#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 * 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); 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_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); 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(); mapping(&x, &BS); scenery->ball.TargetRect.w = x; scenery->ball.TargetRect.h = x; scenery->ball.Size = ((double)x / 2.0f); mapping(&x, &BT); x = round(x); scenery->ball.TextureIndex = x; } 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); 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 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 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 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); } }