breakout/settings.c

111 lines
3.9 KiB
C

#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);
}