Reputation: 3011
this might seem obvious to many, but I'm stuck and I cannot find any tutorial which helped me, so it would be great to find the answer here.
I tried to make a rectangle like you have in RTS games, so to speak a dynamic select box, but it does not work correctly. It would also be enough is someone lists up bullet points which each step for creating a box like this
(Don't wonder I'm really new to c++)
Mouse.h :
#ifndef MOUSE_H_
#define MOUSE_H_
class Mouse {
public:
bool leftButtonDown = false;
bool mouseMoves = false;
struct MouseCoords {
int x = -1;
int y = -1;
};
MouseCoords start_coords;
MouseCoords move_coords;
Mouse(){}
void setState(Uint32 eventType, SDL_Event event){
if ( eventType == SDL_MOUSEBUTTONDOWN) {
this->leftButtonDown = true;
SDL_GetMouseState( &this->start_coords.x, &this->start_coords.y );
}
if ( eventType == SDL_MOUSEBUTTONUP ) {
this->leftButtonDown = false;
}
if ( eventType == SDL_MOUSEMOTION ) {
this->mouseMoves = true;
this->move_coords.x = event.motion.x;
this->move_coords.y = event.motion.y;
} else {
this->mouseMoves = false;
}
}
/**
* Provides coordinates when mousebutton down
*/
MouseCoords getCoordinates(){
return move_coords;
}
/**
* Refresh the coordinates. MUST be called after Mouse::clearCoordinates();
*/
void clearCoordinates(){
this->move_coords.x = -1;
this->move_coords.y = -1;
}
/**
* Creates selector rect, call this in the render loop
*/
void createSelectBox(SDL_Renderer *renderer){
if(this->leftButtonDown) {
Block rect(
this->start_coords.x,
this->move_coords.y,
this->start_coords.y -this->move_coords.y ,
this->move_coords.x - this->start_coords.x
);
rect.draw( renderer );
this->clearCoordinates();
}
}
};
#endif
Block.h
#ifndef BLOCK_H_
#define BLOCK_H_
/**
* Standard Class which can be used to build a player, enemy, or something similar
*/
class Block{
SDL_Rect rect;
public:
Block(int x=10, int y=10, int w=10, int h=10, int filled=true){
rect.x = x;
rect.y = y;
rect.w = w;
rect.h = h;
}
/**
* draw with the given rendererer
*/
void draw(SDL_Renderer *renderer){
SDL_SetRenderDrawColor( renderer , 200 , 155 , 255 , 255);
SDL_RenderDrawRect( renderer, &rect );
SDL_RenderPresent( renderer );
}
bool framed(){
return 0;
}
};
#endif
Then in my main.cpp
SDL_Window *window;
SDL_Renderer *renderer;
Mouse mouse;
Block rect;
void renderWindow(){
window = SDL_CreateWindow("commanding rects", 100, 100, 700, 600, 0);
renderer = SDL_CreateRenderer(window, -1, 0);
}
void renderGame(Mouse mouse){
SDL_RenderSetLogicalSize( renderer, 400, 300 );
SDL_SetRenderDrawColor( renderer, 0, 0, 0, 0);
SDL_RenderClear( renderer );
SDL_RenderPresent( renderer );
mouse.createSelectBox( renderer );
}
void gameLoop(){
bool game_run = true;
while (game_run) {
SDL_Event event;
while( SDL_PollEvent(&event)){
if ( event.type == SDL_QUIT ) {
game_run = false;
}
mouse.setState(event.type, event);
}
renderGame(mouse);
SDL_Delay( 15 );
}
}
int main(){
renderWindow();
gameLoop();
return 0;
}
Upvotes: 1
Views: 2060
Reputation: 3011
I finally found out what I was doing wrong.
I was retrieving the wrong start points for drawing the rectangle.
When triggering the mousedown I had to get event.button.x
instead of GetMouseState
Here is the updated Mouse.h
#ifndef MOUSE_H_
#define MOUSE_H_
class Mouse {
public:
bool leftButtonDown = false;
bool mouseMoves = false;
struct MouseCoords {
int x = -1;
int y = -1;
};
MouseCoords start_coords;
MouseCoords move_coords;
Mouse(){}
void setState(Uint32 eventType, SDL_Event event){
if ( eventType == SDL_MOUSEBUTTONDOWN) {
this->leftButtonDown = true;
this->start_coords.x = event.button.x;
this->start_coords.y = event.button.y;
}
if ( eventType == SDL_MOUSEBUTTONUP ) {
this->leftButtonDown = false;
}
if ( eventType == SDL_MOUSEMOTION ) {
this->move_coords.x = event.motion.x;
this->move_coords.y = event.motion.y;
}
}
/**
* Provides coordinates when mousebutton down
*/
MouseCoords getCoordinates(){
return move_coords;
}
/**
* Creates selector rect, call this in the render loop
*/
void createSelectBox(SDL_Renderer *renderer){
if(this->leftButtonDown) {
float width = this->move_coords.x - this->start_coords.x;
float height = this->start_coords.y - this->move_coords.y;
float x = this->start_coords.x ;
float y = this->move_coords.y;
Block rect(x, y,width, height);
rect.draw( renderer );
}
}
};
#endif
Upvotes: 0
Reputation: 68
I found a problem here:
void createSelectBox(SDL_Renderer *renderer){
if(this->leftButtonDown) {
Block rect(this->mousedown_coords.x,
this->mousemove_coords.y,
this->mousedown_coords.y - this->mousemove_coords.y,
this->mousemove_coords.x - this->mousedown_coords.x);
In this piece of code, you're setting the width and height of the rectangle to 0 no matter what the value of mouse coordinates are. Since you're drawing a bounding box, I imagine you want to store two sets of x,y coordinates, one for when the mouse button is pressed and one for when it is released.
Upvotes: 1