[sdl2] factorize button's texture drawing
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1bb1e39ea8
commit
17deb46764
1 changed files with 88 additions and 129 deletions
181
src/ui_sdl2.c
181
src/ui_sdl2.c
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@ -536,157 +536,116 @@ static void _draw_header( void )
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}
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}
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static void create_buttons_textures( void )
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static SDL_Texture* create_button_texture( int hpkey, bool is_up )
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{
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int x, y;
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for ( int i = FIRST_HPKEY; i <= LAST_HPKEY; i++ ) {
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// Create surfaces for each button
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// UP {{{
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buttons_textures[ i ].up =
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SDL_CreateTexture( renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, BUTTONS[ i ].w, BUTTONS[ i ].h );
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SDL_SetRenderTarget( renderer, buttons_textures[ i ].up );
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SDL_Texture* texture =
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SDL_CreateTexture( renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, BUTTONS[ hpkey ].w, BUTTONS[ hpkey ].h );
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SDL_SetRenderTarget( renderer, texture );
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// Fill the button and outline
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__draw_rect( 0, 0, BUTTONS[ i ].w, BUTTONS[ i ].h, BUTTON );
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__draw_rect( 0, 0, BUTTONS[ hpkey ].w, BUTTONS[ hpkey ].h, BUTTON );
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// draw edge of button
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// left
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__draw_line( 1, BUTTONS[ i ].h - 2, 1, 1, BUT_TOP );
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__draw_line( 2, BUTTONS[ i ].h - 3, 2, 2, BUT_TOP );
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__draw_line( 3, BUTTONS[ i ].h - 4, 3, 3, BUT_TOP );
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__draw_line( 1, BUTTONS[ hpkey ].h - 2, 1, 1, BUT_TOP );
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__draw_line( 2, BUTTONS[ hpkey ].h - 3, 2, 2, BUT_TOP );
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__draw_line( 3, BUTTONS[ hpkey ].h - 4, 3, 3, BUT_TOP );
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// top
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__draw_line( 1, 1, BUTTONS[ i ].w - 2, 1, BUT_TOP );
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__draw_line( 2, 2, BUTTONS[ i ].w - 3, 2, BUT_TOP );
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__draw_line( 3, 3, BUTTONS[ i ].w - 4, 3, BUT_TOP );
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__draw_line( 4, 4, BUTTONS[ i ].w - 5, 4, BUT_TOP );
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__draw_line( 1, 1, BUTTONS[ hpkey ].w - 2, 1, BUT_TOP );
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__draw_line( 2, 2, BUTTONS[ hpkey ].w - 3, 2, BUT_TOP );
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__draw_line( 3, 3, BUTTONS[ hpkey ].w - 4, 3, BUT_TOP );
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__draw_line( 4, 4, BUTTONS[ hpkey ].w - 5, 4, BUT_TOP );
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// top-left
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__draw_pixel( 4, 5, BUT_TOP );
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// bottom
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__draw_line( 3, BUTTONS[ i ].h - 2, BUTTONS[ i ].w - 2, BUTTONS[ i ].h - 2, BUT_BOT );
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__draw_line( 4, BUTTONS[ i ].h - 3, BUTTONS[ i ].w - 3, BUTTONS[ i ].h - 3, BUT_BOT );
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__draw_line( 3, BUTTONS[ hpkey ].h - 2, BUTTONS[ hpkey ].w - 2, BUTTONS[ hpkey ].h - 2, BUT_BOT );
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__draw_line( 4, BUTTONS[ hpkey ].h - 3, BUTTONS[ hpkey ].w - 3, BUTTONS[ hpkey ].h - 3, BUT_BOT );
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// right
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__draw_line( BUTTONS[ i ].w - 2, BUTTONS[ i ].h - 2, BUTTONS[ i ].w - 2, 3, BUT_BOT );
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__draw_line( BUTTONS[ i ].w - 3, BUTTONS[ i ].h - 3, BUTTONS[ i ].w - 3, 4, BUT_BOT );
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__draw_line( BUTTONS[ i ].w - 4, BUTTONS[ i ].h - 4, BUTTONS[ i ].w - 4, 5, BUT_BOT );
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__draw_pixel( BUTTONS[ i ].w - 5, BUTTONS[ i ].h - 4, BUT_BOT );
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__draw_line( BUTTONS[ hpkey ].w - 2, BUTTONS[ hpkey ].h - 2, BUTTONS[ hpkey ].w - 2, 3, BUT_BOT );
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__draw_line( BUTTONS[ hpkey ].w - 3, BUTTONS[ hpkey ].h - 3, BUTTONS[ hpkey ].w - 3, 4, BUT_BOT );
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__draw_line( BUTTONS[ hpkey ].w - 4, BUTTONS[ hpkey ].h - 4, BUTTONS[ hpkey ].w - 4, 5, BUT_BOT );
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__draw_pixel( BUTTONS[ hpkey ].w - 5, BUTTONS[ hpkey ].h - 4, BUT_BOT );
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// draw frame around button
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// left
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__draw_line( 0, BUTTONS[ i ].h - 3, 0, 2, FRAME );
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__draw_line( 0, BUTTONS[ hpkey ].h - 3, 0, 2, FRAME );
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if ( !is_up )
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__draw_line( 1, BUTTONS[ hpkey ].h - 3, 1, 2, FRAME ); /* down */
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// top
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__draw_line( 2, 0, BUTTONS[ i ].w - 3, 0, FRAME );
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__draw_line( 2, 0, BUTTONS[ hpkey ].w - 3, 0, FRAME );
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if ( !is_up )
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__draw_line( 2, 1, BUTTONS[ hpkey ].w - 3, 1, FRAME ); /* down */
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// bottom
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__draw_line( 2, BUTTONS[ i ].h - 1, BUTTONS[ i ].w - 3, BUTTONS[ i ].h - 1, FRAME );
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__draw_line( 2, BUTTONS[ hpkey ].h - 1, BUTTONS[ hpkey ].w - 3, BUTTONS[ hpkey ].h - 1, FRAME );
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if ( !is_up )
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__draw_line( 2, BUTTONS[ hpkey ].h - 2, BUTTONS[ hpkey ].w - 3, BUTTONS[ hpkey ].h - 2, FRAME ); /* down */
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// right
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__draw_line( BUTTONS[ i ].w - 1, BUTTONS[ i ].h - 3, BUTTONS[ i ].w - 1, 2, FRAME );
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if ( i == HPKEY_ON ) {
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__draw_line( BUTTONS[ hpkey ].w - 1, BUTTONS[ hpkey ].h - 3, BUTTONS[ hpkey ].w - 1, 2, FRAME );
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if ( !is_up )
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__draw_line( BUTTONS[ hpkey ].w - 2, BUTTONS[ hpkey ].h - 3, BUTTONS[ hpkey ].w - 2, 2, FRAME ); /* down */
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if ( hpkey == HPKEY_ON ) {
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if ( is_up ) {
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// top
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__draw_line( 1, 1, BUTTONS[ 1 ].w - 2, 1, FRAME );
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__draw_line( 1, 1, BUTTONS[ hpkey ].w - 2, 1, FRAME );
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// top-left
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__draw_pixel( 1, 2, FRAME );
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// top-right
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__draw_pixel( BUTTONS[ i ].w - 2, 2, FRAME );
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__draw_pixel( BUTTONS[ hpkey ].w - 2, 2, FRAME );
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} else {
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// top-left
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__draw_pixel( 1, 1, FRAME );
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// top-right
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__draw_pixel( BUTTONS[ i ].w - 2, 1, FRAME );
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}
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// bottom-left
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__draw_pixel( 1, BUTTONS[ i ].h - 2, FRAME );
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// bottom-right
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__draw_pixel( BUTTONS[ i ].w - 2, BUTTONS[ i ].h - 2, FRAME );
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if ( BUTTONS[ i ].label != ( char* )0 ) {
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/* Button has a text label */
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x = ( BUTTONS[ i ].w - strlen( BUTTONS[ i ].label ) * 8 ) / 2;
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y = ( BUTTONS[ i ].h + 1 ) / 2 - 4;
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stringRGBA( renderer, x, y, BUTTONS[ i ].label, 255, 255, 255, 255 );
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} else if ( BUTTONS[ i ].lw != 0 ) {
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/* Button has a texture */
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x = ( 1 + BUTTONS[ i ].w - BUTTONS[ i ].lw ) / 2;
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y = ( 1 + BUTTONS[ i ].h - BUTTONS[ i ].lh ) / 2 + 1;
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__draw_bitmap( x, y, BUTTONS[ i ].lw, BUTTONS[ i ].lh, BUTTONS[ i ].lb, BUTTONS[ i ].lc, BUTTON );
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}
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// }}}
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// DOWN {{{
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buttons_textures[ i ].down =
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SDL_CreateTexture( renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, BUTTONS[ i ].w, BUTTONS[ i ].h );
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SDL_SetRenderTarget( renderer, buttons_textures[ i ].down );
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// Fill the button and outline
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__draw_rect( 0, 0, BUTTONS[ i ].w, BUTTONS[ i ].h, BUTTON );
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// draw edge of button
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// left
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__draw_line( 1, BUTTONS[ i ].h - 2, 1, 1, BUT_TOP );
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__draw_line( 2, BUTTONS[ i ].h - 3, 2, 2, BUT_TOP );
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__draw_line( 3, BUTTONS[ i ].h - 4, 3, 3, BUT_TOP );
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// top
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__draw_line( 1, 1, BUTTONS[ i ].w - 2, 1, BUT_TOP );
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__draw_line( 2, 2, BUTTONS[ i ].w - 3, 2, BUT_TOP );
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__draw_line( 3, 3, BUTTONS[ i ].w - 4, 3, BUT_TOP );
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__draw_line( 4, 4, BUTTONS[ i ].w - 5, 4, BUT_TOP );
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// top-left
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__draw_pixel( 4, 5, BUT_TOP );
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// bottom
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__draw_line( 3, BUTTONS[ i ].h - 2, BUTTONS[ i ].w - 2, BUTTONS[ i ].h - 2, BUT_BOT );
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__draw_line( 4, BUTTONS[ i ].h - 3, BUTTONS[ i ].w - 3, BUTTONS[ i ].h - 3, BUT_BOT );
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// right
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__draw_line( BUTTONS[ i ].w - 2, BUTTONS[ i ].h - 2, BUTTONS[ i ].w - 2, 3, BUT_BOT );
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__draw_line( BUTTONS[ i ].w - 3, BUTTONS[ i ].h - 3, BUTTONS[ i ].w - 3, 4, BUT_BOT );
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__draw_line( BUTTONS[ i ].w - 4, BUTTONS[ i ].h - 4, BUTTONS[ i ].w - 4, 5, BUT_BOT );
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__draw_pixel( BUTTONS[ i ].w - 5, BUTTONS[ i ].h - 4, BUT_BOT );
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// draw frame around button
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// left
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__draw_line( 0, BUTTONS[ i ].h - 3, 0, 2, FRAME );
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__draw_line( 1, BUTTONS[ i ].h - 3, 1, 2, FRAME ); /* down */
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// top
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__draw_line( 2, 0, BUTTONS[ i ].w - 3, 0, FRAME );
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__draw_line( 2, 1, BUTTONS[ i ].w - 3, 1, FRAME ); /* down */
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// bottom
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__draw_line( 2, BUTTONS[ i ].h - 1, BUTTONS[ i ].w - 3, BUTTONS[ i ].h - 1, FRAME );
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__draw_line( 2, BUTTONS[ i ].h - 2, BUTTONS[ i ].w - 3, BUTTONS[ i ].h - 2, FRAME ); /* down */
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// right
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__draw_line( BUTTONS[ i ].w - 1, BUTTONS[ i ].h - 3, BUTTONS[ i ].w - 1, 2, FRAME );
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__draw_line( BUTTONS[ i ].w - 2, BUTTONS[ i ].h - 3, BUTTONS[ i ].w - 2, 2, FRAME ); /* down */
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if ( i == HPKEY_ON ) {
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// top
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__draw_line( 1, 2, BUTTONS[ 1 ].w - 2, 2, FRAME ); /* down change */
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__draw_line( 1, 2, BUTTONS[ hpkey ].w - 2, 2, FRAME ); /* down change */
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// top-left
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__draw_pixel( 1, 3, FRAME ); /* down change */
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// top-right
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__draw_pixel( BUTTONS[ i ].w - 2, 3, FRAME ); /* down change */
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__draw_pixel( BUTTONS[ hpkey ].w - 2, 3, FRAME ); /* down change */
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}
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} else {
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if ( is_up ) {
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// top-left
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__draw_pixel( 1, 1, FRAME );
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// top-right
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__draw_pixel( BUTTONS[ hpkey ].w - 2, 1, FRAME );
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} else {
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// top-left
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__draw_pixel( 1, 2, FRAME ); /* down change */
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// top-right
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__draw_pixel( BUTTONS[ i ].w - 2, 2, FRAME ); /* down change */
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__draw_pixel( BUTTONS[ hpkey ].w - 2, 2, FRAME ); /* down change */
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}
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}
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// bottom-left
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__draw_pixel( 1, BUTTONS[ i ].h - 2, FRAME );
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__draw_pixel( 1, BUTTONS[ hpkey ].h - 2, FRAME );
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// bottom-right
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__draw_pixel( BUTTONS[ i ].w - 2, BUTTONS[ i ].h - 2, FRAME );
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__draw_pixel( BUTTONS[ hpkey ].w - 2, BUTTONS[ hpkey ].h - 2, FRAME );
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if ( BUTTONS[ i ].label != ( char* )0 ) {
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if ( BUTTONS[ hpkey ].label != ( char* )0 ) {
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/* Button has a text label */
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x = ( BUTTONS[ i ].w - strlen( BUTTONS[ i ].label ) * 8 ) / 2;
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y = ( BUTTONS[ i ].h + 1 ) / 2 - 5; /* down change */
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x = ( BUTTONS[ hpkey ].w - strlen( BUTTONS[ hpkey ].label ) * 8 ) / 2;
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if ( is_up )
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y = ( BUTTONS[ hpkey ].h + 1 ) / 2 - 4;
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else
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y = ( BUTTONS[ hpkey ].h + 1 ) / 2 - 5; /* down change */
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stringRGBA( renderer, x, y, BUTTONS[ i ].label, 255, 255, 255, 255 );
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} else if ( BUTTONS[ i ].lw != 0 ) {
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stringRGBA( renderer, x, y, BUTTONS[ hpkey ].label, 255, 255, 255, 255 );
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} else if ( BUTTONS[ hpkey ].lw != 0 ) {
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/* Button has a texture */
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x = ( 1 + BUTTONS[ i ].w - BUTTONS[ i ].lw ) / 2;
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y = ( 1 + BUTTONS[ i ].h - BUTTONS[ i ].lh ) / 2; /* down change */
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x = ( 1 + BUTTONS[ hpkey ].w - BUTTONS[ hpkey ].lw ) / 2;
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if ( is_up )
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y = ( 1 + BUTTONS[ hpkey ].h - BUTTONS[ hpkey ].lh ) / 2 + 1;
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else
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y = ( 1 + BUTTONS[ hpkey ].h - BUTTONS[ hpkey ].lh ) / 2;
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__draw_bitmap( x, y, BUTTONS[ i ].lw, BUTTONS[ i ].lh, BUTTONS[ i ].lb, BUTTONS[ i ].lc, BUTTON );
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__draw_bitmap( x, y, BUTTONS[ hpkey ].lw, BUTTONS[ hpkey ].lh, BUTTONS[ hpkey ].lb, BUTTONS[ hpkey ].lc, BUTTON );
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}
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// }}}
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return texture;
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}
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static void create_buttons_textures( void )
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{
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for ( int i = FIRST_HPKEY; i <= LAST_HPKEY; i++ ) {
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buttons_textures[ i ].up = create_button_texture( i, true );
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buttons_textures[ i ].down = create_button_texture( i, false );
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}
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// Give back to renderer as it was
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