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;