upodate game start and blur on pause
This commit is contained in:
@ -150,4 +150,11 @@ namespace Config {
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constexpr int STARFIELD_PARTICLE_COUNT = 200;
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constexpr int STARFIELD_3D_PARTICLE_COUNT = 200;
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}
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// Visual effects settings
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namespace Visuals {
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constexpr int PAUSE_BLUR_ITERATIONS = 8; // Number of blur passes (higher = more blur)
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constexpr int PAUSE_BLUR_OFFSET = 3; // Pixel spread of the blur
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constexpr int PAUSE_BLUR_ALPHA = 40; // Alpha intensity of blur layers
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}
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}
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@ -1107,9 +1107,7 @@ void ApplicationManager::setupStateHandlers() {
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LOGICAL_H,
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logicalScale,
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static_cast<float>(winW),
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static_cast<float>(winH),
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m_showExitConfirmPopup,
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m_exitPopupSelectedButton
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static_cast<float>(winH)
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);
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// Reset viewport
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@ -122,10 +122,7 @@ void GameRenderer::renderPlayingState(
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float logicalH,
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float logicalScale,
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float winW,
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float winH,
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bool showExitConfirmPopup,
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int exitPopupSelectedButton,
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bool suppressPauseVisuals
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float winH
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) {
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if (!game || !pixelFont) return;
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@ -238,7 +235,7 @@ void GameRenderer::renderPlayingState(
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}
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}
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bool allowActivePieceRender = !game->isPaused() || suppressPauseVisuals;
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bool allowActivePieceRender = true;
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// Draw ghost piece (where current piece will land)
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if (allowActivePieceRender) {
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@ -428,150 +425,177 @@ void GameRenderer::renderPlayingState(
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drawSmallPiece(renderer, blocksTex, static_cast<PieceType>(game->held().type), statsX + 60, statsY + statsH - 80, finalBlockSize * 0.6f);
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}
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// Pause overlay (skip when visuals are suppressed, e.g., countdown)
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if (!suppressPauseVisuals && game->isPaused() && !showExitConfirmPopup) {
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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// Draw blur effect around the grid (keep in logical coordinates)
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for (int i = -4; i <= 4; ++i) {
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float spread = static_cast<float>(std::abs(i));
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Uint8 alpha = Uint8(std::max(8.f, 32.f - spread * 4.f));
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SDL_SetRenderDrawColor(renderer, 24, 32, 48, alpha);
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SDL_FRect blurRect{
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gridX - spread * 2.0f,
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gridY - spread * 1.5f,
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GRID_W + spread * 4.0f,
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GRID_H + spread * 3.0f
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};
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SDL_RenderFillRect(renderer, &blurRect);
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}
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// Pause overlay logic moved to renderPauseOverlay
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// Switch to window coordinates for the full-screen overlay and text
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SDL_Rect oldViewport;
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SDL_GetRenderViewport(renderer, &oldViewport);
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float oldScaleX, oldScaleY;
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SDL_GetRenderScale(renderer, &oldScaleX, &oldScaleY);
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SDL_SetRenderViewport(renderer, nullptr);
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SDL_SetRenderScale(renderer, 1.0f, 1.0f);
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// Draw full screen overlay
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 180);
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SDL_FRect pauseOverlay{0, 0, winW, winH};
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SDL_RenderFillRect(renderer, &pauseOverlay);
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// Draw centered text
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// Note: We multiply font scale by logicalScale to maintain consistent size
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// since we reset the renderer scale to 1.0
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const char* pausedText = "PAUSED";
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float pausedScale = 2.0f * logicalScale;
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int pW = 0, pH = 0;
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pixelFont->measure(pausedText, pausedScale, pW, pH);
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pixelFont->draw(renderer, (winW - pW) * 0.5f, (winH - pH) * 0.5f - (20 * logicalScale), pausedText, pausedScale, {255, 255, 255, 255});
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const char* resumeText = "Press P to resume";
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float resumeScale = 0.8f * logicalScale;
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int rW = 0, rH = 0;
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pixelFont->measure(resumeText, resumeScale, rW, rH);
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pixelFont->draw(renderer, (winW - rW) * 0.5f, (winH - pH) * 0.5f + (40 * logicalScale), resumeText, resumeScale, {200, 200, 220, 255});
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
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// Restore previous render state
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SDL_SetRenderViewport(renderer, &oldViewport);
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SDL_SetRenderScale(renderer, oldScaleX, oldScaleY);
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}
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// Exit confirmation popup styled like other retro panels
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if (showExitConfirmPopup) {
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 200);
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SDL_FRect fullWin{0.f, 0.f, winW, winH};
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SDL_RenderFillRect(renderer, &fullWin);
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const float panelW = 640.0f;
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const float panelH = 320.0f;
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SDL_FRect panel{
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(logicalW - panelW) * 0.5f + contentOffsetX,
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(logicalH - panelH) * 0.5f + contentOffsetY,
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panelW,
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panelH
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};
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SDL_FRect shadow{panel.x + 6.0f, panel.y + 10.0f, panel.w, panel.h};
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 140);
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SDL_RenderFillRect(renderer, &shadow);
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for (int i = 0; i < 5; ++i) {
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SDL_FRect glow{panel.x - float(i * 2), panel.y - float(i * 2), panel.w + float(i * 4), panel.h + float(i * 4)};
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SDL_SetRenderDrawColor(renderer, 0, 180, 255, Uint8(44 - i * 7));
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SDL_RenderRect(renderer, &glow);
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}
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SDL_SetRenderDrawColor(renderer, 18, 30, 52, 255);
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SDL_RenderFillRect(renderer, &panel);
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SDL_SetRenderDrawColor(renderer, 70, 120, 210, 255);
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SDL_RenderRect(renderer, &panel);
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SDL_FRect inner{panel.x + 24.0f, panel.y + 98.0f, panel.w - 48.0f, panel.h - 146.0f};
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SDL_SetRenderDrawColor(renderer, 16, 24, 40, 235);
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SDL_RenderFillRect(renderer, &inner);
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SDL_SetRenderDrawColor(renderer, 40, 80, 140, 235);
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SDL_RenderRect(renderer, &inner);
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const std::string title = "EXIT GAME?";
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int titleW = 0, titleH = 0;
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const float titleScale = 1.8f;
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pixelFont->measure(title, titleScale, titleW, titleH);
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pixelFont->draw(renderer, panel.x + (panel.w - titleW) * 0.5f, panel.y + 30.0f, title, titleScale, {255, 230, 140, 255});
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std::array<std::string, 2> lines = {
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"Are you sure you want to quit?",
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"Current progress will be lost."
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};
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float lineY = inner.y + 22.0f;
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const float lineScale = 1.05f;
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for (const auto& line : lines) {
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int lineW = 0, lineH = 0;
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pixelFont->measure(line, lineScale, lineW, lineH);
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float textX = panel.x + (panel.w - lineW) * 0.5f;
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pixelFont->draw(renderer, textX, lineY, line, lineScale, SDL_Color{210, 220, 240, 255});
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lineY += lineH + 10.0f;
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}
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const float horizontalPad = 28.0f;
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const float buttonGap = 32.0f;
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const float buttonH = 66.0f;
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float buttonW = (inner.w - horizontalPad * 2.0f - buttonGap) * 0.5f;
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float buttonY = inner.y + inner.h - buttonH - 24.0f;
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auto drawButton = [&](int idx, float x, const char* label) {
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bool selected = (exitPopupSelectedButton == idx);
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SDL_Color base = (idx == 0) ? SDL_Color{185, 70, 70, 255} : SDL_Color{60, 95, 150, 255};
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SDL_Color body = selected ? SDL_Color{Uint8(std::min(255, base.r + 35)), Uint8(std::min(255, base.g + 35)), Uint8(std::min(255, base.b + 35)), 255} : base;
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SDL_Color border = selected ? SDL_Color{255, 220, 120, 255} : SDL_Color{80, 110, 160, 255};
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SDL_FRect btn{x, buttonY, buttonW, buttonH};
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 120);
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SDL_FRect btnShadow{btn.x + 4.0f, btn.y + 6.0f, btn.w, btn.h};
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SDL_RenderFillRect(renderer, &btnShadow);
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SDL_SetRenderDrawColor(renderer, body.r, body.g, body.b, body.a);
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SDL_RenderFillRect(renderer, &btn);
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SDL_SetRenderDrawColor(renderer, border.r, border.g, border.b, border.a);
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SDL_RenderRect(renderer, &btn);
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int textW = 0, textH = 0;
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const float labelScale = 1.4f;
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pixelFont->measure(label, labelScale, textW, textH);
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float textX = btn.x + (btn.w - textW) * 0.5f;
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float textY = btn.y + (btn.h - textH) * 0.5f;
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SDL_Color textColor = selected ? SDL_Color{255, 255, 255, 255} : SDL_Color{230, 235, 250, 255};
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pixelFont->draw(renderer, textX, textY, label, labelScale, textColor);
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};
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float yesX = inner.x + horizontalPad;
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float noX = yesX + buttonW + buttonGap;
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drawButton(0, yesX, "YES");
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drawButton(1, noX, "NO");
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}
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// Exit popup logic moved to renderExitPopup
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}
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void GameRenderer::renderExitPopup(
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SDL_Renderer* renderer,
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FontAtlas* pixelFont,
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float winW,
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float winH,
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float logicalScale,
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int selectedButton
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) {
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// Calculate content offsets (same as in renderPlayingState for consistency)
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// We need to re-calculate them or pass them in?
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// The popup uses logical coordinates centered on screen.
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// Let's use the same logic as renderPauseOverlay (window coordinates) to be safe and consistent?
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// The original code used logical coordinates + contentOffset.
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// Let's stick to the original look but render it in window coordinates to ensure it covers everything properly.
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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// Switch to window coordinates
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SDL_Rect oldViewport;
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SDL_GetRenderViewport(renderer, &oldViewport);
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float oldScaleX, oldScaleY;
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SDL_GetRenderScale(renderer, &oldScaleX, &oldScaleY);
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SDL_SetRenderViewport(renderer, nullptr);
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SDL_SetRenderScale(renderer, 1.0f, 1.0f);
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// Full screen dim
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 200);
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SDL_FRect fullWin{0.f, 0.f, winW, winH};
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SDL_RenderFillRect(renderer, &fullWin);
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// Calculate panel position (centered in window)
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// Original was logicalW based, let's map it to window size.
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// Logical 640x320 scaled up.
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float panelW = 640.0f * logicalScale;
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float panelH = 320.0f * logicalScale;
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float panelX = (winW - panelW) * 0.5f;
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float panelY = (winH - panelH) * 0.5f;
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SDL_FRect panel{panelX, panelY, panelW, panelH};
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SDL_FRect shadow{panel.x + 6.0f * logicalScale, panel.y + 10.0f * logicalScale, panel.w, panel.h};
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 140);
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SDL_RenderFillRect(renderer, &shadow);
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for (int i = 0; i < 5; ++i) {
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float off = float(i * 2) * logicalScale;
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float exp = float(i * 4) * logicalScale;
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SDL_FRect glow{panel.x - off, panel.y - off, panel.w + exp, panel.h + exp};
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SDL_SetRenderDrawColor(renderer, 0, 180, 255, Uint8(44 - i * 7));
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SDL_RenderRect(renderer, &glow);
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}
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SDL_SetRenderDrawColor(renderer, 18, 30, 52, 255);
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SDL_RenderFillRect(renderer, &panel);
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SDL_SetRenderDrawColor(renderer, 70, 120, 210, 255);
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SDL_RenderRect(renderer, &panel);
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SDL_FRect inner{panel.x + 24.0f * logicalScale, panel.y + 98.0f * logicalScale, panel.w - 48.0f * logicalScale, panel.h - 146.0f * logicalScale};
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SDL_SetRenderDrawColor(renderer, 16, 24, 40, 235);
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SDL_RenderFillRect(renderer, &inner);
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SDL_SetRenderDrawColor(renderer, 40, 80, 140, 235);
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SDL_RenderRect(renderer, &inner);
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const std::string title = "EXIT GAME?";
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int titleW = 0, titleH = 0;
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const float titleScale = 1.8f * logicalScale;
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pixelFont->measure(title, titleScale, titleW, titleH);
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pixelFont->draw(renderer, panel.x + (panel.w - titleW) * 0.5f, panel.y + 30.0f * logicalScale, title, titleScale, {255, 230, 140, 255});
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std::array<std::string, 2> lines = {
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"Are you sure you want to quit?",
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"Current progress will be lost."
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};
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float lineY = inner.y + 22.0f * logicalScale;
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const float lineScale = 1.05f * logicalScale;
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for (const auto& line : lines) {
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int lineW = 0, lineH = 0;
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pixelFont->measure(line, lineScale, lineW, lineH);
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float textX = panel.x + (panel.w - lineW) * 0.5f;
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pixelFont->draw(renderer, textX, lineY, line, lineScale, SDL_Color{210, 220, 240, 255});
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lineY += lineH + 10.0f * logicalScale;
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}
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const float horizontalPad = 28.0f * logicalScale;
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const float buttonGap = 32.0f * logicalScale;
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const float buttonH = 66.0f * logicalScale;
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float buttonW = (inner.w - horizontalPad * 2.0f - buttonGap) * 0.5f;
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float buttonY = inner.y + inner.h - buttonH - 24.0f * logicalScale;
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auto drawButton = [&](int idx, float x, const char* label) {
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bool selected = (selectedButton == idx);
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SDL_Color base = (idx == 0) ? SDL_Color{185, 70, 70, 255} : SDL_Color{60, 95, 150, 255};
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SDL_Color body = selected ? SDL_Color{Uint8(std::min(255, base.r + 35)), Uint8(std::min(255, base.g + 35)), Uint8(std::min(255, base.b + 35)), 255} : base;
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SDL_Color border = selected ? SDL_Color{255, 220, 120, 255} : SDL_Color{80, 110, 160, 255};
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SDL_FRect btn{x, buttonY, buttonW, buttonH};
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 120);
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SDL_FRect btnShadow{btn.x + 4.0f * logicalScale, btn.y + 6.0f * logicalScale, btn.w, btn.h};
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SDL_RenderFillRect(renderer, &btnShadow);
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SDL_SetRenderDrawColor(renderer, body.r, body.g, body.b, body.a);
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SDL_RenderFillRect(renderer, &btn);
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SDL_SetRenderDrawColor(renderer, border.r, border.g, border.b, border.a);
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SDL_RenderRect(renderer, &btn);
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int textW = 0, textH = 0;
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const float labelScale = 1.4f * logicalScale;
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pixelFont->measure(label, labelScale, textW, textH);
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float textX = btn.x + (btn.w - textW) * 0.5f;
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float textY = btn.y + (btn.h - textH) * 0.5f;
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SDL_Color textColor = selected ? SDL_Color{255, 255, 255, 255} : SDL_Color{230, 235, 250, 255};
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pixelFont->draw(renderer, textX, textY, label, labelScale, textColor);
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};
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float yesX = inner.x + horizontalPad;
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float noX = yesX + buttonW + buttonGap;
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drawButton(0, yesX, "YES");
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drawButton(1, noX, "NO");
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
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// Restore previous render state
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SDL_SetRenderViewport(renderer, &oldViewport);
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SDL_SetRenderScale(renderer, oldScaleX, oldScaleY);
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}
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void GameRenderer::renderPauseOverlay(
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SDL_Renderer* renderer,
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FontAtlas* pixelFont,
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float winW,
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float winH,
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float logicalScale
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) {
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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// Switch to window coordinates for the full-screen overlay and text
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SDL_Rect oldViewport;
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SDL_GetRenderViewport(renderer, &oldViewport);
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float oldScaleX, oldScaleY;
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SDL_GetRenderScale(renderer, &oldScaleX, &oldScaleY);
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SDL_SetRenderViewport(renderer, nullptr);
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SDL_SetRenderScale(renderer, 1.0f, 1.0f);
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// Draw full screen overlay (darken)
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 180);
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SDL_FRect pauseOverlay{0, 0, winW, winH};
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SDL_RenderFillRect(renderer, &pauseOverlay);
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// Draw centered text
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const char* pausedText = "PAUSED";
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float pausedScale = 2.0f * logicalScale;
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int pW = 0, pH = 0;
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pixelFont->measure(pausedText, pausedScale, pW, pH);
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pixelFont->draw(renderer, (winW - pW) * 0.5f, (winH - pH) * 0.5f - (20 * logicalScale), pausedText, pausedScale, {255, 255, 255, 255});
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const char* resumeText = "Press P to resume";
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float resumeScale = 0.8f * logicalScale;
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int rW = 0, rH = 0;
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pixelFont->measure(resumeText, resumeScale, rW, rH);
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pixelFont->draw(renderer, (winW - rW) * 0.5f, (winH - pH) * 0.5f + (40 * logicalScale), resumeText, resumeScale, {200, 200, 220, 255});
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
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// Restore previous render state
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SDL_SetRenderViewport(renderer, &oldViewport);
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SDL_SetRenderScale(renderer, oldScaleX, oldScaleY);
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}
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@ -25,10 +25,26 @@ public:
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float logicalH,
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float logicalScale,
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float winW,
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float winH
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);
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// Render the pause overlay (full screen)
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static void renderPauseOverlay(
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SDL_Renderer* renderer,
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FontAtlas* pixelFont,
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float winW,
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float winH,
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bool showExitConfirmPopup,
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int exitPopupSelectedButton = 1, // 0=YES, 1=NO
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bool suppressPauseVisuals = false
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float logicalScale
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);
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// Render the exit confirmation popup
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static void renderExitPopup(
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SDL_Renderer* renderer,
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FontAtlas* pixelFont,
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float winW,
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float winH,
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float logicalScale,
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int selectedButton
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);
|
||||
|
||||
private:
|
||||
|
||||
30
src/main.cpp
30
src/main.cpp
@ -729,7 +729,7 @@ int main(int, char **)
|
||||
bool gameplayCountdownActive = false;
|
||||
double gameplayCountdownElapsed = 0.0;
|
||||
int gameplayCountdownIndex = 0;
|
||||
const double GAMEPLAY_COUNTDOWN_STEP_MS = 600.0;
|
||||
const double GAMEPLAY_COUNTDOWN_STEP_MS = 400.0;
|
||||
const std::array<const char*, 4> GAMEPLAY_COUNTDOWN_LABELS = { "3", "2", "1", "START" };
|
||||
|
||||
// Instantiate state manager
|
||||
@ -758,6 +758,8 @@ int main(int, char **)
|
||||
ctx.showSettingsPopup = &showSettingsPopup;
|
||||
ctx.showExitConfirmPopup = &showExitConfirmPopup;
|
||||
ctx.exitPopupSelectedButton = &exitPopupSelectedButton;
|
||||
ctx.gameplayCountdownActive = &gameplayCountdownActive;
|
||||
ctx.menuPlayCountdownArmed = &menuPlayCountdownArmed;
|
||||
ctx.playerName = &playerName;
|
||||
ctx.fullscreenFlag = &isFullscreen;
|
||||
ctx.applyFullscreen = [window, &isFullscreen](bool enable) {
|
||||
@ -1505,21 +1507,7 @@ int main(int, char **)
|
||||
}
|
||||
break;
|
||||
case AppState::Playing:
|
||||
GameRenderer::renderPlayingState(
|
||||
renderer,
|
||||
&game,
|
||||
&pixelFont,
|
||||
&lineEffect,
|
||||
blocksTex,
|
||||
(float)LOGICAL_W,
|
||||
(float)LOGICAL_H,
|
||||
logicalScale,
|
||||
(float)winW,
|
||||
(float)winH,
|
||||
showExitConfirmPopup,
|
||||
exitPopupSelectedButton,
|
||||
(gameplayCountdownActive || menuPlayCountdownArmed)
|
||||
);
|
||||
playingState->render(renderer, logicalScale, logicalVP);
|
||||
break;
|
||||
case AppState::GameOver:
|
||||
// Draw the game state in the background
|
||||
@ -1533,8 +1521,7 @@ int main(int, char **)
|
||||
(float)LOGICAL_H,
|
||||
logicalScale,
|
||||
(float)winW,
|
||||
(float)winH,
|
||||
false // No exit popup in Game Over
|
||||
(float)winH
|
||||
);
|
||||
|
||||
// Draw Game Over Overlay
|
||||
@ -1662,9 +1649,10 @@ int main(int, char **)
|
||||
SDL_SetRenderViewport(renderer, nullptr);
|
||||
SDL_SetRenderScale(renderer, 1.f, 1.f);
|
||||
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 160);
|
||||
SDL_FRect dimRect{0.f, 0.f, (float)winW, (float)winH};
|
||||
SDL_RenderFillRect(renderer, &dimRect);
|
||||
// Removed background overlay for cleaner countdown
|
||||
// SDL_SetRenderDrawColor(renderer, 0, 0, 0, 160);
|
||||
// SDL_FRect dimRect{0.f, 0.f, (float)winW, (float)winH};
|
||||
// SDL_RenderFillRect(renderer, &dimRect);
|
||||
|
||||
SDL_SetRenderViewport(renderer, &logicalVP);
|
||||
SDL_SetRenderScale(renderer, logicalScale, logicalScale);
|
||||
|
||||
@ -4,6 +4,8 @@
|
||||
#include "../gameplay/effects/LineEffect.h"
|
||||
#include "../persistence/Scores.h"
|
||||
#include "../audio/Audio.h"
|
||||
#include "../graphics/renderers/GameRenderer.h"
|
||||
#include "../core/Config.h"
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
PlayingState::PlayingState(StateContext& ctx) : State(ctx) {}
|
||||
@ -18,6 +20,10 @@ void PlayingState::onEnter() {
|
||||
}
|
||||
|
||||
void PlayingState::onExit() {
|
||||
if (m_renderTarget) {
|
||||
SDL_DestroyTexture(m_renderTarget);
|
||||
m_renderTarget = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
void PlayingState::handleEvent(const SDL_Event& e) {
|
||||
@ -145,5 +151,132 @@ void PlayingState::update(double frameMs) {
|
||||
|
||||
void PlayingState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logicalVP) {
|
||||
if (!ctx.game) return;
|
||||
// Rendering kept in main for now to avoid changing many layout calculations in one change.
|
||||
|
||||
// Get current window size
|
||||
int winW = 0, winH = 0;
|
||||
SDL_GetRenderOutputSize(renderer, &winW, &winH);
|
||||
|
||||
// Create or resize render target if needed
|
||||
if (!m_renderTarget || m_targetW != winW || m_targetH != winH) {
|
||||
if (m_renderTarget) SDL_DestroyTexture(m_renderTarget);
|
||||
m_renderTarget = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, winW, winH);
|
||||
SDL_SetTextureBlendMode(m_renderTarget, SDL_BLENDMODE_BLEND);
|
||||
m_targetW = winW;
|
||||
m_targetH = winH;
|
||||
}
|
||||
|
||||
bool paused = ctx.game->isPaused();
|
||||
bool exitPopup = ctx.showExitConfirmPopup && *ctx.showExitConfirmPopup;
|
||||
bool countdown = (ctx.gameplayCountdownActive && *ctx.gameplayCountdownActive) ||
|
||||
(ctx.menuPlayCountdownArmed && *ctx.menuPlayCountdownArmed);
|
||||
|
||||
// Only blur if paused AND NOT in countdown (and not exit popup, though exit popup implies paused)
|
||||
// Actually, exit popup should probably still blur/dim.
|
||||
// But countdown should definitely NOT show the "PAUSED" overlay.
|
||||
bool shouldBlur = paused && !countdown;
|
||||
|
||||
if (shouldBlur && m_renderTarget) {
|
||||
// Render game to texture
|
||||
SDL_SetRenderTarget(renderer, m_renderTarget);
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
// Apply the same view/scale as main.cpp uses
|
||||
SDL_SetRenderViewport(renderer, &logicalVP);
|
||||
SDL_SetRenderScale(renderer, logicalScale, logicalScale);
|
||||
|
||||
// Render game content (no overlays)
|
||||
GameRenderer::renderPlayingState(
|
||||
renderer,
|
||||
ctx.game,
|
||||
ctx.pixelFont,
|
||||
ctx.lineEffect,
|
||||
ctx.blocksTex,
|
||||
1200.0f, // LOGICAL_W
|
||||
1000.0f, // LOGICAL_H
|
||||
logicalScale,
|
||||
(float)winW,
|
||||
(float)winH
|
||||
);
|
||||
|
||||
// Reset to screen
|
||||
SDL_SetRenderTarget(renderer, nullptr);
|
||||
|
||||
// Draw blurred texture
|
||||
SDL_Rect oldVP;
|
||||
SDL_GetRenderViewport(renderer, &oldVP);
|
||||
float oldSX, oldSY;
|
||||
SDL_GetRenderScale(renderer, &oldSX, &oldSY);
|
||||
|
||||
SDL_SetRenderViewport(renderer, nullptr);
|
||||
SDL_SetRenderScale(renderer, 1.0f, 1.0f);
|
||||
|
||||
SDL_FRect dst{0, 0, (float)winW, (float)winH};
|
||||
|
||||
// Blur pass (accumulate multiple offset copies)
|
||||
int offset = Config::Visuals::PAUSE_BLUR_OFFSET;
|
||||
int iterations = Config::Visuals::PAUSE_BLUR_ITERATIONS;
|
||||
|
||||
// Base layer
|
||||
SDL_SetTextureAlphaMod(m_renderTarget, Config::Visuals::PAUSE_BLUR_ALPHA);
|
||||
SDL_RenderTexture(renderer, m_renderTarget, nullptr, &dst);
|
||||
|
||||
// Accumulate offset layers
|
||||
for (int i = 1; i <= iterations; ++i) {
|
||||
float currentOffset = (float)(offset * i);
|
||||
|
||||
SDL_FRect d1 = dst; d1.x -= currentOffset; d1.y -= currentOffset;
|
||||
SDL_RenderTexture(renderer, m_renderTarget, nullptr, &d1);
|
||||
|
||||
SDL_FRect d2 = dst; d2.x += currentOffset; d2.y -= currentOffset;
|
||||
SDL_RenderTexture(renderer, m_renderTarget, nullptr, &d2);
|
||||
|
||||
SDL_FRect d3 = dst; d3.x -= currentOffset; d3.y += currentOffset;
|
||||
SDL_RenderTexture(renderer, m_renderTarget, nullptr, &d3);
|
||||
|
||||
SDL_FRect d4 = dst; d4.x += currentOffset; d4.y += currentOffset;
|
||||
SDL_RenderTexture(renderer, m_renderTarget, nullptr, &d4);
|
||||
}
|
||||
|
||||
SDL_SetTextureAlphaMod(m_renderTarget, 255);
|
||||
|
||||
// Restore state
|
||||
SDL_SetRenderViewport(renderer, &oldVP);
|
||||
SDL_SetRenderScale(renderer, oldSX, oldSY);
|
||||
|
||||
// Draw overlays
|
||||
if (exitPopup) {
|
||||
GameRenderer::renderExitPopup(
|
||||
renderer,
|
||||
ctx.pixelFont,
|
||||
(float)winW,
|
||||
(float)winH,
|
||||
logicalScale,
|
||||
(ctx.exitPopupSelectedButton ? *ctx.exitPopupSelectedButton : 1)
|
||||
);
|
||||
} else {
|
||||
GameRenderer::renderPauseOverlay(
|
||||
renderer,
|
||||
ctx.pixelFont,
|
||||
(float)winW,
|
||||
(float)winH,
|
||||
logicalScale
|
||||
);
|
||||
}
|
||||
|
||||
} else {
|
||||
// Render normally directly to screen
|
||||
GameRenderer::renderPlayingState(
|
||||
renderer,
|
||||
ctx.game,
|
||||
ctx.pixelFont,
|
||||
ctx.lineEffect,
|
||||
ctx.blocksTex,
|
||||
1200.0f,
|
||||
1000.0f,
|
||||
logicalScale,
|
||||
(float)winW,
|
||||
(float)winH
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@ -14,4 +14,9 @@ public:
|
||||
private:
|
||||
// Local per-state variables if needed
|
||||
bool localPaused = false;
|
||||
|
||||
// Render target for blur effect
|
||||
SDL_Texture* m_renderTarget = nullptr;
|
||||
int m_targetW = 0;
|
||||
int m_targetH = 0;
|
||||
};
|
||||
|
||||
@ -50,6 +50,8 @@ struct StateContext {
|
||||
bool* showSettingsPopup = nullptr;
|
||||
bool* showExitConfirmPopup = nullptr; // If true, show "Exit game?" confirmation while playing
|
||||
int* exitPopupSelectedButton = nullptr; // 0 = YES, 1 = NO (default)
|
||||
bool* gameplayCountdownActive = nullptr; // True if start-of-game countdown is running
|
||||
bool* menuPlayCountdownArmed = nullptr; // True if we are transitioning to play and countdown is pending
|
||||
std::string* playerName = nullptr; // Shared player name buffer for highscores/options
|
||||
bool* fullscreenFlag = nullptr; // Tracks current fullscreen state when available
|
||||
std::function<void(bool)> applyFullscreen; // Allows states to request fullscreen changes
|
||||
|
||||
Reference in New Issue
Block a user