push ajouts des barres pour "sliders"

This commit is contained in:
mduval76 2023-12-01 15:46:08 -05:00
parent ac3628ec0b
commit 90e736a14c
2 changed files with 81 additions and 47 deletions

View File

@ -408,33 +408,6 @@ void Engine::DrawMenu()
glVertex2i(0, 200);
glEnd();
/*WireFrameTexture.Bind();
glTranslated(0, 300, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 125);
glTexCoord2f(1, 0);
glVertex2i(sButton, 125);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();*/
/*OnOffBtnTexture.Bind();
glTranslated(200, 0, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 125);
glTexCoord2f(1, 0);
glVertex2i(sButton, 125);
glTexCoord2f(1, 1);
glVertex2i(sButton, 200);
glTexCoord2f(0, 1);
glVertex2i(0, 200);
glEnd();
glTranslated(-400, -300, 0);*/
MusicTexture.Bind();
glTranslated(200, 200, 0);
glBegin(GL_QUADS);
@ -600,6 +573,9 @@ void Engine::DrawOption()
void Engine::DisplayAudioMenu(float centerX, float centerY) {
glColor4f(1.0f, 0.5f, 0.0f, 1.0f);
float minBar = centerX - Width() * 0.15;
float maxBar = centerX + Width() * 0.3;
m_texturePrincipal.Bind();
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.215);
@ -611,12 +587,20 @@ void Engine::DisplayAudioMenu(float centerX, float centerY) {
glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
glBindTexture(GL_TEXTURE_2D, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.165);
glTexCoord2f(1, 0); glVertex2i(centerX + Width() * 0.3, centerY + Height() * 0.165);
glTexCoord2f(1, 1); glVertex2i(centerX + Width() * 0.3, centerY + Height() * 0.2);
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.2);
glTexCoord2f(0, 0); glVertex2i(minBar, centerY + Height() * 0.165);
glTexCoord2f(1, 0); glVertex2i(maxBar, centerY + Height() * 0.165);
glTexCoord2f(1, 1); glVertex2i(maxBar, centerY + Height() * 0.2);
glTexCoord2f(0, 1); glVertex2i(minBar, centerY + Height() * 0.2);
glEnd();
glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(minBar, centerY + Height() * 0.165);
glTexCoord2f(1, 0); glVertex2i(minBar + m_volMain, centerY + Height() * 0.165);
glTexCoord2f(1, 1); glVertex2i(minBar + m_volMain, centerY + Height() * 0.2);
glTexCoord2f(0, 1); glVertex2i(minBar, centerY + Height() * 0.2);
glEnd();
glColor4f(1.0f, 0.5f, 0.0f, 1.0f);
m_textureMusique.Bind();
glBegin(GL_QUADS);
@ -629,12 +613,20 @@ void Engine::DisplayAudioMenu(float centerX, float centerY) {
glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
glBindTexture(GL_TEXTURE_2D, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.04);
glTexCoord2f(1, 0); glVertex2i(centerX + Width() * 0.3, centerY + Height() * 0.04);
glTexCoord2f(1, 1); glVertex2i(centerX + Width() * 0.3, centerY + Height() * 0.075);
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.075);
glTexCoord2f(0, 0); glVertex2i(minBar, centerY + Height() * 0.04);
glTexCoord2f(1, 0); glVertex2i(maxBar, centerY + Height() * 0.04);
glTexCoord2f(1, 1); glVertex2i(maxBar, centerY + Height() * 0.075);
glTexCoord2f(0, 1); glVertex2i(minBar, centerY + Height() * 0.075);
glEnd();
glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(minBar, centerY + Height() * 0.04);
glTexCoord2f(1, 0); glVertex2i(minBar + m_volMusic, centerY + Height() * 0.04);
glTexCoord2f(1, 1); glVertex2i(minBar + m_volMusic, centerY + Height() * 0.075);
glTexCoord2f(0, 1); glVertex2i(minBar, centerY + Height() * 0.075);
glEnd();
glColor4f(1.0f, 0.5f, 0.0f, 1.0f);
m_textureEffets.Bind();
glBegin(GL_QUADS);
@ -647,12 +639,20 @@ void Engine::DisplayAudioMenu(float centerX, float centerY) {
glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
glBindTexture(GL_TEXTURE_2D, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.15, centerY - Height() * 0.085);
glTexCoord2f(1, 0); glVertex2i(centerX + Width() * 0.3, centerY - Height() * 0.085);
glTexCoord2f(1, 1); glVertex2i(centerX + Width() * 0.3, centerY - Height() * 0.05);
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.15, centerY - Height() * 0.05);
glTexCoord2f(0, 0); glVertex2i(minBar, centerY - Height() * 0.085);
glTexCoord2f(1, 0); glVertex2i(maxBar, centerY - Height() * 0.085);
glTexCoord2f(1, 1); glVertex2i(maxBar, centerY - Height() * 0.05);
glTexCoord2f(0, 1); glVertex2i(minBar, centerY - Height() * 0.05);
glEnd();
glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(minBar, centerY - Height() * 0.085);
glTexCoord2f(1, 0); glVertex2i(minBar + m_volEffects, centerY - Height() * 0.085);
glTexCoord2f(1, 1); glVertex2i(minBar + m_volEffects, centerY - Height() * 0.05);
glTexCoord2f(0, 1); glVertex2i(minBar, centerY - Height() * 0.05);
glEnd();
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
@ -727,6 +727,9 @@ void Engine::DisplayGraphicsMenu(float centerX, float centerY) {
}
void Engine::DisplayGameplayMenu(float centerX, float centerY) {
float minBar = centerX - Width() * 0.15;
float maxBar = centerX + Width() * 0.3;
glColor4f(1.0f, 0.5f, 0.0f, 1.0f);
m_textureSensibilite.Bind();
glBegin(GL_QUADS);
@ -736,14 +739,22 @@ void Engine::DisplayGameplayMenu(float centerX, float centerY) {
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.25);
glEnd();
glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
glBindTexture(GL_TEXTURE_2D, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.165);
glTexCoord2f(1, 0); glVertex2i(centerX + Width() * 0.3, centerY + Height() * 0.165);
glTexCoord2f(1, 1); glVertex2i(centerX + Width() * 0.3, centerY + Height() * 0.2);
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.2);
glEnd();
glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
glBindTexture(GL_TEXTURE_2D, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.165);
glTexCoord2f(1, 0); glVertex2i(centerX + Width() * 0.3, centerY + Height() * 0.165);
glTexCoord2f(1, 1); glVertex2i(centerX + Width() * 0.3, centerY + Height() * 0.2);
glTexCoord2f(0, 1); glVertex2i(centerX - Width() * 0.15, centerY + Height() * 0.2);
glEnd();
glColor4f(0.0f, 1.0f, 0.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2i(minBar, centerY + Height() * 0.165);
glTexCoord2f(1, 0); glVertex2i(minBar + m_volSensible, centerY + Height() * 0.165);
glTexCoord2f(1, 1); glVertex2i(minBar + m_volSensible, centerY + Height() * 0.2);
glTexCoord2f(0, 1); glVertex2i(minBar, centerY + Height() * 0.2);
glEnd();
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
@ -1780,12 +1791,18 @@ void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
if (m_selectedOption == 0 && x > leftBar && x < rightBar && y > bottomBarPrincipal && y < topBarPrincipal) {
std::cout << "Hit PRINCIPAL BAR" << std::endl;
m_volMain = x - leftBar;
m_selectedPrincipalBar = true;
}
else if (m_selectedOption == 0 && x > leftBar && x < rightBar && y > bottomBarMusique && y < topBarMusique) {
std::cout << "Hit MUSIQUE BAR" << std::endl;
m_volMusic = x - leftBar;
m_selectedMusicBar = true;
}
else if (m_selectedOption == 0 && x > leftBar && x < rightBar && y > bottomBarEffets && y < topBarEffets) {
std::cout << "Hit EFFETS BAR" << std::endl;
m_volEffects = x - leftBar;
m_selectedEffectsBar = true;
}
// Resolution
@ -1824,6 +1841,8 @@ void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
// Gameplay
if (m_selectedOption == 2 && x > leftBar && x < rightBar && y > bottomBarPrincipal && y < topBarPrincipal) {
std::cout << "Hit SENSIBILITE BAR" << std::endl;
m_volSensible = x - leftBar;
m_selectedSensibilityBar = true;
}
}
else if (m_gamestate == GameState::SINGLEMULTI)
@ -1862,6 +1881,10 @@ void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) {
case MOUSE_BUTTON_LEFT:
m_mouseL = false;
m_block = false;
m_selectedPrincipalBar = false;
m_selectedMusicBar = false;
m_selectedEffectsBar = false;
m_selectedSensibilityBar = false;
break;
case MOUSE_BUTTON_RIGHT:
m_mouseR = false;

View File

@ -151,8 +151,19 @@ private:
int m_countdown = COUNTDOWN;
int m_nbReductionChunk = 4;
int m_timerReductionChunk = 30;
float m_volMain = 50.0f;
float m_volMusic = 50.0f;
float m_volEffects = 50.0f;
float m_volSensible = 50.0f;
int m_selectedOption = 0;
bool m_selectedPrincipalBar = false;
bool m_selectedMusicBar = false;
bool m_selectedEffectsBar = false;
bool m_selectedSensibilityBar = false;
bool m_damage = false;
bool m_wireframe = false;