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