diff --git a/src/ui_sdl2.c b/src/ui_sdl2.c index 4e8b502..18d1022 100644 --- a/src/ui_sdl2.c +++ b/src/ui_sdl2.c @@ -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 ); }