Bottom menu reorganized
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@ -147,44 +147,6 @@ void MenuState::renderMainButtonTop(SDL_Renderer* renderer, float logicalScale,
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};
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auto rects = ui::computeMenuButtonRects(params);
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// Draw a compact translucent panel behind the button row for readability.
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// Keep it tight so the main_screen art stays visible.
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{
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float left = rects[0].x;
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float right = rects[0].x + rects[0].w;
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float top = rects[0].y;
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float bottom = rects[0].y + rects[0].h;
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for (int i = 1; i < MENU_BTN_COUNT; ++i) {
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left = std::min(left, rects[i].x);
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right = std::max(right, rects[i].x + rects[i].w);
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top = std::min(top, rects[i].y);
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bottom = std::max(bottom, rects[i].y + rects[i].h);
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}
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const float padX = 16.0f;
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const float padY = 12.0f;
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SDL_FRect panel{ left - padX, top - padY, (right - left) + padX * 2.0f, (bottom - top) + padY * 2.0f };
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SDL_BlendMode prevBlend = SDL_BLENDMODE_NONE;
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SDL_GetRenderDrawBlendMode(renderer, &prevBlend);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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// Soft shadow (dark, low alpha)
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 80);
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SDL_FRect shadow{ panel.x + 3.0f, panel.y + 5.0f, panel.w, panel.h };
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SDL_RenderFillRect(renderer, &shadow);
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// Bright translucent fill (use existing cyan family used elsewhere in UI)
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SDL_SetRenderDrawColor(renderer, 180, 235, 255, 46);
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SDL_RenderFillRect(renderer, &panel);
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// Border
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SDL_SetRenderDrawColor(renderer, 120, 220, 255, 120);
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SDL_RenderRect(renderer, &panel);
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SDL_SetRenderDrawBlendMode(renderer, prevBlend);
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}
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// Compose same button definition used in render()
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char levelBtnText[32];
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int startLevel = ctx.startLevelSelection ? *ctx.startLevelSelection : 0;
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@ -201,7 +163,8 @@ void MenuState::renderMainButtonTop(SDL_Renderer* renderer, float logicalScale,
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std::array<SDL_Texture*,5> icons = { playIcon, levelIcon, optionsIcon, helpIcon, exitIcon };
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// Draw all five buttons on top of the main_screen art (text/icon only).
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// Draw PLAY as a real glowing button, and the four bottom items as HUD buttons.
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for (int i = 0; i < 5; ++i) {
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const SDL_FRect& r = rects[i];
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float cxCenter = r.x + r.w * 0.5f;
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@ -212,15 +175,38 @@ void MenuState::renderMainButtonTop(SDL_Renderer* renderer, float logicalScale,
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const bool isHovered = (ctx.hoveredButton && *ctx.hoveredButton == i);
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const bool isSelected = (selectedButton == i);
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// Apply group alpha and transient flash to button colors
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double aMul = std::clamp(buttonGroupAlpha + buttonFlash * buttonFlashAmount, 0.0, 1.0);
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SDL_Color bgCol = buttons[i].bg;
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SDL_Color bdCol = buttons[i].border;
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bgCol.a = static_cast<Uint8>(std::round(aMul * static_cast<double>(bgCol.a)));
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bdCol.a = static_cast<Uint8>(std::round(aMul * static_cast<double>(bdCol.a)));
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UIRenderer::drawButton(renderer, ctx.pixelFont, cxCenter, cyCenter, btnW, btnH,
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buttons[i].label, isHovered, isSelected,
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bgCol, bdCol, true, icons[i]);
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if (i == 0) {
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SDL_Color bgCol{ 18, 22, 28, static_cast<Uint8>(std::round(180.0 * aMul)) };
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SDL_Color bdCol{ 255, 200, 70, static_cast<Uint8>(std::round(220.0 * aMul)) };
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UIRenderer::drawButton(renderer, ctx.pixelFont, cxCenter, cyCenter, btnW, btnH,
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buttons[i].label, isHovered, isSelected,
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bgCol, bdCol, false, nullptr);
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} else {
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SDL_Color bgCol{ 20, 30, 42, static_cast<Uint8>(std::round(160.0 * aMul)) };
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SDL_Color bdCol{ 120, 220, 255, static_cast<Uint8>(std::round(200.0 * aMul)) };
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UIRenderer::drawButton(renderer, ctx.pixelFont, cxCenter, cyCenter, btnW, btnH,
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buttons[i].label, isHovered, isSelected,
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bgCol, bdCol, true, nullptr);
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}
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}
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// Draw small '+' separators between the bottom HUD buttons (matches the reference vibe).
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{
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SDL_BlendMode prevBlend = SDL_BLENDMODE_NONE;
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SDL_GetRenderDrawBlendMode(renderer, &prevBlend);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(renderer, 120, 220, 255, 180);
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float y = rects[1].y + rects[1].h * 0.5f;
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for (int i = 1; i < 4; ++i) {
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float x = (rects[i].x + rects[i].w + rects[i + 1].x) * 0.5f;
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SDL_RenderLine(renderer, x - 4.0f, y, x + 4.0f, y);
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SDL_RenderLine(renderer, x, y - 4.0f, x, y + 4.0f);
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}
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SDL_SetRenderDrawBlendMode(renderer, prevBlend);
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}
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}
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