#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)) SDL_Texture * Settings_Texture; SDL_Texture * Settings_Ball_Texture; SDL_Texture * Settings_Skins_Texture; SDL_Texture * Return_Button_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; bool Settings_IsInit = false; 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,0,8,&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 = 30, .y = 30, .w=261, .h=100}; Settings_IsInit = true; } void Settings_Draw(SDL_Renderer * renderer, Scenery * scenery) { double x; SDL_RenderCopy(renderer, Settings_Texture, NULL, &Settings_rect); SDL_RenderCopy(renderer, Settings_Ball_Texture, NULL, &Settings_Ball_rect); SDL_RenderCopy(renderer, Settings_Skins_Texture, NULL, &Settings_Skins_rect); SDL_RenderCopy(renderer, Return_Button_Texture, NULL, &Return_Button_rect); Draw_Slider(renderer, &BV); Draw_Slider(renderer, &BS); Draw_Slider(renderer, &BT); //Draw_Ballstate(renderer, scenery); BALL_DrawTexture(renderer, &Settings_Ball_rect, scenery->ball.TextureIndex); mapping(&x, &BS); scenery->ball.Speed = x; 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); 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; 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) { 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); } } /* 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){ 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 = x + beta->Scalar_rect.w / 2; }