Me and my friend needs to create a reaction time game.
Something like this.
Right now we just managed to show an image of the red button, but we need help how to make a hitbox, where if you click the red button, it becomes green.
Would someone could show us how?
We are using SDL, I guess that's important to mention.
Here is our code so far:
#include <SDL/SDL.h>
void Plot(SDL_Surface *sur, int x, int y, SDL_Surface *dest)
{
SDL_Rect rect = {x, y};
SDL_BlitSurface(sur, NULL, dest, &rect);
}
SDL_Surface *LoadImage(const char *filename)
{
SDL_Surface *sur = NULL;
sur = SDL_LoadBMP(filename);
if(sur == NULL)
{
printf("Img not found");
}
SDL_Surface *opsur = NULL;
if(sur != NULL)
{
opsur = SDL_DisplayFormat(sur);
SDL_SetColorKey(opsur, SDL_SRCCOLORKEY, 0xFFFFFF);
if(opsur != NULL)
SDL_FreeSurface(sur);
}
return opsur;
}
int main(int argc, char **argv)
{
SDL_Init(SDL_INIT_EVERYTHING);
SDL_Surface *screen = SDL_SetVideoMode(640, 480, 32, SDL_SWSURFACE);
SDL_WM_SetCaption("Eksamensprojekt", NULL);
SDL_Event Event;
bool Running = true;
SDL_Surface *sur = LoadImage("Red.bmp");
while(Running)
{
while(SDL_PollEvent(&Event))
{
if(Event.type == SDL_QUIT)
Running = false;
}
SDL_FillRect(screen, &screen->clip_rect, 0x000000);
Plot(sur, 215, 140, screen);
SDL_Flip(screen);
}
}
You can use SDL_Rect as a hit box. You can use SDL's own event handling system for checking when mouse button is clicked and the position of it. Then you just need to check if the mouse position is within the SDL_Rect.
You can read more about SDL here.
So... a little help on the way. You have a main loop and you pull events.
if ( event.type == SDL_MOUSEBUTTONDOWN ){
//Get mouse coordinates
int x = event.motion.x;
int y = event.motion.y;
//If the mouse is over the button
if( checkSpriteCollision( x, y ) ){
// Yay, you hit the button
doThings();
}
else
{
// D'oh I missed
}
}
Add this to the while, that will at least get you started.
Like this?
while(Running)
{
while(SDL_PollEvent(&Event))
{
if(Event.type == SDL_QUIT)
Running = false;
if ( event.type == SDL_MOUSEBUTTONDOWN ){
//Get mouse coordinates
int x = event.motion.x;
int y = event.motion.y;
//If the mouse is over the button
if( checkSpriteCollision( x, y ) ){
// Yay, you hit the button
doThings();
}
else {
// D'oh I missed
}
}
}
SDL_FillRect(screen, &screen->clip_rect, 0x000000);
Plot(sur, 215, 140, screen);
SDL_Flip(screen);
}
}
Related
I am creating a program, and I have a rectangle. Basically, I am creating a custom window inside the SDL2 window, which is a Rect, with another Rect being its toolbar. I am struggling for hours trying to figure how to detect how deep is the mouse within the Rect, but I am failing every time. The most obvious equation for me was int deep = mousePos.x - x, but it flickers between two positions every time I move my mouse. I then have tried a LOT of other calculations, but none of them worked. Either they flickered between two positions with descending values, or they were completely static and didn't move, or always moved a lot in a specific direction. I have visually represented the calculations, which were mostly correct, but the flickering between two positions is always ruining it. Thanks for any help. I am providing source code, too.
SOURCE:
//
// main.cpp
// Open
//
// Created by Fildom on 28.12.2021.
//
// Library includes
#include <SDL2/SDL.h>
#include <stdio.h>
bool isdown = false;
// Screen rendering helper
void on_render(SDL_Window* window, SDL_Renderer* renderer);
// Concatenation (probably not spelt correctly but idrc) for easier use
const char * concat(const char * one, const char * two) {
char * buffer = new char[strlen(one) + strlen(two) + 1];
strcpy(buffer, one);
strcat(buffer, two);
return buffer;
}
// Main method, required for performing application run
int main(int argc, const char * argv[]) {
SDL_Renderer *renderer = NULL; // Initialize the renderer
SDL_Event event = { 0 }; // Create a null event
SDL_Window *win = NULL; // Initialize a window
int exit = 0; // If exit is 1, win closes
// Window pre-modifiers
const char * appName = "test";
// SDL VIDEO mode initialization and error check
if(SDL_Init(SDL_INIT_VIDEO) == -1) {
printf("SDL_Init() failed with \"%s.\"", SDL_GetError());
return 1;
}
// Create the window and load it into a previously defined variable
win = SDL_CreateWindow(concat(appName, " - Initialization in progress"), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, SDL_WINDOW_SHOWN);
// Window creation was unsuccessfull
if(!win) {
printf("SDL_CreateWindow() failed with \"%s.\"", SDL_GetError());
return -1;
}
// Creating renderer
renderer = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED);
// If renderer failed to load...
if(!renderer) {
printf("SDL_CreateRenderer() failed with \"%s.\"", SDL_GetError());
return -1;
}
// Everything has gone OK, thus the window can be renamed
SDL_SetWindowTitle(win, appName);
// Game loop, as said previously, false = 0, true = 1.
// while !exit |
// while not exit <- |
// while exit is 0 (false) <-
while (!exit) {
// Event loop
if (SDL_WaitEvent(&event)) {
// Event types
switch(event.type) {
case SDL_QUIT:
exit = 1; // Exit = 1, thus app is being exitted
break;
case SDL_KEYDOWN:
if(event.key.keysym.sym == SDLK_ESCAPE) exit = 1; // If ESC is pressed
break;
case SDL_MOUSEBUTTONUP:
isdown = false;
break;
case SDL_MOUSEBUTTONDOWN:
isdown = true;
break;
case SDL_MOUSEMOTION:
break;
case SDL_WINDOWEVENT:
switch(event.window.event) {
case SDL_WINDOWEVENT_CLOSE: // macOS and/or other OSes rely on right click + Quit to fully exit out of an application. This makes it easier by just hitting the close button.
exit = 1;
break;
}
break;
default: break;
}
}
// Render the screen
on_render(win, renderer);
// Swap buffers to display
SDL_RenderPresent(renderer);
}
// Cleanup
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(win);
SDL_Quit();
return 0;
}
class Window {
public:
int x, y, w, h;
SDL_Color winc, wintc;
bool draggable;
int titleh;
Window(int wx, int wy, int ww, int wh, SDL_Color window_color = {255, 255, 255, 255}, SDL_Color window_title_color = {200, 200, 200, 255}) {
x = wx;
y = wy;
w = ww;
h = wh;
winc = window_color;
wintc = window_title_color;
draggable = true;
titleh = 50;
}
int tx, ty = 0;
void Render(SDL_Renderer* renderer) {
SDL_Rect _t;
_t.x = x;
_t.y = y;
_t.w = w;
_t.h = h;
SDL_Rect title;
title.x = x;
title.y = y;
title.w = w;
title.h = titleh;
SDL_SetRenderDrawColor(renderer, winc.r, winc.g, winc.b, winc.a);
SDL_RenderFillRect(renderer, &_t);
SDL_SetRenderDrawColor(renderer, wintc.r, wintc.g, wintc.b, wintc.a);
SDL_RenderFillRect(renderer, &title);
int mx, my;
SDL_PumpEvents();
SDL_GetMouseState(&mx, &my);
SDL_Point ms;
ms.x = mx;
ms.y = my;
if (SDL_PointInRect(&ms, &title) and isdown) {
x = mx - tx;
y = my - ty;
tx = x;
ty = y;
}
}
};
Window test1 = Window(200, 100, 300, 200);
void on_render(SDL_Window* window, SDL_Renderer* renderer) {
SDL_Rect wind = { 0 };
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
SDL_GetWindowSize(window, &wind.w, &wind.h);
test1.Render(renderer);
}
I ended up doing it in a different way. Instead of using mousePosition.x and y, I used relative X and Y which worked out perfectly.
code for that is
mousePosition.relX and mousePosition.relY;
To keep it short, I have this class Display_Frame. Within this Display_Frame, there are 2 rectangles. The first being its own rectangle, and the second being its internal rectangle. The first rectangle is for its positioning and dimensions on a screen, and the second (internal rectangle) is for information within that first rectangle. If the internal rectangle is bigger than the first rectangle, I initiate a scrollbar on the side to scroll for the information. This is where my problem is discovered. If I use this approach for every object on my screen, ie, the main display is its own Display_Frame, then any other object on the screen can also fit within another Display_Frame but is fitted in the screen via the main screens one. When I then scroll, How can I make sure that only the farthest branch of Display_Frame's is scrolled, and not any others.
For example, lets say I have a textbox that fits inside its own Display_Frame. Its own Display_Frame is also embedded within the main screens Display_Frame too. Now lets say I want to scroll in the textbox but only if the mouse is within it. That's easy enough to detect, however how can I make it so that when I do scroll inside the textbox, the main screens Display_Frame doesn't scroll, only the textbox's Display_Frame 's internal rect is moved instead.
In general terms for this, how can I efficiently detect and restrict my Display_Frame's to only scroll if I have scrolled on the farthest down branch of Display_Frame's?
Here is some code displaying my issue:
#include <SDL2/SDL.h>
class Display_Frame
{
public:
SDL_Rect m_Display_Frame_Rect;
SDL_Rect m_Internal_Rect;
void Handle_Events(SDL_Point mousePos, bool scrolledDown, bool scrolledUp);
};
void Display_Frame::Handle_Events(SDL_Point mousePos, bool scrolledDown, bool scrolledUp)
{
if (SDL_PointInRect(&mousePos, &m_Display_Frame_Rect))
{
if (scrolledDown){
m_Display_Frame_Rect.y += 20;
}
if (scrolledUp){
m_Display_Frame_Rect.y -= 20;
}
}
}
int main(int argc, char* argv[])
{
SDL_Init(SDL_INIT_VIDEO);
SDL_Rect display = {0,0,1278,718};
SDL_Window* window = SDL_CreateWindow("Test", 0, 30, display.w+2, display.h+2, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE );
SDL_Renderer* renderer = SDL_CreateRenderer( window, -1, SDL_RENDERER_ACCELERATED );
SDL_Rect testRect = {100, 100, 100, 100};
SDL_Point mousePos = {0,0};
SDL_Event event;
bool running = true;
bool scrolledUp = false, scrolledDown = false;
Display_Frame mainDisplay;
mainDisplay.m_Display_Frame_Rect = display;
mainDisplay.m_Internal_Rect = display;
Display_Frame smallDisplay;
smallDisplay.m_Display_Frame_Rect = testRect;
smallDisplay.m_Internal_Rect = testRect;
while (running)
{
scrolledDown = false;
scrolledUp = false;
while (SDL_PollEvent(&event))
{
if (event.type == SDL_QUIT){
running = false;
break;
}
if (event.type == SDL_MOUSEMOTION)
{
mousePos = {event.motion.x, event.motion.y};
}
if (event.type == SDL_MOUSEWHEEL){
if (event.wheel.y > 0){ ///Scrolling up here
scrolledUp = true;
}
if (event.wheel.y < 0){ ///Scrolling down here
scrolledDown = true;
}
}
}
SDL_SetRenderDrawColor(renderer, 255,255,255,255);
SDL_RenderClear(renderer);
mainDisplay.Handle_Events(mousePos, scrolledDown, scrolledUp);
smallDisplay.Handle_Events(mousePos, scrolledDown, scrolledUp);
SDL_SetRenderDrawColor(renderer, 0,0,0,255);
SDL_RenderDrawRect(renderer, &mainDisplay.m_Display_Frame_Rect);
SDL_RenderDrawRect(renderer, &smallDisplay.m_Display_Frame_Rect);
SDL_RenderPresent(renderer);
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
In the event handling loop of SDL2, calling the method SDL_GetMouseState(&x,&y); or using event.motion.x and event.motion.y for the relative mouse coordinates makes SDL2 responsiveness VERY SLUGGISH. Whats weird is SDL_GetMouseState()is alot faster than event.motion.x and y, however they are both unbearably bad. Is there any other way of getting the mouse pos? You can even try this. I setup a simple text program in SDL2 to test something responsive such as scrolling, where you offset the y values. Try with and without vsync and with and without getting the mouse pos this way. I am currently using linux mint.
Code: (You will need arial.ttf in your folder where the project is if using codeblocks like i am)
#include <SDL2/SDL.h>
#include <SDL2/SDL_ttf.h>
#include <SDL2/SDL_image.h>
#include <string>
using std::string;
using std::to_string;
int main(int argc, char* argv[])
{
SDL_Init(SDL_INIT_VIDEO);
TTF_Init();
SDL_Window *window = SDL_CreateWindow("Test Program", 0, 30, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);// | SDL_WINDOW_SHOWN);
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC );
SDL_Event event;
SDL_Point mousePos = {0,0};
///Fps vars
int fpsCounter, fpsStart, fpsEnd;
fpsStart = SDL_GetTicks();
fpsEnd = SDL_GetTicks();
fpsCounter = 0;
TTF_Font *fpsFont = TTF_OpenFont("arial.ttf", 30);
SDL_Surface *fpsSurface = TTF_RenderText_Blended(fpsFont, "FPS: ", {0,0,0});
SDL_Texture *fpsTexture = SDL_CreateTextureFromSurface(renderer, fpsSurface);
SDL_FreeSurface(fpsSurface);
int textW, textH, yVal;
yVal = 50;
SDL_QueryTexture(fpsTexture, NULL, NULL, &textW, &textH);
SDL_Rect fpsRect = {1000, yVal, textW, textH};
bool running = true;
while (running)
{
while ( SDL_PollEvent(&event) )
{
if (event.type == SDL_QUIT)
{
running = false;
break;
}
else if (event.type == SDL_MOUSEMOTION){
int x,y;
SDL_GetMouseState(&x,&y);
mousePos = {x,y};
break;
}
else if (event.type == SDL_MOUSEWHEEL){
if (event.wheel.y > 0){ ///Scrolling up here
yVal -= 50;
fpsRect.y = yVal;
break;
}
if (event.wheel.y < 0){ ///Scrolling down here
yVal += 50;
fpsRect.y = yVal;
break;
}
}
}
SDL_SetRenderDrawColor(renderer, 255,255,255,255);
SDL_RenderClear(renderer);
//Update every 0.5s (500ms)
fpsEnd = SDL_GetTicks();
fpsCounter += 2;
if ( (fpsEnd-fpsStart) > 500 ){
fpsStart = SDL_GetTicks();
SDL_DestroyTexture(fpsTexture);
///Change text
string newText = ("FPS: " + to_string(fpsCounter));
fpsSurface = TTF_RenderText_Blended(fpsFont, newText.c_str(), {0,0,0});
fpsTexture = SDL_CreateTextureFromSurface(renderer, fpsSurface);
SDL_FreeSurface(fpsSurface);
SDL_QueryTexture(fpsTexture, NULL, NULL, &textW, &textH);
fpsRect = {1000, yVal, textW, textH};
fpsCounter = 0;
}
SDL_RenderCopy(renderer, fpsTexture, NULL, &fpsRect);
SDL_RenderPresent(renderer);
}
SDL_DestroyTexture(fpsTexture);
TTF_CloseFont(fpsFont);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
TTF_Quit();
SDL_Quit();
return 0;
}
I don't agree that turning off VSYNC is a solution. It shouldn't be like this with VSYNC on regardless. It isn't like this in windows for some reason, it works fine there. Capping the FPS with SDL_Delay() to the refresh rate of the display also gives me the same problem.
The problem is that you "break" every time you get an event. So, your event queue is full all the time as you only process one event per draw.
Replace "break" with "continue" and process all events.
Very Simple program, for drawing on screen (like with pen in Paint)
I'm using SDL 1.2. Only events I'm proccesing are mouse motion, mouse left click and quiting program. My problem is that SDL_MOUSEMOTION events are 'skipped' when I'm moving mouse fast (when I say fast I mean faster than 1 pixel/second)
Why this happens?
screen shots:
http://postimg.org/image/gcb87v9zr/
http://postimg.org/image/i5e4w6v6f/
#include <SDL/SDL.h>
SDL_Event event;
SDL_Surface* screen;
bool clicked = false;
Uint32 whiteColor;
int W = 200; // screen width
int H = 200; // screen height
Uint32* screenPixels;
bool handleInput();
int main(int argc, char** argv)
{
SDL_Init(SDL_INIT_EVERYTHING);
screen = SDL_SetVideoMode(W,H,32,SDL_SWSURFACE);
whiteColor = SDL_MapRGB(screen->format,255,255,255);
screenPixels = (Uint32*) screen->pixels;
while(handleInput())
{
}
SDL_Quit();
return 0;
}
bool handleInput()
{
while(SDL_PollEvent(&event))
{
switch(event.type)
{
case SDL_QUIT:{
return false;
break;
}
case SDL_MOUSEBUTTONDOWN:{
clicked = true;
break;
}
case SDL_MOUSEBUTTONUP:{
clicked = false;
break;
}
case SDL_MOUSEMOTION:{
if(clicked)
{
int P_x = event.motion.x;
int P_y = event.motion.y;
screenPixels[P_y * W + P_x] = whiteColor;
SDL_Flip(screen);
}
break;
}
}
}
return true;
}
It is because you SDL_Flip for all your screen, it takes too many time.
Better call SDL_Flip in another thread (using std::async, for example).
Or you may update not the all surface, but only the part which is changed color to white.
(See "Edit 2" below for the solution.)
I need to create SDL surfaces from scratch, instead of loading them from a file. Unfortunately, SDL_BlitSurface() seems to render all colors as black when used with the surface generated through SDL_CreateRGBSurface(). This is my code:
int main(int argc, char** argv)
{
SDL_Surface* screen = SDL_SetVideoMode(640, 480, 32, SDL_HWSURFACE);
SDL_Surface* layer = SDL_CreateRGBSurface(SDL_HWSURFACE, 100, 100,
screen->format->BitsPerPixel,
screen->format->Rmask,
screen->format->Gmask,
screen->format->Bmask,
screen->format->Amask
);
SDL_Rect rect;
rect.x = 0;
rect.y = 0;
rect.w = 100;
rect.h = 100;
Uint32 blue = SDL_MapRGB(screen->format, 0, 0, 255);
SDL_FillRect(layer, &rect, blue);
SDL_BlitSurface(screen, NULL, layer, NULL);
SDL_Flip(screen);
SDL_Delay(3000);
return 0;
}
What I get is a black screen, instead of a 100x100 blue rectangle. What I could find by Googling doesn't seem to help me, as those questions either apply to 8bit surfaces (and setting palettes — my bpp is 32 here) or are left unanswered.
So, I would like to know how should I properly blit a generated surface onto a SDL screen.
Edit: I see it was an error in the parameter ordering. The line in question should read
SDL_BlitSurface(layer, NULL, screen, NULL);
Still, I am having trouble to achieve the same effect in my more complex C++ program. I will post the relevant parts of the code here:
main.cpp:
int main(int argc, char** argv)
{
SDLScreen screen(1024, 700, "Hello, SDL!");
SDL_Event event;
SDLMenu menu;
bool shouldQuit = false;
menu.setBounds(200, 100, 200, 600);
menu.setFontName("NK211.otf");
menu.setFontSize(36);
menu.setEffect(sdlteShadowText);
menu.addItem("New game");
menu.addItem("Load game");
menu.addItem("Save game");
menu.addItem("Exit");
menu.render();
while (!shouldQuit)
{
menu.draw(screen.getSurface());
SDL_Flip(screen.getSurface());
SDL_Delay(10);
while (SDL_PollEvent(&event))
{
if (event.type == SDL_QUIT)
{
shouldQuit = true;
}
else if (event.type == SDL_KEYUP)
{
if (event.key.keysym.sym == SDLK_q)
{
shouldQuit = true;
}
}
}
}
}
SDLMenu.cpp:
void
SDLMenu::setSelectionColorRGB(int r, int g, int b)
{
SDL_VideoInfo* info = (SDL_VideoInfo*)SDL_GetVideoInfo();
selectionColor = SDL_MapRGB(info->vfmt, r, g, b);
}
void
SDLMenu::render()
{
SDLText* current = NULL;
SDL_VideoInfo* info = (SDL_VideoInfo*)SDL_GetVideoInfo();
if (!items->empty())
{
current = getItemAt(currentItem);
selectionRect = getItemRect(current);
setSelectionColorRGB(0,0,255);
selectionCanvas = SDL_CreateRGBSurface(SDL_HWSURFACE,
selectionRect->w, selectionRect->h,
info->vfmt->BitsPerPixel,
info->vfmt->Rmask,
info->vfmt->Gmask,
info->vfmt->Bmask,
info->vfmt->Amask);
SDL_FillRect(selectionCanvas, selectionRect, selectionColor);
SDL_SaveBMP(selectionCanvas, "selection.bmp"); // debug
}
for (list<SDLText*>::iterator i = items->begin();
i != items->end(); i++)
{
(*i)->render();
}
}
void
SDLMenu::draw(SDL_Surface* canvas)
{
int currentY = bounds.y;
if (selectionCanvas != NULL)
{
SDL_BlitSurface(selectionCanvas, NULL, canvas, selectionRect);
}
for (list<SDLText*>::iterator i = items->begin();
i != items->end(); i++)
{
(*i)->draw(bounds.x, currentY, canvas);
currentY += fontSize + itemGap;
}
}
SDLScreen.cpp:
SDLScreen::SDLScreen(int w, int h, string t, int d)
: width(w), height(h), depth(d), title(t)
{
SDL_Init(SDL_INIT_EVERYTHING);
SDL_WM_SetCaption(title.c_str(), NULL);
refresh();
}
void
SDLScreen::refresh()
{
screen = SDL_SetVideoMode(width, height, 32, SDL_HWSURFACE);
}
The selection rectangle for the active menu item should be blue, but it shows up in black. The file selection.bmp is also all black.
Edit 2: I found out what created the problem. The selectionRect was set relative to the screen, while the selectionCanvas had the width and height of a particular menu item. So, the filling was done out of bounds of the selectionCanvas. Adding separate SDL_Rect for filling solved the problem.
SDL_Rect fillRect;
fillRect.x = 0;
fillRect.y = 0;
fillRect.w = selectionRect->w;
fillRect.h = selectionRect->h;
SDL_FillRect(selectionCanvas, &fillRect, selectionColor);
// and later...
SDL_BlitSurface(selectionCanvas, NULL, canvas, selectionRect);
You inverted source and destination. To blit on screen, it should be
SDL_BlitSurface(layer, NULL, screen, NULL);
doc for SDL_BlitSurface