Created LevelSelectorState
- code removed from main.cpp and added into a new class
This commit is contained in:
207
src/main.cpp
207
src/main.cpp
@ -26,6 +26,7 @@
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#include "states/State.h"
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#include "states/LoadingState.h"
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#include "states/MenuState.h"
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#include "states/LevelSelectorState.h"
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#include "states/PlayingState.h"
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#include "audio/MenuWrappers.h"
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@ -72,7 +73,7 @@ static void drawRect(SDL_Renderer *r, float x, float y, float w, float h, SDL_Co
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}
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// Hover state for level popup ( -1 = none, 0..19 = hovered level )
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static int hoveredLevel = -1;
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// Now managed by LevelSelectorState
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// ...existing code...
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@ -106,13 +107,8 @@ void menu_drawEnhancedButton(SDL_Renderer* renderer, FontAtlas& font, float cx,
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// Popup wrappers
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// Forward declarations for popup functions defined later in this file
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static void drawLevelSelectionPopup(SDL_Renderer* renderer, FontAtlas& font, SDL_Texture* bgTex, int selectedLevel);
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static void drawSettingsPopup(SDL_Renderer* renderer, FontAtlas& font, bool musicEnabled);
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void menu_drawLevelSelectionPopup(SDL_Renderer* renderer, FontAtlas& font, SDL_Texture* bgTex, int selectedLevel) {
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drawLevelSelectionPopup(renderer, font, bgTex, selectedLevel);
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}
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void menu_drawSettingsPopup(SDL_Renderer* renderer, FontAtlas& font, bool musicEnabled) {
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drawSettingsPopup(renderer, font, musicEnabled);
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}
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@ -230,77 +226,6 @@ static void drawSmallPiece(SDL_Renderer* renderer, SDL_Texture* blocksTex, Piece
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// -----------------------------------------------------------------------------
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// Popup Drawing Functions
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// -----------------------------------------------------------------------------
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static void drawLevelSelectionPopup(SDL_Renderer* renderer, FontAtlas& font, SDL_Texture* bgTex, int selectedLevel) {
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// Popup dims scale with logical size for responsiveness
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float popupW = 400, popupH = 300;
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float popupX = (LOGICAL_W - popupW) / 2;
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float popupY = (LOGICAL_H - popupH) / 2;
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// Draw the background picture stretched to full logical viewport if available
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if (bgTex) {
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// Dim the background by rendering it then overlaying a semi-transparent black rect
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SDL_FRect dst{0, 0, (float)LOGICAL_W, (float)LOGICAL_H};
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SDL_RenderTexture(renderer, bgTex, nullptr, &dst);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 160);
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SDL_FRect dim{0,0,(float)LOGICAL_W,(float)LOGICAL_H};
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SDL_RenderFillRect(renderer, &dim);
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} else {
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// Fallback to semi-transparent overlay
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 180);
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SDL_FRect overlay{0, 0, (float)LOGICAL_W, (float)LOGICAL_H};
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SDL_RenderFillRect(renderer, &overlay);
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}
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// Popup panel with border and subtle background
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drawRect(renderer, popupX-6, popupY-6, popupW+12, popupH+12, {90, 110, 140, 200}); // outer border
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drawRect(renderer, popupX-3, popupY-3, popupW+6, popupH+6, {30, 38, 60, 220}); // inner border
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drawRect(renderer, popupX, popupY, popupW, popupH, {18, 22, 34, 235}); // panel
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// Title (use retro pixel font)
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font.draw(renderer, popupX + 28, popupY + 18, "SELECT STARTING LEVEL", 2.4f, {255, 220, 0, 255});
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// Grid layout for levels: 4 columns x 5 rows
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int cols = 4, rows = 5;
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float padding = 24.0f;
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float gridW = popupW - padding * 2;
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float gridH = popupH - 120.0f; // leave space for title and instructions
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float cellW = gridW / cols;
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float cellH = std::min(80.0f, gridH / rows - 12.0f);
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float gridStartX = popupX + padding;
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float gridStartY = popupY + 70;
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for (int level = 0; level < 20; ++level) {
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int row = level / cols;
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int col = level % cols;
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float cx = gridStartX + col * cellW;
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float cy = gridStartY + row * (cellH + 12.0f);
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bool isSelected = (level == selectedLevel);
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SDL_Color bg = isSelected ? SDL_Color{255, 220, 0, 255} : SDL_Color{70, 85, 120, 240};
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SDL_Color fg = isSelected ? SDL_Color{0, 0, 0, 255} : SDL_Color{240, 240, 245, 255};
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// Button background
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// Hover highlight
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bool isHovered = (level == hoveredLevel);
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if (isHovered && !isSelected) {
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// slightly brighter hover background
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SDL_Color hoverBg = SDL_Color{95, 120, 170, 255};
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drawRect(renderer, cx + 8 - 2, cy - 2, cellW - 12, cellH + 4, hoverBg);
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}
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drawRect(renderer, cx + 8, cy, cellW - 16, cellH, bg);
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// Level label centered
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char levelStr[8]; snprintf(levelStr, sizeof(levelStr), "%d", level);
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float tx = cx + (cellW / 2.0f) - (6.0f * 1.8f); // rough centering
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float ty = cy + (cellH / 2.0f) - 10.0f;
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font.draw(renderer, tx, ty, levelStr, 1.8f, fg);
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}
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// Instructions under grid
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font.draw(renderer, popupX + 28, popupY + popupH - 40, "CLICK A LEVEL TO SELECT • ESC = CANCEL", 1.0f, {200,200,220,255});
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}
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static void drawSettingsPopup(SDL_Renderer* renderer, FontAtlas& font, bool musicEnabled) {
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float popupW = 350, popupH = 260;
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float popupX = (LOGICAL_W - popupW) / 2;
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@ -349,7 +274,6 @@ static void drawSettingsPopup(SDL_Renderer* renderer, FontAtlas& font, bool musi
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// Intro/Menu state variables
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// -----------------------------------------------------------------------------
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static double logoAnimCounter = 0.0;
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static bool showLevelPopup = false;
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static bool showSettingsPopup = false;
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static bool showExitConfirmPopup = false;
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static bool musicEnabled = true;
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@ -718,13 +642,13 @@ int main(int, char **)
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ctx.musicEnabled = &musicEnabled;
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ctx.startLevelSelection = &startLevelSelection;
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ctx.hoveredButton = &hoveredButton;
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ctx.showLevelPopup = &showLevelPopup;
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ctx.showSettingsPopup = &showSettingsPopup;
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ctx.showExitConfirmPopup = &showExitConfirmPopup;
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// Instantiate state objects
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auto loadingState = std::make_unique<LoadingState>(ctx);
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auto menuState = std::make_unique<MenuState>(ctx);
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auto levelSelectorState = std::make_unique<LevelSelectorState>(ctx);
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auto playingState = std::make_unique<PlayingState>(ctx);
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// Register handlers and lifecycle hooks
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@ -736,6 +660,10 @@ int main(int, char **)
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stateMgr.registerOnEnter(AppState::Menu, [&](){ menuState->onEnter(); });
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stateMgr.registerOnExit(AppState::Menu, [&](){ menuState->onExit(); });
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stateMgr.registerHandler(AppState::LevelSelector, [&](const SDL_Event& e){ levelSelectorState->handleEvent(e); });
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stateMgr.registerOnEnter(AppState::LevelSelector, [&](){ levelSelectorState->onEnter(); });
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stateMgr.registerOnExit(AppState::LevelSelector, [&](){ levelSelectorState->onExit(); });
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// Combined Playing state handler: run playingState handler and inline gameplay mapping
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stateMgr.registerHandler(AppState::Playing, [&](const SDL_Event& e){
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// First give the PlayingState a chance to handle the event
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@ -832,41 +760,7 @@ int main(int, char **)
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float contentOffsetX = (winW - contentW) * 0.5f / logicalScale;
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float contentOffsetY = (winH - contentH) * 0.5f / logicalScale;
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if (showLevelPopup) {
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// Handle level selection popup clicks (use same math as drawLevelSelectionPopup)
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float popupW = 400, popupH = 300;
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float popupX = (LOGICAL_W - popupW) / 2;
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float popupY = (LOGICAL_H - popupH) / 2;
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int cols = 4, rows = 5;
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float padding = 24.0f;
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float gridW = popupW - padding * 2;
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float gridH = popupH - 120.0f;
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float cellW = gridW / cols;
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float cellH = std::min(80.0f, gridH / rows - 12.0f);
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float gridStartX = popupX + padding;
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float gridStartY = popupY + 70;
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if (lx >= popupX && lx <= popupX + popupW && ly >= popupY && ly <= popupY + popupH) {
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// Click inside popup - check level grid
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if (lx >= gridStartX && ly >= gridStartY) {
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int col = int((lx - gridStartX) / cellW);
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int row = int((ly - gridStartY) / (cellH + 12.0f));
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if (col >= 0 && col < cols && row >= 0 && row < rows) {
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int selectedLevel = row * cols + col;
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if (selectedLevel < 20) {
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startLevelSelection = selectedLevel;
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showLevelPopup = false;
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hoveredLevel = -1;
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}
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}
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}
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} else {
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// Click outside popup - close it
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showLevelPopup = false;
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hoveredLevel = -1;
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}
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} else if (showSettingsPopup) {
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if (showSettingsPopup) {
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// Click anywhere closes settings popup
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showSettingsPopup = false;
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} else {
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@ -890,7 +784,8 @@ int main(int, char **)
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}
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else if (lx >= levelBtn.x && lx <= levelBtn.x + levelBtn.w && ly >= levelBtn.y && ly <= levelBtn.y + levelBtn.h)
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{
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showLevelPopup = true;
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state = AppState::LevelSelector;
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stateMgr.setState(state);
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}
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// Settings button (gear icon area - top right)
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@ -921,24 +816,24 @@ int main(int, char **)
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float localY = ly - contentOffsetY;
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// Popup rect in logical coordinates (content-local)
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float popupW = 420, popupH = 180;
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float popupX = (LOGICAL_W - popupW) / 2;
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float popupY = (LOGICAL_H - popupH) / 2;
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float popupW = 400, popupH = 200;
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float popupX = (LOGICAL_W - popupW) / 2.0f;
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float popupY = (LOGICAL_H - popupH) / 2.0f;
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// Simple Yes/No buttons
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float btnW = 120.0f, btnH = 40.0f;
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float yesX = popupX + popupW * 0.25f - btnW / 2.0f;
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float noX = popupX + popupW * 0.75f - btnW / 2.0f;
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float btnY = popupY + popupH - btnH - 20.0f;
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if (localX >= popupX && localX <= popupX + popupW && localY >= popupY && localY <= popupY + popupH) {
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// Inside popup: two buttons Yes / No
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float btnW = 140, btnH = 46;
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float yesX = popupX + popupW * 0.25f - btnW/2.0f;
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float noX = popupX + popupW * 0.75f - btnW/2.0f;
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float btnY = popupY + popupH - 60;
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// Click inside popup - check buttons
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if (localX >= yesX && localX <= yesX + btnW && localY >= btnY && localY <= btnY + btnH) {
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// Yes -> go back to menu
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showExitConfirmPopup = false;
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game.reset(startLevelSelection);
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state = AppState::Menu;
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stateMgr.setState(state);
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}
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else if (localX >= noX && localX <= noX + btnW && localY >= btnY && localY <= btnY + btnH) {
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} else if (localX >= noX && localX <= noX + btnW && localY >= btnY && localY <= btnY + btnH) {
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// No -> close popup and resume
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showExitConfirmPopup = false;
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game.setPaused(false);
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@ -973,40 +868,12 @@ int main(int, char **)
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SDL_FRect playBtn{btnCX - btnW * 0.6f - btnW/2.0f, btnCY - btnH/2.0f, btnW, btnH};
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SDL_FRect levelBtn{btnCX + btnW * 0.6f - btnW/2.0f, btnCY - btnH/2.0f, btnW, btnH};
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// If level popup is not shown, clear hoveredLevel; otherwise compute it
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// Check menu button hovers (no level popup to handle anymore)
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hoveredButton = -1;
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if (!showLevelPopup) {
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if (lx >= playBtn.x && lx <= playBtn.x + playBtn.w && ly >= playBtn.y && ly <= playBtn.y + playBtn.h)
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hoveredButton = 0;
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else if (lx >= levelBtn.x && lx <= levelBtn.x + levelBtn.w && ly >= levelBtn.y && ly <= levelBtn.y + levelBtn.h)
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hoveredButton = 1;
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hoveredLevel = -1;
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} else {
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// compute hover over popup grid using same math as drawLevelSelectionPopup
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float popupW = 400, popupH = 300;
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float popupX = (LOGICAL_W - popupW) / 2;
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float popupY = (LOGICAL_H - popupH) / 2;
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int cols = 4, rows = 5;
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float padding = 24.0f;
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float gridW = popupW - padding * 2;
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float gridH = popupH - 120.0f;
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float cellW = gridW / cols;
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float cellH = std::min(80.0f, gridH / rows - 12.0f);
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float gridStartX = popupX + padding;
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float gridStartY = popupY + 70;
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hoveredLevel = -1;
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if (lx >= popupX && lx <= popupX + popupW && ly >= popupY && ly <= popupY + popupH) {
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if (lx >= gridStartX && ly >= gridStartY) {
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int col = int((lx - gridStartX) / cellW);
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int row = int((ly - gridStartY) / (cellH + 12.0f));
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if (col >= 0 && col < cols && row >= 0 && row < rows) {
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int sel = row * cols + col;
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if (sel < 20) hoveredLevel = sel;
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}
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}
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}
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}
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if (lx >= playBtn.x && lx <= playBtn.x + playBtn.w && ly >= playBtn.y && ly <= playBtn.y + playBtn.h)
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hoveredButton = 0;
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else if (lx >= levelBtn.x && lx <= levelBtn.x + levelBtn.w && ly >= levelBtn.y && ly <= levelBtn.y + levelBtn.h)
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hoveredButton = 1;
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}
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}
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}
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@ -1186,6 +1053,9 @@ int main(int, char **)
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case AppState::Menu:
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menuState->update(frameMs);
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break;
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case AppState::LevelSelector:
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levelSelectorState->update(frameMs);
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break;
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case AppState::Playing:
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playingState->update(frameMs);
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break;
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@ -1363,14 +1233,23 @@ int main(int, char **)
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// Delegate full menu rendering to MenuState object now
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menuState->render(renderer, logicalScale, logicalVP);
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break;
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case AppState::LevelSelector:
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// Delegate level selector rendering to LevelSelectorState
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levelSelectorState->render(renderer, logicalScale, logicalVP);
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break;
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case AppState::LevelSelect:
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font.draw(renderer, LOGICAL_W * 0.5f - 120, 80, "SELECT LEVEL", 2.5f, SDL_Color{255, 220, 0, 255});
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{
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char buf[64];
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std::snprintf(buf, sizeof(buf), "LEVEL: %d", startLevelSelection);
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font.draw(renderer, LOGICAL_W * 0.5f - 80, 180, buf, 2.0f, SDL_Color{200, 240, 255, 255});
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}
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{
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const std::string title = "SELECT LEVEL";
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int tW = 0, tH = 0;
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font.measure(title, 2.5f, tW, tH);
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float titleX = (LOGICAL_W - (float)tW) / 2.0f;
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font.draw(renderer, titleX, 80, title, 2.5f, SDL_Color{255, 220, 0, 255});
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char buf[64];
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std::snprintf(buf, sizeof(buf), "LEVEL: %d", startLevelSelection);
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font.draw(renderer, LOGICAL_W * 0.5f - 80, 180, buf, 2.0f, SDL_Color{200, 240, 255, 255});
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font.draw(renderer, LOGICAL_W * 0.5f - 180, 260, "ARROWS CHANGE ENTER=OK ESC=BACK", 1.2f, SDL_Color{200, 200, 220, 255});
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}
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break;
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case AppState::Playing:
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{
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Reference in New Issue
Block a user