x1,y1,x2,y2) ((int)(sqrt(pow(x2-x1,2)+pow(y2-y1,2))))
SDL_Texture* Settings_Texture;
SDL_Texture* Settings_Return_Button_Texture;
SDL_Rect Settings_rect;
SDL_Rect Settings_Return_Button_rect;
Slider BV;
Slider BS;
Slider BT;
Uint32 Mousestate;
bool Settings_IsInit=false;
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(400,500,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);
Settings_Texture = IMG_LoadTexture(renderer, "assets/images/settings_title.png");
Settings_rect = (SDL_Rect){.x = 800, .y = 180, .w=313, .h=100};
Settings_Return_Button_Texture = IMG_LoadTexture(renderer, "assets/images/return_button.png");
Settings_Return_Button_rect = (SDL_Rect){.x = 200, .y = 200, .w=75, .h=75};
Settings_IsInit = true;
}
void Settings_Draw (SDL_Renderer* renderer,Scenery* scenery) {
double x;
scenery->ball.TargetRect.x=900;
scenery->ball.TargetRect.y=700;
SDL_RenderCopy(renderer, Settings_Texture, NULL, &Settings_rect);
SDL_RenderCopy(renderer, Settings_Return_Button_Texture, NULL, &Settings_Return_Button_rect);
Draw_Slider(renderer,&BV);
Draw_Slider(renderer,&BS);
Draw_Slider(renderer,&BT);
Draw_Ballstate(renderer,scenery);
mapping(&x,&BT);
scenery->ball.TextureIndex=round(x);
mapping(&x,&BS);
scenery->ball.TargetRect.w=x;
scenery->ball.TargetRect.h=x;
Settings_Return();
}
void Settings_Deinitialize(){
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;
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);
}
}
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 Initialize_Slider(int x,int y,int sw,int bw,int h,double min,double max,Slider* 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->max=max;
beta->min=min;
beta->Slider_value=(defaultvalue-min)/(max-min)*(bw-sw/2)+x;
}
void Settings_Return(Scenery* scenery){
int x,y;
Mousestate=SDL_GetMouseState(&x,&y);
if((distance(x,y,237,237)<=37)&&(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT)))
GAME_ChangeState(MainMenu);
}

View File

@ -1,38 +0,0 @@
#ifndef __Settings__
#define __Settings__
#include <stdio.h>
#include <stdlib.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <stdbool.h>
#include <math.h>
#include "breakout.h"
#include "gamestate.h"
#include "main.h"
typedef struct sliderstruct {
SDL_Rect Bar_rect;
SDL_Rect Scalar_rect;
double Slider_value,min,max;
} Slider;
void Settings_Draw (SDL_Renderer* renderer,Scenery* scenery);
void Draw_Slider(SDL_Renderer* renderer,Slider* beta);
void Draw_Ballstate(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 Settings_Deinitialize();
void mapping(double *x,Slider* beta);
void Settings_Return();
#endif

View File

@ -3,91 +3,46 @@
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <stdbool.h>
#include <math.h>
#include "settings.h"
extern float XScale, YScale;
#define Slider_height 100
#define Scalar_width 20
#define Bar_width 400
#define round(x) ((int) ((x) + .5))
#define distance(x1,y1,x2,y2) ((int)(sqrt(pow(x2-x1,2)+pow(y2-y1,2))))
SDL_Texture* Settings_Texture;
SDL_Texture* Settings_Ball_Texture;
SDL_Texture * Settings_Skins_Texture;
SDL_Texture * Return_Button_Texture;
SDL_Texture * Bar_Texture;
SDL_Texture * Scalar_Button_Texture0;
SDL_Texture * Scalar_Button_Texture1;
SDL_Texture * L_Arrow_Texture;
SDL_Texture * R_Arrow_Texture;
SDL_Rect Settings_rect;
SDL_Rect Settings_Ball_rect;
SDL_Rect Settings_Skins_rect;
SDL_Rect Return_Button_rect;
Slider BV;
Slider BS;
Slider BT;
Stepslider SBT;
Uint32 Mousestate;
bool Settings_IsInit=false;
bool IsLock=false;
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(400,500,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_Stepslider(400,300,Scalar_width,Bar_width,Slider_height,0,8,&SBT,scenery->ball.TextureIndex);
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 = 647, .y = 50, .w=626, .h=200};
Settings_Ball_rect = (SDL_Rect){.x = 1200, .y = 700, .w=90, .h=90};
Settings_Skins_Texture = IMG_LoadTexture(renderer, "assets/images/skins_button.png");
Settings_Skins_rect = (SDL_Rect){.x = 50, .y = 710, .w=315, .h=70};
Return_Button_Texture = IMG_LoadTexture(renderer, "assets/images/return_button.png");
Return_Button_rect = (SDL_Rect){.x = 200, .y = 200, .w=75, .h=75};
Bar_Texture = IMG_LoadTexture(renderer, "assets/images/bar_texture.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");
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_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;
if(!(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT))){
IsLock=BV.IsLock=BS.IsLock=BT.IsLock=false;
}else{
IsLock=true;
}
// Draw_Slider(renderer, &BV);
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_Stepslider(renderer, &SBT);
SDL_RenderCopy(renderer, Settings_Texture, NULL, &Settings_rect);
SDL_RenderCopy(renderer, Return_Button_Texture, NULL, &Return_Button_rect);
SDL_RenderCopy(renderer, Settings_Skins_Texture, NULL, &Settings_Skins_rect);
BALL_DrawTexture(renderer, &Settings_Ball_rect, scenery->ball.TextureIndex);
Settings_Return();
Draw_Ballstate(renderer,scenery);
mapping(&x,&BS);
scenery->ball.TargetRect.w = x;
scenery->ball.TargetRect.h = x;
scenery->ball.Size = ((double)x / 2.0f);
scenery->ball.Speed=x;
mapping(&x,&BT);
x=round(x);
scenery->ball.TextureIndex=x;
@ -97,83 +52,48 @@ void Settings_Deinitialize(){
if(Settings_IsInit){
SDL_DestroyTexture(Settings_Texture);
SDL_DestroyTexture(Settings_Ball_Texture);
SDL_DestroyTexture(Bar_Texture);
SDL_DestroyTexture(Return_Button_Texture);
SDL_DestroyTexture(Settings_Skins_Texture);
SDL_DestroyTexture(Scalar_Button_Texture0);
SDL_DestroyTexture(Scalar_Button_Texture1);
Settings_IsInit=false;
}
}
void Draw_Slider(SDL_Renderer* renderer,Slider* beta){
SDL_SetRenderDrawColor(renderer,255,255,255,255);
SDL_RenderCopy(renderer, Bar_Texture, NULL, &beta->Bar_rect);
SDL_RenderDrawRect(renderer,&beta->Bar_rect);
int x,y;
Mousestate = SDL_GetMouseState(&x, &y);
x = round((float)x / XScale);
y = round((float)y / YScale);
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) {
if(!IsLock){
beta->IsLock=true;
IsLock=true;
}
if(beta->IsLock){
SDL_RenderCopy(renderer, Scalar_Button_Texture1, NULL, &beta->Scalar_rect);
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) {
}
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 {
}
else{
beta->Scalar_rect.x=x-(beta->Scalar_rect.w/2);
beta->Slider_value=x;
}
} else {
SDL_RenderCopy(renderer, Scalar_Button_Texture0, NULL, &beta->Scalar_rect);
}
} else {
SDL_RenderCopy(renderer, Scalar_Button_Texture0, NULL, &beta->Scalar_rect);
else{
SDL_RenderDrawRect(renderer,&beta->Scalar_rect);
}
}
} /* 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 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 Initialize_Slider(int x, int y, int sw, int bw, int h, double min, double max, Slider * beta,double defaultvalue){
beta->Scalar_rect = (SDL_Rect) {.x = (defaultvalue-min)/(max-min)*(bw-sw/2)+x, .y = y, .w = sw, .h = h };
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 = (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(){
if(!IsLock){
int x,y;
Mousestate=SDL_GetMouseState(&x,&y);
x = round((float)x / XScale);
y = round((float)y / YScale);
if((distance(x,y,237,237)<=37)&&(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT)))
GAME_ChangeState(MainMenu);
}
beta->Slider_value=x+beta->Scalar_rect.w/2;
}

View File

@ -8,42 +8,26 @@
#include <SDL2/SDL_image.h>
#include <stdbool.h>
#include "breakout.h"
#include "gamestate.h"
#include "main.h"
typedef struct sliderstruct {
SDL_Rect Bar_rect;
SDL_Rect Scalar_rect;
bool IsLock;
double Slider_value,min,max;
} 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 Draw_Slider(SDL_Renderer* renderer,Slider* beta);
void Draw_Stepslider(SDL_Renderer* renderer,Stepslider* beta);
void Draw_Ballstate(SDL_Renderer* renderer,Scenery* scenery);
void Settings_Initialize (SDL_Renderer* renderer,Scenery* scenery);
void Settings_Initialize (SDL_Renderer* renderer);
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 Initialize_Slider(int x,int y,int sw,int bw,int h,double min,double max,Slider* beta);
void Settings_Deinitialize();
void mapping(double *x,Slider* beta);
void Settings_Return();
#endif

View File

@ -6,10 +6,11 @@
#include "main.h"
extern float XScale, YScale;
extern SDL_Rect Return_Button_rect;
SDL_Texture * TITLE_Texture;
SDL_Texture * PLAYBUTTON_Texture;
SDL_Texture * SKINSBUTTON_Texture;
SDL_Texture * LEVELBUTTON_Texture;
SDL_Texture * SETTINGSBUTTON_Texture;
SDL_Texture * HIGHSCORESBUTTON_Texture;
SDL_Texture * QUITBUTTON_Texture;
@ -17,6 +18,8 @@ SDL_Texture * QUITBUTTON_Texture;
SDL_Rect TITLE_Rect;
SDL_Rect PLAYBUTTON_Rect;
SDL_Rect SETTINGSBUTTON_Rect;
SDL_Rect LEVELBUTTON_Rect;
SDL_Rect SKINSBUTTON_Rect;
SDL_Rect HIGHSCORESBUTTON_Rect;
SDL_Rect QUITBUTTON_Rect;
@ -33,10 +36,16 @@ void Load_Textures(SDL_Renderer * renderer) {
TITLE_Rect = (SDL_Rect) {.x = 685, .y = 50, .w = 550, .h = 250 };
PLAYBUTTON_Texture = IMG_LoadTexture(renderer, "assets/images/play_button.png");
PLAYBUTTON_Rect = (SDL_Rect) {.x = 772, .y = 420, .w = 376, .h = 214 };
PLAYBUTTON_Rect = (SDL_Rect) {.x = 497, .y = 400, .w = 313, .h = 178 };
SKINSBUTTON_Texture = IMG_LoadTexture(renderer, "assets/images/skins_button.png");
SKINSBUTTON_Rect = (SDL_Rect) {.x = 1110, .y = 400, .w = 313, .h = 178 };
LEVELBUTTON_Texture = IMG_LoadTexture(renderer, "assets/images/level_button.png");
LEVELBUTTON_Rect = (SDL_Rect) {.x = 497, .y = 700, .w = 313, .h = 178 };
SETTINGSBUTTON_Texture = IMG_LoadTexture(renderer, "assets/images/settings_button.png");
SETTINGSBUTTON_Rect = (SDL_Rect) {.x = 772, .y = 720, .w = 376, .h = 214 };
SETTINGSBUTTON_Rect = (SDL_Rect) {.x = 1110, .y = 700, .w = 313, .h = 178 };
HIGHSCORESBUTTON_Texture = IMG_LoadTexture(renderer, "assets/images/highscores_button.png");
HIGHSCORESBUTTON_Rect = (SDL_Rect) {.x = 1557, .y = 120, .w = 313, .h = 178 };
@ -48,14 +57,21 @@ void Load_Textures(SDL_Renderer * renderer) {
void Startmenu_Draw(SDL_Renderer * renderer) {
SDL_RenderCopy(renderer, TITLE_Texture, NULL, &TITLE_Rect);
SDL_RenderCopy(renderer, PLAYBUTTON_Texture, NULL, &PLAYBUTTON_Rect);
SDL_RenderCopy(renderer, SKINSBUTTON_Texture, NULL, &SKINSBUTTON_Rect);
SDL_RenderCopy(renderer, LEVELBUTTON_Texture, NULL, &LEVELBUTTON_Rect);
SDL_RenderCopy(renderer, SETTINGSBUTTON_Texture, NULL, &SETTINGSBUTTON_Rect);
SDL_RenderCopy(renderer, HIGHSCORESBUTTON_Texture, NULL, &HIGHSCORESBUTTON_Rect);
SDL_RenderCopy(renderer, QUITBUTTON_Texture, NULL, &QUITBUTTON_Rect);
}
void STARTMENU_ButtonClicked(SDL_MouseButtonEvent b, GameState gameState) {
void button_clicked(SDL_MouseButtonEvent b, GameState gameState) {
if (gameState == MainMenu) {
if (clickInRect(b, &PLAYBUTTON_Rect) == 1) {
GAME_ChangeState(Game);
} else if (clickInRect(b, &SKINSBUTTON_Rect) == 1) {
GAME_ChangeState(SkinSelect);
} else if (clickInRect(b, &LEVELBUTTON_Rect) == 1) {
GAME_ChangeState(LevelSelect);
} else if (clickInRect(b, &SETTINGSBUTTON_Rect) == 1) {
GAME_ChangeState(Settings);
} else if (clickInRect(b, &HIGHSCORESBUTTON_Rect) == 1) {
@ -64,3 +80,4 @@ void STARTMENU_ButtonClicked(SDL_MouseButtonEvent b, GameState gameState) {
GAME_Escape();
}
}
}

View File

@ -13,7 +13,7 @@ void Load_Textures (SDL_Renderer* renderer);
void Startmenu_Draw (SDL_Renderer* renderer);
void STARTMENU_ButtonClicked(SDL_MouseButtonEvent b, GameState gameState);
void button_clicked(SDL_MouseButtonEvent b, GameState gameState);
int clickInRect(SDL_MouseButtonEvent b, SDL_Rect* area_rect);