Implementing a button that triggers an animation when clicked is a great way to provide visual feedback to the user. We can achieve this by extending our existing Button
class and incorporating a simple animation system. Let's walk through the process step by step.
First, let's create an AnimatedButton
class that inherits from our Button
 class:
#include <SDL.h>
#include <chrono>
#include <vector>
class AnimatedButton : public Button {
public:
AnimatedButton(int x, int y, int w, int h)
: Button{x, y, w, h} {}
void HandleLeftClick() override {
Button::HandleLeftClick();
StartAnimation();
}
void Render(SDL_Surface* Surface) override {
Button::Render(Surface);
if (isAnimating) {
RenderAnimation(Surface);
}
}
void Update() {
if (isAnimating) { UpdateAnimation(); }
}
private:
void StartAnimation() {
isAnimating = true;
animationStart =
std::chrono::steady_clock::now();
currentFrame = 0;
}
void UpdateAnimation() {
auto now = std::chrono::steady_clock::now();
auto elapsed =
std::chrono::duration_cast<
std::chrono::milliseconds>(
now - animationStart)
.count();
if (elapsed > animationDuration) {
isAnimating = false;
} else {
currentFrame = (elapsed / frameDuration) %
frames.size();
}
}
void RenderAnimation(SDL_Surface* Surface) {
// Render current animation frame
SDL_BlitSurface(frames[currentFrame],
nullptr, Surface, &Rect);
}
bool isAnimating{false};
std::chrono::steady_clock::time_point
animationStart;
std::vector<SDL_Surface*> frames;
int currentFrame{0};
int animationDuration{1000}; // milliseconds
int frameDuration{
100}; // milliseconds per frame
};
In this AnimatedButton
class, we've added:
isAnimating
flag to track the animation state.SDL_Surface
pointers to store animation frames.StartAnimation()
, UpdateAnimation()
, and RenderAnimation()
methods to manage the animation.HandleLeftClick()
method that starts the animation when the button is clicked.Update()
method that should be called in your game loop to update the animation state.Now, let's see how we can use this AnimatedButton
in our main game loop:
#include <SDL.h>
#include <SDL_image.h>
int main(int argc, char* argv[]) {
SDL_Init(SDL_INIT_VIDEO);
IMG_Init(IMG_INIT_PNG);
Window GameWindow;
AnimatedButton MyButton{50, 50, 100, 50};
// Load animation frames
std::vector<std::string> framePaths = {
"frame1.png", "frame2.png", "frame3.png",
"frame4.png"};
for (const auto& path : framePaths) {
MyButton.AddFrame(IMG_Load(path.c_str()));
}
SDL_Event Event;
bool shouldQuit{false};
while (!shouldQuit) {
while (SDL_PollEvent(&Event)) {
MyButton.HandleEvent(Event);
if (Event.type == SDL_QUIT) {
shouldQuit = true;
}
}
MyButton.Update(); // Update animation state
GameWindow.Render();
MyButton.Render(GameWindow.GetSurface());
GameWindow.Update();
SDL_Delay(16); // Cap at ~60 FPS
}
IMG_Quit();
SDL_Quit();
return 0;
}
In this main loop, we create an AnimatedButton
, load its animation frames, and ensure we call its Update()
method each frame to progress the animation.
To make this example more concrete, let's consider a "power-up" button that plays a glowing animation when clicked:
class PowerUpButton : public AnimatedButton {
public:
PowerUpButton(int x, int y, int w, int h)
: AnimatedButton{x, y, w, h} {
LoadAnimationFrames();
}
void HandleLeftClick() override {
AnimatedButton::HandleLeftClick();
std::cout << "Power-up activated!\n";
// Add game logic for power-up here
}
private:
void LoadAnimationFrames() {
std::vector<std::string> framePaths = {
"powerup_glow1.png",
"powerup_glow2.png",
"powerup_glow3.png",
"powerup_glow4.png"};
for (const auto& path : framePaths) {
AddFrame(IMG_Load(path.c_str()));
}
}
};
This PowerUpButton
loads specific "glow" animation frames and includes some game logic when clicked. By using this approach, you can create visually appealing, interactive buttons that provide immediate feedback to the user through animations!
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