[sdl2] still trying to get the keys to 'click'
This commit is contained in:
parent
8efeb99d91
commit
f0c27d9b5f
1 changed files with 29 additions and 29 deletions
|
@ -542,17 +542,16 @@ static void create_buttons_textures( void )
|
|||
|
||||
for ( int i = FIRST_HPKEY; i <= LAST_HPKEY; i++ ) {
|
||||
// Create surfaces for each button
|
||||
if ( !buttons_textures[ i ].up )
|
||||
buttons_textures[ i ].up =
|
||||
SDL_CreateTexture( renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, BUTTONS[ i ].w, BUTTONS[ i ].h );
|
||||
|
||||
// UP {{{
|
||||
/* if ( !buttons_textures[ i ].up ) */
|
||||
buttons_textures[ i ].up =
|
||||
SDL_CreateTexture( renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, BUTTONS[ i ].w, BUTTONS[ i ].h );
|
||||
SDL_SetRenderTarget( renderer, buttons_textures[ i ].up );
|
||||
|
||||
// Fill the button and outline
|
||||
__draw_rect( 0, 0, BUTTONS[ i ].w, BUTTONS[ i ].h, TRANSPARENT );
|
||||
__draw_rect( 1, 1, BUTTONS[ i ].w - 2, BUTTONS[ i ].h - 2, BUTTON );
|
||||
|
||||
// draw the released button
|
||||
// draw edge of button
|
||||
__draw_line( 1, BUTTONS[ i ].h - 2, 1, 1, BUT_TOP );
|
||||
__draw_line( 2, BUTTONS[ i ].h - 3, 2, 2, BUT_TOP );
|
||||
|
@ -590,41 +589,42 @@ static void create_buttons_textures( void )
|
|||
__draw_pixel( BUTTONS[ i ].w - 2, BUTTONS[ i ].h - 2, FRAME );
|
||||
|
||||
if ( BUTTONS[ i ].label != ( char* )0 ) {
|
||||
// Todo: use SDL_ttf to print "nice" fonts
|
||||
|
||||
// for the time being use SDL_gfxPrimitives' font
|
||||
/* Button has a text label */
|
||||
x = ( BUTTONS[ i ].w - strlen( BUTTONS[ i ].label ) * 8 ) / 2;
|
||||
y = ( BUTTONS[ i ].h + 1 ) / 2 - 4;
|
||||
|
||||
stringRGBA( renderer, x, y, BUTTONS[ i ].label, 255, 255, 255, 255 );
|
||||
}
|
||||
// Pixmap centered in button
|
||||
if ( BUTTONS[ i ].lw != 0 ) {
|
||||
// Draw the surface on the center of the button
|
||||
} else if ( BUTTONS[ i ].lw != 0 ) {
|
||||
/* Button has a texture */
|
||||
x = ( 1 + BUTTONS[ i ].w - BUTTONS[ i ].lw ) / 2;
|
||||
y = ( 1 + BUTTONS[ i ].h - BUTTONS[ i ].lh ) / 2 + 1;
|
||||
|
||||
__draw_bitmap( x, y, BUTTONS[ i ].lw, BUTTONS[ i ].lh, BUTTONS[ i ].lb, BUTTONS[ i ].lc, BUTTON );
|
||||
}
|
||||
// }}}
|
||||
|
||||
// draw the depressed button
|
||||
if ( !buttons_textures[ i ].down )
|
||||
buttons_textures[ i ].down =
|
||||
SDL_CreateTexture( renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, BUTTONS[ i ].w, BUTTONS[ i ].h );
|
||||
|
||||
// DOWN {{{
|
||||
/* if ( !buttons_textures[ i ].down ) */
|
||||
buttons_textures[ i ].down =
|
||||
SDL_CreateTexture( renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, BUTTONS[ i ].w, BUTTONS[ i ].h );
|
||||
SDL_SetRenderTarget( renderer, buttons_textures[ i ].down );
|
||||
|
||||
// Fill the button and outline
|
||||
__draw_rect( 0, 0, BUTTONS[ i ].w, BUTTONS[ i ].h, TRANSPARENT );
|
||||
__draw_rect( 1, 1, BUTTONS[ i ].w - 2, BUTTONS[ i ].h - 2, BUTTON );
|
||||
|
||||
// draw edge of button
|
||||
__draw_line( 2, BUTTONS[ i ].h - 4, 2, 2, BUT_TOP );
|
||||
__draw_line( 3, BUTTONS[ i ].h - 5, 3, 3, BUT_TOP );
|
||||
|
||||
__draw_line( 2, 2, BUTTONS[ i ].w - 4, 2, BUT_TOP );
|
||||
__draw_line( 3, 3, BUTTONS[ i ].w - 5, 3, BUT_TOP );
|
||||
|
||||
__draw_pixel( 4, 4, BUT_TOP );
|
||||
|
||||
__draw_line( 3, BUTTONS[ i ].h - 3, BUTTONS[ i ].w - 3, BUTTONS[ i ].h - 3, BUT_BOT );
|
||||
__draw_line( 4, BUTTONS[ i ].h - 4, BUTTONS[ i ].w - 4, BUTTONS[ i ].h - 4, BUT_BOT );
|
||||
|
||||
__draw_line( BUTTONS[ i ].w - 3, BUTTONS[ i ].h - 3, BUTTONS[ i ].w - 3, 3, BUT_BOT );
|
||||
__draw_line( BUTTONS[ i ].w - 4, BUTTONS[ i ].h - 4, BUTTONS[ i ].w - 4, 4, BUT_BOT );
|
||||
__draw_pixel( BUTTONS[ i ].w - 5, BUTTONS[ i ].h - 5, BUT_BOT );
|
||||
|
@ -634,7 +634,6 @@ static void create_buttons_textures( void )
|
|||
__draw_line( 2, 0, BUTTONS[ i ].w - 3, 0, FRAME );
|
||||
__draw_line( 2, BUTTONS[ i ].h - 1, BUTTONS[ i ].w - 3, BUTTONS[ i ].h - 1, FRAME );
|
||||
__draw_line( BUTTONS[ i ].w - 1, BUTTONS[ i ].h - 3, BUTTONS[ i ].w - 1, 2, FRAME );
|
||||
|
||||
if ( i == HPKEY_ON ) {
|
||||
__draw_line( 1, 1, BUTTONS[ i ].w - 2, 1, FRAME );
|
||||
__draw_pixel( 1, 2, FRAME );
|
||||
|
@ -657,22 +656,23 @@ static void create_buttons_textures( void )
|
|||
__draw_pixel( 2, BUTTONS[ i ].h - 3, FRAME );
|
||||
__draw_pixel( BUTTONS[ i ].w - 3, BUTTONS[ i ].h - 3, FRAME );
|
||||
|
||||
/* Same as .up texture */
|
||||
if ( BUTTONS[ i ].label != ( char* )0 ) {
|
||||
// Todo: use SDL_ttf to print "nice" fonts
|
||||
|
||||
// for the time being use SDL_gfxPrimitives' font
|
||||
/* Button has a text label */
|
||||
x = ( BUTTONS[ i ].w - strlen( BUTTONS[ i ].label ) * 8 ) / 2;
|
||||
y = ( BUTTONS[ i ].h + 1 ) / 2 - 4;
|
||||
y += 2;
|
||||
|
||||
stringRGBA( renderer, x, y, BUTTONS[ i ].label, 255, 255, 255, 255 );
|
||||
}
|
||||
// Pixmap centered in button
|
||||
if ( BUTTONS[ i ].lw != 0 ) {
|
||||
// Draw the surface on the center of the button
|
||||
} else if ( BUTTONS[ i ].lw != 0 ) {
|
||||
/* Button has a texture */
|
||||
x = ( 1 + BUTTONS[ i ].w - BUTTONS[ i ].lw ) / 2;
|
||||
y = ( 1 + BUTTONS[ i ].h - BUTTONS[ i ].lh ) / 2 + 1;
|
||||
y += 2;
|
||||
|
||||
__draw_bitmap( x, y, BUTTONS[ i ].lw, BUTTONS[ i ].lh, BUTTONS[ i ].lb, BUTTONS[ i ].lc, BUTTON );
|
||||
}
|
||||
// }}}
|
||||
}
|
||||
|
||||
// Give back to renderer as it was
|
||||
|
@ -683,10 +683,10 @@ static void _draw_key( int hpkey )
|
|||
{
|
||||
int x = KEYBOARD_OFFSET_X + BUTTONS[ hpkey ].x;
|
||||
int y = KEYBOARD_OFFSET_Y + BUTTONS[ hpkey ].y;
|
||||
if ( keyboard[ hpkey ].pressed ) {
|
||||
x += 1;
|
||||
y += 2;
|
||||
}
|
||||
/* if ( keyboard[ hpkey ].pressed ) { */
|
||||
/* x += 1; */
|
||||
/* y += 2; */
|
||||
/* } */
|
||||
__draw_texture( x, y, BUTTONS[ hpkey ].w, BUTTONS[ hpkey ].h,
|
||||
keyboard[ hpkey ].pressed ? buttons_textures[ hpkey ].down : buttons_textures[ hpkey ].up );
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue