#include #include #include #include #include #include "breakout.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(xBar_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; } } /* Draw_Slider */ 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); }