#include #include #include #include #include #include #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 * Circle_Texture; SDL_Rect Settings_rect; SDL_Rect Settings_Ball_rect; SDL_Rect Settings_Skins_rect; SDL_Rect Return_Button_rect; SDL_Rect Circle_rect; Slider BG; Slider BS; Slider BT; 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, 0, 3, &BG, 0); Initialize_Slider(400, 500, Scalar_width, Bar_width, Slider_height, 10, 100, &BS, scenery->ball.TargetRect.w); Initialize_Slider(400, 700, Scalar_width, Bar_width, Slider_height, 0, 8, &BT, scenery->ball.TextureIndex); // Initialize_Slider(400,300,Scalar_width,Bar_width,Slider_height,0,8,&BT,scenery->paddle.TextureIndex); 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"); Circle_Texture = IMG_LoadTexture(renderer, "assets/images/circle.png"); Circle_rect = (SDL_Rect) {.x = 1250, .y = 500, .w = 75, .h = 75 }; Settings_IsInit = true; } /* Settings_Initialize */ void Settings_Draw(SDL_Renderer * renderer, Scenery * scenery, int * backgroundcount) { double x; if (!(Mousestate & SDL_BUTTON(SDL_BUTTON_LEFT))) { IsLock = BG.IsLock = BS.IsLock = BT.IsLock = false; } else { IsLock = true; } BACKGROUND_Draw(renderer, *backgroundcount); Draw_Slider(renderer, &BG); Draw_Slider(renderer, &BS); Draw_Slider(renderer, &BT); 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); SDL_RenderCopy(renderer, Circle_Texture, NULL, &Circle_rect); BALL_DrawTexture(renderer, &Settings_Ball_rect, scenery->ball.TextureIndex); Settings_Return(); mapping(&x, &BS); scenery->ball.TargetRect.w = x; scenery->ball.TargetRect.h = x; scenery->ball.Size = ((double)x / 2.0f); int posx = 1250, posy = 500; Circle_rect.x = posx - 0.5 * Circle_rect.w; Circle_rect.y = posy + 0.5 * (100 - Circle_rect.w); Circle_rect.w = x; Circle_rect.h = x; mapping(&x, &BT); x = round(x); scenery->ball.TextureIndex = x; mapping(&x, &BG); x = round(x); *backgroundcount = x; } /* Settings_Draw */ 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); SDL_DestroyTexture(Circle_Texture); 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); 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); 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_RenderCopy(renderer, Scalar_Button_Texture0, NULL, &beta->Scalar_rect); } } else { SDL_RenderCopy(renderer, Scalar_Button_Texture0, NULL, &beta->Scalar_rect); } } /* Draw_Slider */ 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(){ 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); } }