Spacewar/source/Spacewar-Graphics.c

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#include <stdint.h>
#include <stdlib.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_ttf.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_timer.h>
#include "Spacewar-Graphics.h"
SpacewarTitlescreen prepareTitleScreen(SDL_Window * window, SDL_Renderer * renderer,
char * starfieldTexturePath, char * logoTexturePath,
TTF_Font * font, char * text)
{
SpacewarTitlescreen newTitleScreen;
// Basic state:
newTitleScreen.xScroll = 0;
newTitleScreen.textAlpha = 0;
newTitleScreen.titleAlpha = 0;
// Requirements for drawing:
newTitleScreen.window = window;
newTitleScreen.renderer = renderer;
// Textures:
newTitleScreen.titleTexture = IMG_LoadTexture(renderer, logoTexturePath);
newTitleScreen.starfieldTexture = IMG_LoadTexture(renderer, starfieldTexturePath);
// Text message:
SDL_Color white = {255, 255, 255};
SDL_Surface * fontSurface = TTF_RenderText_Blended(font, text, white);
newTitleScreen.textTexture = SDL_CreateTextureFromSurface(renderer, fontSurface);
SDL_FreeSurface(fontSurface);
// Rects:
newTitleScreen.titleRectangle = calloc(1, sizeof(SDL_Rect));
newTitleScreen.textRectangle = calloc(1, sizeof(SDL_Rect));
newTitleScreen.starfieldRectangle = calloc(1, sizeof(SDL_Rect));
// Set the rects to the size of the textures:
SDL_QueryTexture(newTitleScreen.textTexture, NULL, NULL, NULL, &newTitleScreen.textRectangle->h);
SDL_QueryTexture(newTitleScreen.textTexture, NULL, NULL, &newTitleScreen.textRectangle->w, NULL);
SDL_QueryTexture(newTitleScreen.titleTexture, NULL, NULL, NULL, &newTitleScreen.titleRectangle->h);
SDL_QueryTexture(newTitleScreen.titleTexture, NULL, NULL, &newTitleScreen.titleRectangle->w, NULL);
SDL_QueryTexture(newTitleScreen.starfieldTexture, NULL, NULL, NULL, &newTitleScreen.starfieldRectangle->h);
SDL_QueryTexture(newTitleScreen.starfieldTexture, NULL, NULL, &newTitleScreen.starfieldRectangle->w, NULL);
return newTitleScreen;
}
void drawTitleScreen(SpacewarTitlescreen * titlescreen)
{
// Get the current size of the window:
int width = 0, height = 0;
SDL_GetWindowSize(titlescreen->window, &width, &height);
// Position the elements on-screen:
titlescreen->titleRectangle->x = (width/2) - (titlescreen->titleRectangle->w / 2);
titlescreen->titleRectangle->y = (height/2) - titlescreen->titleRectangle->h;
titlescreen->textRectangle->x = (width/2) - (titlescreen->textRectangle->w / 2);
titlescreen->textRectangle->y = (height/2) + (titlescreen->textRectangle->h * 2);
// Set the renderer colour to black and clear the screen:
SDL_SetRenderDrawColor(titlescreen->renderer, 0, 0, 0, 255);
SDL_RenderClear(titlescreen->renderer);
// Set the correct position to begin the starfield, and scroll it back for the next frame:
titlescreen->starfieldRectangle->x = 0 - titlescreen->xScroll++;
titlescreen->starfieldRectangle->y = 0;
// Draw the starfield by tiling the starfield texture:
while (titlescreen->starfieldRectangle->x <= (width + titlescreen->starfieldRectangle->w))
{
// Go down, covering a column of the screen:
while(titlescreen->starfieldRectangle->y <= (height + titlescreen->starfieldRectangle->h))
{
SDL_RenderCopy(titlescreen->renderer, titlescreen->starfieldTexture, NULL,
titlescreen->starfieldRectangle);
titlescreen->starfieldRectangle->y += titlescreen->starfieldRectangle->h;
}
// Back to the top, move over one texture width:
titlescreen->starfieldRectangle->y = 0;
titlescreen->starfieldRectangle->x += titlescreen->starfieldRectangle->w;
}
// Reset the xScroll if it goes farther than a texture width away:
if (titlescreen->xScroll == titlescreen->starfieldRectangle->w + 1)
{
titlescreen->xScroll = 0;
}
// Set the opacity of the logo so we can fade it in:
if (titlescreen->titleAlpha < 254)
{
titlescreen->titleAlpha += 10;
}
if (titlescreen->titleAlpha >= 254)
{
titlescreen->titleAlpha = 254;
}
SDL_SetTextureAlphaMod(titlescreen->titleTexture, titlescreen->titleAlpha);
// Set the opacity of the text so we can fade it in after we fade in the logo:
if (titlescreen->textAlpha < 254 && titlescreen->titleAlpha == 254)
{
titlescreen->textAlpha += 10;
}
if (titlescreen->textAlpha >= 254)
{
titlescreen->textAlpha = 254;
}
SDL_SetTextureAlphaMod(titlescreen->textTexture, titlescreen->textAlpha);
// Display the logo and text:
SDL_RenderCopy(titlescreen->renderer, titlescreen->titleTexture, NULL, titlescreen->titleRectangle);
SDL_RenderCopy(titlescreen->renderer, titlescreen->textTexture, NULL, titlescreen->textRectangle);
// Display to the renderer:
SDL_RenderPresent(titlescreen->renderer);
}
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/* void drawMenuScreen(SpacewarMenuscreen * menuscreen) */
/* { */
/* // Get the current size of the window: */
/* int width = 0, height = 0; */
/* SDL_GetWindowSize(menuscreen->window, &width, &height); */
/* // Set the renderer colour to black and clear the screen: */
/* SDL_SetRenderDrawColor(menuscreen->renderer, 0, 0, 0, 255); */
/* SDL_RenderClear(menuscreen->renderer); */
/* // Set the correct position to begin the starfield, and scroll it back for the next frame: */
/* menuscreen->starfieldRectangle->x = 0 - menuscreen->xScroll++; */
/* menuscreen->starfieldRectangle->y = 0; */
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/* // Draw the starfield by tiling the starfield texture: */
/* while (menuscreen->starfieldRectangle->x <= (width + menuscreen->starfieldRectangle->w)) */
/* { */
/* // Go down, covering a column of the screen: */
/* while(menuscreen->starfieldRectangle->y <= (height + menuscreen->starfieldRectangle->h)) */
/* { */
/* SDL_RenderCopy(menuscreen->renderer, menuscreen->starfieldTexture, NULL, */
/* menuscreen->starfieldRectangle); */
/* menuscreen->starfieldRectangle->y += menuscreen->starfieldRectangle->h; */
/* } */
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/* // Back to the top, move over one texture width: */
/* menuscreen->starfieldRectangle->y = 0; */
/* menuscreen->starfieldRectangle->x += menuscreen->starfieldRectangle->w; */
/* } */
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/* // Display to the renderer: */
/* SDL_RenderPresent(menuscreen->renderer); */
/* } */
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