Added a title screen, and improved input selection.

Pressing enter on startup will choose keyboard only, and pressing button zero on the controller will choose that controller.
This commit is contained in:
Barra Ó Catháin 2023-03-21 13:36:35 +00:00
parent 4fe780c1e8
commit c34b7c2c04
2 changed files with 42 additions and 10 deletions

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Images/Title.png Normal file

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Width:  |  Height:  |  Size: 3.6 KiB

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@ -79,12 +79,19 @@ int main(int argc, char ** argv)
// Initialize image loading: // Initialize image loading:
IMG_Init(IMG_INIT_PNG); IMG_Init(IMG_INIT_PNG);
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2"); SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1"); SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
playerController playerOne = createShipPlayerController(&shipA); playerController playerOne = createShipPlayerController(&shipA);
playerController playerTwo = createShipPlayerController(&shipB); playerController playerTwo = createShipPlayerController(&shipB);
// Create an SDL window and rendering context in that window:
SDL_Window * window = SDL_CreateWindow("SDL_TEST", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 700, 700, 0);
SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
SDL_SetWindowResizable(window, SDL_TRUE);
SDL_SetWindowTitle(window, "Spacewar!");
// Check for joysticks: // Check for joysticks:
if (SDL_NumJoysticks() < 1 ) if (SDL_NumJoysticks() < 1 )
{ {
@ -103,17 +110,50 @@ int main(int argc, char ** argv)
} }
// Choose a player joystick: // Choose a player joystick:
printf("Please press button zero on the controller you wish to use. \n"); printf("Please press button zero on the controller you wish to use, or enter to play keyboard only.\n");
// Load the title screen:
SDL_Texture * titleTexture = IMG_LoadTexture(renderer, "./Images/Title.png");
SDL_Rect titleRect;
titleRect.w = 317;
titleRect.h = 51;
int joystickIndex = 0; int joystickIndex = 0;
while(SDL_JoystickGetButton(joysticksList[joystickIndex], 0) == 0) int keyCount = 0;
const uint8_t * keyboardState = SDL_GetKeyboardState(&keyCount);
bool inputSelected = false;
while(!inputSelected)
{ {
// Draw the title screen:
SDL_GetWindowSize(window, &width, &height);
titleRect.x = (width/2) - (317/2);
titleRect.y = (height/2) - 51;
// Set the colour to black:
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
// Clear the screen, filling it with black:
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, titleTexture, NULL, &titleRect);
SDL_RenderPresent(renderer);
SDL_PumpEvents(); SDL_PumpEvents();
SDL_GetKeyboardState(&keyCount);
if(keyboardState[SDL_SCANCODE_RETURN] == 1)
{
joysticksList[joystickIndex] = NULL;
inputSelected = true;
}
joystickIndex++; joystickIndex++;
if(joystickIndex >= joystickListLength) if(joystickIndex >= joystickListLength)
{ {
joystickIndex = 0; joystickIndex = 0;
} }
if(SDL_JoystickGetButton(joysticksList[joystickIndex], 0) == 1)
{
inputSelected = true;
}
} }
// Load joystick // Load joystick
@ -126,11 +166,6 @@ int main(int argc, char ** argv)
SDL_HapticRumbleInit(playerOne.haptic); SDL_HapticRumbleInit(playerOne.haptic);
} }
// Create an SDL window and rendering context in that window:
SDL_Window * window = SDL_CreateWindow("SDL_TEST", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 700, 700, 0);
SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, rendererFlags);
SDL_SetWindowTitle(window, "Spacewar!");
// Load in all of our textures: // Load in all of our textures:
SDL_Texture * idleTexture, * acceleratingTexture, * clockwiseTexture, * anticlockwiseTexture, * currentTexture, SDL_Texture * idleTexture, * acceleratingTexture, * clockwiseTexture, * anticlockwiseTexture, * currentTexture,
* acceleratingTexture2; * acceleratingTexture2;
@ -142,9 +177,6 @@ int main(int argc, char ** argv)
acceleratingTexture2 = IMG_LoadTexture(renderer, "./Images/Ship-Accelerating-Frame-2.png"); acceleratingTexture2 = IMG_LoadTexture(renderer, "./Images/Ship-Accelerating-Frame-2.png");
currentTexture = acceleratingTexture; currentTexture = acceleratingTexture;
// Enable resizing the window:
SDL_SetWindowResizable(window, SDL_TRUE);
lastFrameTime = SDL_GetPerformanceCounter(); lastFrameTime = SDL_GetPerformanceCounter();
thisFrameTime = SDL_GetPerformanceCounter(); thisFrameTime = SDL_GetPerformanceCounter();