100 lines
3.3 KiB
C
100 lines
3.3 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#include <stdbool.h>
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#include "settings.h"
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#define Slider_height 100
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#define Scalar_width 20
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#define Bar_width 400
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#define round(x) ((int) ((x) + .5))
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SDL_Texture* Settings_Texture;
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SDL_Texture* Settings_Ball_Texture;
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SDL_Rect Settings_rect;
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SDL_Rect Settings_Ball_rect;
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Slider BV;
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Slider BS;
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Slider BT;
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bool Settings_IsInit=false;
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void Settings_Initialize (SDL_Renderer* renderer) {
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Initialize_Slider(400,300,Scalar_width,Bar_width,Slider_height,1,2,&BV);
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Initialize_Slider(400,500,Scalar_width,Bar_width,Slider_height,10.0f,20.0f,&BS);
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Initialize_Slider(400,700,Scalar_width,Bar_width,Slider_height,0,1,&BT);
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Settings_Texture = IMG_LoadTexture(renderer, "assets/images/settings_title.png");
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Settings_rect = (SDL_Rect){.x = 800, .y = 180, .w=313, .h=100};
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Settings_Ball_Texture = IMG_LoadTexture(renderer, "assets/images/ball.png");
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Settings_Ball_rect = (SDL_Rect){.x = 1200, .y = 300, .w=100, .h=100};
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Settings_IsInit = true;
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}
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void Settings_Draw (SDL_Renderer* renderer,Scenery* scenery) {
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double x;
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SDL_RenderCopy(renderer, Settings_Texture, NULL, &Settings_rect);
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SDL_RenderCopy(renderer, Settings_Ball_Texture, NULL, &Settings_Ball_rect);
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Draw_Slider(renderer,&BV);
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Draw_Slider(renderer,&BS);
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Draw_Slider(renderer,&BT);
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Draw_Ballstate(renderer,scenery);
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mapping(&x,&BS);
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scenery->ball.Speed=x;
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mapping(&x,&BT);
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x=round(x);
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scenery->ball.TextureIndex=x;
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}
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void Settings_Deinitialize(){
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if(Settings_IsInit){
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SDL_DestroyTexture(Settings_Texture);
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SDL_DestroyTexture(Settings_Ball_Texture);
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Settings_IsInit=false;
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}
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}
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void Draw_Slider(SDL_Renderer* renderer,Slider* beta){
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SDL_SetRenderDrawColor(renderer,255,255,255,255);
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SDL_RenderDrawRect(renderer,&beta->Bar_rect);
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int x,y;
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Uint32 Mousestate=SDL_GetMouseState(&x,&y);
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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))){
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SDL_RenderFillRect(renderer,&beta->Scalar_rect);
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SDL_RenderDrawRect(renderer,&beta->Scalar_rect);
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if(x>(beta->Bar_rect.x+beta->Bar_rect.w-(beta->Scalar_rect.w)/2)){
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beta->Scalar_rect.x=(beta->Bar_rect.x+beta->Bar_rect.w-(beta->Scalar_rect.w));
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beta->Slider_value=(beta->Bar_rect.x+beta->Bar_rect.w-(beta->Scalar_rect.w)/2);
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}
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else if(x<beta->Bar_rect.x+(beta->Scalar_rect.w)/2){
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beta->Scalar_rect.x=beta->Bar_rect.x;
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beta->Slider_value=beta->Bar_rect.x+(beta->Scalar_rect.w)/2;
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}
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else{
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beta->Scalar_rect.x=x-(beta->Scalar_rect.w/2);
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beta->Slider_value=x;
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}
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}
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else{
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SDL_RenderDrawRect(renderer,&beta->Scalar_rect);
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}
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}
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void Draw_Ballstate(SDL_Renderer* renderer,Scenery* scenery){
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BALL_Draw(renderer, &(scenery->ball));
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}
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void mapping(double *x,Slider* beta){
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*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;
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}
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void Initialize_Slider(int x,int y,int sw,int bw,int h,double min,double max,Slider* beta){
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beta->Scalar_rect = (SDL_Rect){.x=x,.y=y,.w=sw,.h=h};
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beta->Bar_rect = (SDL_Rect){.x=x,.y=y,.w=bw,.h=h};
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beta->max=max;
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beta->min=min;
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beta->Slider_value=x+beta->Scalar_rect.w/2;
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}
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