latest state
This commit is contained in:
@ -12,10 +12,7 @@ void menu_updateFireworks(double frameMs);
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double menu_getLogoAnimCounter();
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int menu_getHoveredButton();
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void menu_drawEnhancedButton(SDL_Renderer* renderer, FontAtlas& font, float cx, float cy, float w, float h,
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const std::string& label, bool isHovered, bool isSelected);
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void menu_drawMenuButton(SDL_Renderer* renderer, FontAtlas& font, float cx, float cy, float w, float h,
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const std::string& label, SDL_Color bgColor, SDL_Color borderColor);
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void menu_drawSettingsPopup(SDL_Renderer* renderer, FontAtlas& font, bool musicEnabled);
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// Legacy wrappers removed
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// void menu_drawEnhancedButton(...);
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// void menu_drawMenuButton(...);
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// void menu_drawSettingsPopup(...);
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@ -32,7 +32,7 @@ namespace Config {
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constexpr int MAX_LEVELS = 20; // Maximum selectable starting level
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// Gravity speed multiplier: 1.0 = normal, 2.0 = 2x slower, 0.5 = 2x faster
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constexpr double GRAVITY_SPEED_MULTIPLIER = 1;
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constexpr double GRAVITY_SPEED_MULTIPLIER = 2; // increase drop interval by ~100% to slow gravity
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}
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// UI Layout constants
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@ -20,6 +20,8 @@ void SpaceWarp::init(int w, int h, int starCount) {
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for (auto& star : stars) {
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respawn(star, true);
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}
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comets.clear();
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cometSpawnTimer = randomRange(settings.cometSpawnIntervalMin, settings.cometSpawnIntervalMax);
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}
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void SpaceWarp::resize(int w, int h) {
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@ -33,6 +35,7 @@ void SpaceWarp::resize(int w, int h) {
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void SpaceWarp::setSettings(const SpaceWarpSettings& newSettings) {
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settings = newSettings;
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warpFactor = std::max(width, height) * settings.warpFactorScale;
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cometSpawnTimer = std::clamp(cometSpawnTimer, settings.cometSpawnIntervalMin, settings.cometSpawnIntervalMax);
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}
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void SpaceWarp::setFlightMode(SpaceWarpFlightMode mode) {
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@ -69,6 +72,7 @@ void SpaceWarp::setAutoPilotEnabled(bool enabled) {
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flightMode = SpaceWarpFlightMode::Custom;
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motionTarget = motion;
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autoTimer = 0.0f;
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scheduleNewAutoTarget();
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}
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}
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@ -82,6 +86,32 @@ void SpaceWarp::scheduleNewAutoTarget() {
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autoTimer = randomRange(autoMinInterval, autoMaxInterval);
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}
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void SpaceWarp::spawnComet() {
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WarpComet comet;
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float aspect = static_cast<float>(width) / static_cast<float>(std::max(1, height));
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float normalizedAspect = std::max(aspect, MIN_ASPECT);
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float xRange = settings.baseSpawnRange * 1.2f * (aspect >= 1.0f ? aspect : 1.0f);
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float yRange = settings.baseSpawnRange * 1.2f * (aspect >= 1.0f ? 1.0f : (1.0f / normalizedAspect));
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comet.x = randomRange(-xRange, xRange);
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comet.y = randomRange(-yRange, yRange);
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comet.z = randomRange(minDepth + 4.0f, maxDepth);
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float baseSpeed = randomRange(settings.minSpeed, settings.maxSpeed);
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float multiplier = randomRange(settings.cometSpeedMultiplierMin, settings.cometSpeedMultiplierMax);
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comet.speed = baseSpeed * multiplier;
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comet.size = randomRange(settings.cometMinSize, settings.cometMaxSize);
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comet.trailLength = randomRange(settings.cometMinTrail, settings.cometMaxTrail);
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comet.life = randomRange(1.8f, 3.4f);
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comet.maxLife = comet.life;
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float shade = randomRange(0.85f, 1.0f);
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Uint8 c = static_cast<Uint8>(std::clamp(220.0f + shade * 35.0f, 0.0f, 255.0f));
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comet.color = SDL_Color{c, Uint8(std::min(255.0f, c * 0.95f)), 255, 255};
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comet.prevScreenX = centerX;
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comet.prevScreenY = centerY;
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comet.screenX = centerX;
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comet.screenY = centerY;
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comets.push_back(comet);
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}
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float SpaceWarp::randomRange(float min, float max) {
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std::uniform_real_distribution<float> dist(min, max);
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return dist(rng);
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@ -112,12 +142,16 @@ void SpaceWarp::respawn(WarpStar& star, bool randomDepth) {
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}
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bool SpaceWarp::project(const WarpStar& star, float& outX, float& outY) const {
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if (star.z <= minDepth) {
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return projectPoint(star.x, star.y, star.z, outX, outY);
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}
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bool SpaceWarp::projectPoint(float x, float y, float z, float& outX, float& outY) const {
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if (z <= minDepth) {
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return false;
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}
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float perspective = warpFactor / (star.z + 0.001f);
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outX = centerX + star.x * perspective;
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outY = centerY + star.y * perspective;
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float perspective = warpFactor / (z + 0.001f);
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outX = centerX + x * perspective;
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outY = centerY + y * perspective;
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const float margin = settings.spawnMargin;
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return outX >= -margin && outX <= width + margin && outY >= -margin && outY <= height + margin;
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}
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@ -127,6 +161,14 @@ void SpaceWarp::update(float deltaSeconds) {
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return;
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}
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if (settings.cometSpawnIntervalMax > 0.0f) {
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cometSpawnTimer -= deltaSeconds;
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if (cometSpawnTimer <= 0.0f) {
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spawnComet();
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cometSpawnTimer = randomRange(settings.cometSpawnIntervalMin, settings.cometSpawnIntervalMax);
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}
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}
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if (autoPilotEnabled) {
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autoTimer -= deltaSeconds;
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if (autoTimer <= 0.0f) {
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@ -188,6 +230,51 @@ void SpaceWarp::update(float deltaSeconds) {
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star.prevScreenY = star.screenY - dy * scale;
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}
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}
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for (auto it = comets.begin(); it != comets.end();) {
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auto& comet = *it;
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comet.life -= deltaSeconds;
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comet.z -= comet.speed * deltaSeconds * forwardScale;
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bool expired = comet.life <= 0.0f;
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if (!movingBackward) {
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if (comet.z <= minDepth * 0.35f) expired = true;
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} else {
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if (comet.z >= maxDepth + 40.0f) expired = true;
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}
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float closeness = 1.0f - std::clamp(comet.z / maxDepth, 0.0f, 1.0f);
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float driftScale = (0.45f + closeness * 1.6f);
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comet.x += lateralSpeed * deltaSeconds * driftScale;
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comet.y += verticalSpeed * deltaSeconds * driftScale;
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float sx = 0.0f;
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float sy = 0.0f;
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if (!projectPoint(comet.x, comet.y, comet.z, sx, sy)) {
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expired = true;
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} else {
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comet.prevScreenX = comet.screenX;
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comet.prevScreenY = comet.screenY;
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comet.screenX = sx;
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comet.screenY = sy;
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float dx = comet.screenX - comet.prevScreenX;
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float dy = comet.screenY - comet.prevScreenY;
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float lenSq = dx * dx + dy * dy;
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float maxTrail = std::max(comet.trailLength, 0.0f);
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if (maxTrail > 0.0f && lenSq > maxTrail * maxTrail) {
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float len = std::sqrt(lenSq);
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float scale = maxTrail / len;
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comet.prevScreenX = comet.screenX - dx * scale;
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comet.prevScreenY = comet.screenY - dy * scale;
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}
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}
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if (expired) {
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it = comets.erase(it);
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} else {
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++it;
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}
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}
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}
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void SpaceWarp::draw(SDL_Renderer* renderer, float alphaScale) {
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@ -224,5 +311,16 @@ void SpaceWarp::draw(SDL_Renderer* renderer, float alphaScale) {
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SDL_RenderFillRect(renderer, &dot);
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}
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for (const auto& comet : comets) {
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float lifeNorm = std::clamp(comet.life / comet.maxLife, 0.0f, 1.0f);
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Uint8 alpha = static_cast<Uint8>(std::clamp(220.0f * lifeNorm, 0.0f, 255.0f));
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SDL_SetRenderDrawColor(renderer, comet.color.r, comet.color.g, comet.color.b, alpha);
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SDL_RenderLine(renderer, comet.prevScreenX, comet.prevScreenY, comet.screenX, comet.screenY);
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float size = comet.size * (0.8f + (1.0f - lifeNorm) * 0.6f);
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SDL_FRect head{comet.screenX - size * 0.5f, comet.screenY - size * 0.5f, size, size};
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SDL_RenderFillRect(renderer, &head);
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}
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SDL_SetRenderDrawBlendMode(renderer, previous);
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}
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@ -23,6 +23,14 @@ struct SpaceWarpSettings {
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bool drawTrails = true; // when true, also render streak lines for hyper-speed look
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float trailAlphaScale = 0.75f; // relative opacity for streak lines vs dots
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float maxTrailLength = 36.0f; // clamp length of each streak in pixels
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float cometSpawnIntervalMin = 2.8f; // minimum seconds between comet spawns
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float cometSpawnIntervalMax = 6.5f; // maximum seconds between comet spawns
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float cometSpeedMultiplierMin = 2.2f;// min multiplier for comet forward velocity
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float cometSpeedMultiplierMax = 4.5f;// max multiplier for comet forward velocity
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float cometMinTrail = 140.0f; // minimum comet trail length in pixels
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float cometMaxTrail = 280.0f; // maximum comet trail length in pixels
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float cometMinSize = 3.5f; // minimum comet head size
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float cometMaxSize = 6.5f; // maximum comet head size
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};
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struct SpaceWarpFlightMotion {
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@ -69,11 +77,30 @@ private:
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Uint8 baseShade = 220;
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};
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struct WarpComet {
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float x = 0.0f;
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float y = 0.0f;
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float z = 0.0f;
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float speed = 0.0f;
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float life = 0.0f;
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float maxLife = 0.0f;
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float prevScreenX = 0.0f;
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float prevScreenY = 0.0f;
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float screenX = 0.0f;
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float screenY = 0.0f;
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float trailLength = 160.0f;
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float size = 4.0f;
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SDL_Color color{255, 255, 255, 255};
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};
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void respawn(WarpStar& star, bool randomDepth = true);
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bool project(const WarpStar& star, float& outX, float& outY) const;
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bool projectPoint(float x, float y, float z, float& outX, float& outY) const;
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float randomRange(float min, float max);
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void spawnComet();
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std::vector<WarpStar> stars;
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std::vector<WarpComet> comets;
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std::mt19937 rng;
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int width = 0;
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@ -90,6 +117,7 @@ private:
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float autoMinInterval = 3.5f;
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float autoMaxInterval = 7.5f;
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SpaceWarpFlightMotion motionTarget{};
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float cometSpawnTimer = 0.0f;
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float minDepth = 2.0f;
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float maxDepth = 320.0f;
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188
src/graphics/renderers/UIRenderer.cpp
Normal file
188
src/graphics/renderers/UIRenderer.cpp
Normal file
@ -0,0 +1,188 @@
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#include "UIRenderer.h"
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#include "../ui/Font.h"
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#include <algorithm>
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#include <cmath>
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void UIRenderer::drawSciFiPanel(SDL_Renderer* renderer, const SDL_FRect& rect, float alpha) {
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if (!renderer) return;
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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Uint8 alphaUint = static_cast<Uint8>(std::clamp(alpha * 255.0f, 0.0f, 255.0f));
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// Drop shadow
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SDL_FRect shadow{rect.x + 6.0f, rect.y + 10.0f, rect.w, rect.h};
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, static_cast<Uint8>(120.0f * alpha));
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SDL_RenderFillRect(renderer, &shadow);
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// Glow aura
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for (int i = 0; i < 5; ++i) {
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SDL_FRect glow{rect.x - float(i * 2), rect.y - float(i * 2), rect.w + float(i * 4), rect.h + float(i * 4)};
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Uint8 glowAlpha = static_cast<Uint8>((42 - i * 8) * alpha);
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SDL_SetRenderDrawColor(renderer, 0, 180, 255, glowAlpha);
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SDL_RenderRect(renderer, &glow);
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}
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// Body
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SDL_SetRenderDrawColor(renderer, 18, 30, 52, alphaUint);
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SDL_RenderFillRect(renderer, &rect);
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// Border
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SDL_SetRenderDrawColor(renderer, 70, 120, 210, alphaUint);
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SDL_RenderRect(renderer, &rect);
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}
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void UIRenderer::drawButton(SDL_Renderer* renderer, FontAtlas* font, float cx, float cy, float w, float h,
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const std::string& label, bool isHovered, bool isSelected,
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SDL_Color bgColor, SDL_Color borderColor, bool textOnly, SDL_Texture* icon) {
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if (!renderer) return;
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float x = cx - w * 0.5f;
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float y = cy - h * 0.5f;
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if (!textOnly) {
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// Adjust colors based on state
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if (isSelected) {
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bgColor = {160, 190, 255, 255};
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SDL_SetRenderDrawColor(renderer, 255, 220, 0, 110);
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SDL_FRect glow{x - 10, y - 10, w + 20, h + 20};
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SDL_RenderFillRect(renderer, &glow);
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} else if (isHovered) {
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bgColor = {static_cast<Uint8>(std::min(255, bgColor.r + 40)),
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static_cast<Uint8>(std::min(255, bgColor.g + 40)),
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static_cast<Uint8>(std::min(255, bgColor.b + 40)),
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bgColor.a};
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}
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// Draw button background with border
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SDL_SetRenderDrawColor(renderer, borderColor.r, borderColor.g, borderColor.b, borderColor.a);
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SDL_FRect borderRect{x - 2, y - 2, w + 4, h + 4};
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SDL_RenderFillRect(renderer, &borderRect);
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SDL_SetRenderDrawColor(renderer, bgColor.r, bgColor.g, bgColor.b, bgColor.a);
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SDL_FRect bgRect{x, y, w, h};
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SDL_RenderFillRect(renderer, &bgRect);
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}
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// Draw icon if provided, otherwise draw text
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if (icon) {
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// Get icon dimensions
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float iconW = 0.0f, iconH = 0.0f;
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SDL_GetTextureSize(icon, &iconW, &iconH);
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// Scale icon to fit nicely in button (60% of button height)
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float maxIconH = h * 0.6f;
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float scale = maxIconH / iconH;
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float scaledW = iconW * scale;
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float scaledH = iconH * scale;
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// Center icon in button
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float iconX = cx - scaledW * 0.5f;
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float iconY = cy - scaledH * 0.5f;
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// Apply yellow tint when selected
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if (isSelected) {
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SDL_SetTextureColorMod(icon, 255, 220, 0);
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} else {
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SDL_SetTextureColorMod(icon, 255, 255, 255);
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}
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SDL_FRect iconRect{iconX, iconY, scaledW, scaledH};
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SDL_RenderTexture(renderer, icon, nullptr, &iconRect);
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// Reset color mod
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SDL_SetTextureColorMod(icon, 255, 255, 255);
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} else if (font) {
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// Draw text
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float textScale = 1.5f;
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int textW = 0, textH = 0;
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font->measure(label, textScale, textW, textH);
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float tx = x + (w - static_cast<float>(textW)) * 0.5f;
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// Adjust vertical position for better alignment with background buttons
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float ty = y + (h - static_cast<float>(textH)) * 0.5f + 2.0f;
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// Choose text color based on selection state
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SDL_Color textColor = {255, 255, 255, 255}; // Default white
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if (isSelected) {
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textColor = {255, 220, 0, 255}; // Yellow when selected
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}
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// Text shadow
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font->draw(renderer, tx + 2.0f, ty + 2.0f, label, textScale, {0, 0, 0, 200});
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// Text
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font->draw(renderer, tx, ty, label, textScale, textColor);
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}
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}
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void UIRenderer::computeContentOffsets(float winW, float winH, float logicalW, float logicalH, float logicalScale, float& outOffsetX, float& outOffsetY) {
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float contentW = logicalW * logicalScale;
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float contentH = logicalH * logicalScale;
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outOffsetX = (winW - contentW) * 0.5f / logicalScale;
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outOffsetY = (winH - contentH) * 0.5f / logicalScale;
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}
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void UIRenderer::drawLogo(SDL_Renderer* renderer, SDL_Texture* logoTex, float logicalW, float logicalH, float contentOffsetX, float contentOffsetY, int texW, int texH) {
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if (!renderer || !logoTex) return;
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float w = 0.0f;
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float h = 0.0f;
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if (texW > 0 && texH > 0) {
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w = static_cast<float>(texW);
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h = static_cast<float>(texH);
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} else {
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SDL_GetTextureSize(logoTex, &w, &h);
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}
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if (w > 0.0f && h > 0.0f) {
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float maxWidth = logicalW * 0.6f;
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float scale = std::min(1.0f, maxWidth / w);
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float dw = w * scale;
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float dh = h * scale;
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float logoX = (logicalW - dw) * 0.5f + contentOffsetX;
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float logoY = logicalH * 0.05f + contentOffsetY;
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SDL_FRect dst{logoX, logoY, dw, dh};
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SDL_RenderTexture(renderer, logoTex, nullptr, &dst);
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}
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}
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void UIRenderer::drawSettingsPopup(SDL_Renderer* renderer, FontAtlas* font, float logicalW, float logicalH, bool musicEnabled, bool soundEnabled) {
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if (!renderer || !font) return;
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float popupW = 350, popupH = 260;
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float popupX = (logicalW - popupW) / 2;
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float popupY = (logicalH - popupH) / 2;
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// Semi-transparent overlay
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 128);
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SDL_FRect overlay{0, 0, logicalW, logicalH};
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SDL_RenderFillRect(renderer, &overlay);
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// Popup background
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SDL_SetRenderDrawColor(renderer, 100, 120, 160, 255);
|
||||
SDL_FRect bord{popupX-4, popupY-4, popupW+8, popupH+8};
|
||||
SDL_RenderFillRect(renderer, &bord);
|
||||
|
||||
SDL_SetRenderDrawColor(renderer, 40, 50, 70, 255);
|
||||
SDL_FRect body{popupX, popupY, popupW, popupH};
|
||||
SDL_RenderFillRect(renderer, &body);
|
||||
|
||||
// Title
|
||||
font->draw(renderer, popupX + 20, popupY + 20, "SETTINGS", 2.0f, {255, 220, 0, 255});
|
||||
|
||||
// Music toggle
|
||||
font->draw(renderer, popupX + 20, popupY + 70, "MUSIC:", 1.5f, {255, 255, 255, 255});
|
||||
const char* musicStatus = musicEnabled ? "ON" : "OFF";
|
||||
SDL_Color musicColor = musicEnabled ? SDL_Color{0, 255, 0, 255} : SDL_Color{255, 0, 0, 255};
|
||||
font->draw(renderer, popupX + 120, popupY + 70, musicStatus, 1.5f, musicColor);
|
||||
|
||||
// Sound effects toggle
|
||||
font->draw(renderer, popupX + 20, popupY + 100, "SOUND FX:", 1.5f, {255, 255, 255, 255});
|
||||
const char* soundStatus = soundEnabled ? "ON" : "OFF";
|
||||
SDL_Color soundColor = soundEnabled ? SDL_Color{0, 255, 0, 255} : SDL_Color{255, 0, 0, 255};
|
||||
font->draw(renderer, popupX + 140, popupY + 100, soundStatus, 1.5f, soundColor);
|
||||
|
||||
// Instructions
|
||||
font->draw(renderer, popupX + 20, popupY + 150, "M = TOGGLE MUSIC", 1.0f, {200, 200, 220, 255});
|
||||
font->draw(renderer, popupX + 20, popupY + 170, "S = TOGGLE SOUND FX", 1.0f, {200, 200, 220, 255});
|
||||
font->draw(renderer, popupX + 20, popupY + 190, "ESC = CLOSE", 1.0f, {200, 200, 220, 255});
|
||||
}
|
||||
28
src/graphics/renderers/UIRenderer.h
Normal file
28
src/graphics/renderers/UIRenderer.h
Normal file
@ -0,0 +1,28 @@
|
||||
#pragma once
|
||||
#include <SDL3/SDL.h>
|
||||
#include <string>
|
||||
|
||||
class FontAtlas;
|
||||
|
||||
class UIRenderer {
|
||||
public:
|
||||
// Draw a sci-fi style panel with glow, shadow, and border
|
||||
static void drawSciFiPanel(SDL_Renderer* renderer, const SDL_FRect& rect, float alpha = 1.0f);
|
||||
|
||||
// Draw a generic button with hover/select states
|
||||
static void drawButton(SDL_Renderer* renderer, FontAtlas* font, float cx, float cy, float w, float h,
|
||||
const std::string& label, bool isHovered, bool isSelected,
|
||||
SDL_Color bgColor = {80, 110, 200, 255},
|
||||
SDL_Color borderColor = {60, 80, 140, 255},
|
||||
bool textOnly = false,
|
||||
SDL_Texture* icon = nullptr);
|
||||
|
||||
// Helper to calculate content offsets for centering
|
||||
static void computeContentOffsets(float winW, float winH, float logicalW, float logicalH, float logicalScale, float& outOffsetX, float& outOffsetY);
|
||||
|
||||
// Draw the game logo centered at the top
|
||||
static void drawLogo(SDL_Renderer* renderer, SDL_Texture* logoTex, float logicalW, float logicalH, float contentOffsetX, float contentOffsetY, int texW = 0, int texH = 0);
|
||||
|
||||
// Draw the settings popup
|
||||
static void drawSettingsPopup(SDL_Renderer* renderer, FontAtlas* font, float logicalW, float logicalH, bool musicEnabled, bool soundEnabled);
|
||||
};
|
||||
192
src/main.cpp
192
src/main.cpp
@ -311,189 +311,7 @@ static void resetLevelBackgrounds(LevelBackgroundFader& fader) {
|
||||
|
||||
// ...existing code...
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
// Enhanced Button Drawing
|
||||
// -----------------------------------------------------------------------------
|
||||
static void drawEnhancedButton(SDL_Renderer* renderer, FontAtlas& font, float cx, float cy, float w, float h,
|
||||
const std::string& label, bool isHovered, bool isSelected = false) {
|
||||
SDL_Color bgColor = isHovered ? SDL_Color{120, 150, 240, 255} : SDL_Color{80, 110, 200, 255};
|
||||
if (isSelected) bgColor = {160, 190, 255, 255};
|
||||
|
||||
float x = cx - w/2;
|
||||
float y = cy - h/2;
|
||||
|
||||
// Draw button background with border
|
||||
drawRect(renderer, x-2, y-2, w+4, h+4, {60, 80, 140, 255}); // Border
|
||||
drawRect(renderer, x, y, w, h, bgColor); // Background
|
||||
|
||||
// Draw button text centered
|
||||
float textScale = 1.5f;
|
||||
float textX = x + (w - label.length() * 12 * textScale) / 2;
|
||||
float textY = y + (h - 20 * textScale) / 2;
|
||||
font.draw(renderer, textX, textY, label, textScale, {255, 255, 255, 255});
|
||||
}
|
||||
|
||||
// External wrapper for enhanced button so other translation units can call it.
|
||||
void menu_drawEnhancedButton(SDL_Renderer* renderer, FontAtlas& font, float cx, float cy, float w, float h,
|
||||
const std::string& label, bool isHovered, bool isSelected) {
|
||||
drawEnhancedButton(renderer, font, cx, cy, w, h, label, isHovered, isSelected);
|
||||
}
|
||||
|
||||
// Popup wrappers
|
||||
// Forward declarations for popup functions defined later in this file
|
||||
static void drawSettingsPopup(SDL_Renderer* renderer, FontAtlas& font, bool musicEnabled);
|
||||
|
||||
void menu_drawSettingsPopup(SDL_Renderer* renderer, FontAtlas& font, bool musicEnabled) {
|
||||
drawSettingsPopup(renderer, font, musicEnabled);
|
||||
}
|
||||
|
||||
// Simple rounded menu button drawer used by MenuState (keeps visual parity with JS)
|
||||
void menu_drawMenuButton(SDL_Renderer* renderer, FontAtlas& font, float cx, float cy, float w, float h,
|
||||
const std::string& label, SDL_Color bgColor, SDL_Color borderColor) {
|
||||
float x = cx - w/2;
|
||||
float y = cy - h/2;
|
||||
drawRect(renderer, x-6, y-6, w+12, h+12, borderColor);
|
||||
drawRect(renderer, x-4, y-4, w+8, h+8, {255,255,255,255});
|
||||
drawRect(renderer, x, y, w, h, bgColor);
|
||||
|
||||
float textScale = 1.6f;
|
||||
float approxCharW = 12.0f * textScale;
|
||||
float textW = label.length() * approxCharW;
|
||||
float tx = x + (w - textW) / 2.0f;
|
||||
float ty = y + (h - 20.0f * textScale) / 2.0f;
|
||||
font.draw(renderer, tx+2, ty+2, label, textScale, {0,0,0,180});
|
||||
font.draw(renderer, tx, ty, label, textScale, {255,255,255,255});
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
// Block Drawing Functions
|
||||
// -----------------------------------------------------------------------------
|
||||
static void drawBlockTexture(SDL_Renderer* renderer, SDL_Texture* blocksTex, float x, float y, float size, int blockType) {
|
||||
if (!blocksTex || blockType < 0 || blockType >= PIECE_COUNT) {
|
||||
// Debug: print why we're falling back
|
||||
if (!blocksTex) {
|
||||
static bool printed = false;
|
||||
if (!printed) {
|
||||
(void)0;
|
||||
printed = true;
|
||||
}
|
||||
}
|
||||
// Fallback to colored rectangle if texture isn't available
|
||||
SDL_Color color = (blockType >= 0 && blockType < PIECE_COUNT) ? COLORS[blockType + 1] : SDL_Color{128, 128, 128, 255};
|
||||
drawRect(renderer, x, y, size-1, size-1, color);
|
||||
return;
|
||||
}
|
||||
|
||||
// JavaScript uses: sx = type * spriteSize, sy = 0, with 2px padding
|
||||
// Each sprite is 90px wide in the horizontal sprite sheet
|
||||
const int SPRITE_SIZE = 90;
|
||||
float srcX = blockType * SPRITE_SIZE + 2; // Add 2px padding like JS
|
||||
float srcY = 2; // Add 2px padding from top like JS
|
||||
float srcW = SPRITE_SIZE - 4; // Subtract 4px total padding like JS
|
||||
float srcH = SPRITE_SIZE - 4; // Subtract 4px total padding like JS
|
||||
|
||||
SDL_FRect srcRect = {srcX, srcY, srcW, srcH};
|
||||
SDL_FRect dstRect = {x, y, size, size};
|
||||
SDL_RenderTexture(renderer, blocksTex, &srcRect, &dstRect);
|
||||
}
|
||||
|
||||
static void drawPiece(SDL_Renderer* renderer, SDL_Texture* blocksTex, const Game::Piece& piece, float ox, float oy, float tileSize, bool isGhost = false) {
|
||||
if (piece.type >= PIECE_COUNT) return;
|
||||
|
||||
for (int cy = 0; cy < 4; ++cy) {
|
||||
for (int cx = 0; cx < 4; ++cx) {
|
||||
if (Game::cellFilled(piece, cx, cy)) {
|
||||
float px = ox + (piece.x + cx) * tileSize;
|
||||
float py = oy + (piece.y + cy) * tileSize;
|
||||
|
||||
if (isGhost) {
|
||||
|
||||
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
|
||||
|
||||
// Draw ghost piece as barely visible gray outline
|
||||
SDL_SetRenderDrawColor(renderer, 180, 180, 180, 20); // Very faint gray
|
||||
SDL_FRect rect = {px + 2, py + 2, tileSize - 4, tileSize - 4};
|
||||
SDL_RenderFillRect(renderer, &rect);
|
||||
|
||||
// Draw thin gray border
|
||||
SDL_SetRenderDrawColor(renderer, 180, 180, 180, 30);
|
||||
SDL_FRect border = {px + 1, py + 1, tileSize - 2, tileSize - 2};
|
||||
SDL_RenderRect(renderer, &border);
|
||||
} else {
|
||||
drawBlockTexture(renderer, blocksTex, px, py, tileSize, piece.type);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void drawSmallPiece(SDL_Renderer* renderer, SDL_Texture* blocksTex, PieceType pieceType, float x, float y, float tileSize) {
|
||||
if (pieceType >= PIECE_COUNT) return;
|
||||
|
||||
// Use the first rotation (index 0) for preview
|
||||
Game::Piece previewPiece;
|
||||
previewPiece.type = pieceType;
|
||||
previewPiece.rot = 0;
|
||||
previewPiece.x = 0;
|
||||
previewPiece.y = 0;
|
||||
|
||||
// Center the piece in the preview area
|
||||
float offsetX = 0, offsetY = 0;
|
||||
if (pieceType == I) { offsetX = tileSize * 0.5f; } // I-piece centering
|
||||
else if (pieceType == O) { offsetX = tileSize * 0.5f; } // O-piece centering
|
||||
|
||||
// Use semi-transparent alpha for preview blocks
|
||||
Uint8 previewAlpha = 180; // Change this value for more/less transparency
|
||||
SDL_SetTextureAlphaMod(blocksTex, previewAlpha);
|
||||
for (int cy = 0; cy < 4; ++cy) {
|
||||
for (int cx = 0; cx < 4; ++cx) {
|
||||
if (Game::cellFilled(previewPiece, cx, cy)) {
|
||||
float px = x + offsetX + cx * tileSize;
|
||||
float py = y + offsetY + cy * tileSize;
|
||||
drawBlockTexture(renderer, blocksTex, px, py, tileSize, pieceType);
|
||||
}
|
||||
}
|
||||
}
|
||||
SDL_SetTextureAlphaMod(blocksTex, 255); // Reset alpha after drawing
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
// Popup Drawing Functions
|
||||
// -----------------------------------------------------------------------------
|
||||
static void drawSettingsPopup(SDL_Renderer* renderer, FontAtlas& font, bool musicEnabled) {
|
||||
float popupW = 350, popupH = 260;
|
||||
float popupX = (LOGICAL_W - popupW) / 2;
|
||||
float popupY = (LOGICAL_H - popupH) / 2;
|
||||
|
||||
// Semi-transparent overlay
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 128);
|
||||
SDL_FRect overlay{0, 0, LOGICAL_W, LOGICAL_H};
|
||||
SDL_RenderFillRect(renderer, &overlay);
|
||||
|
||||
// Popup background
|
||||
drawRect(renderer, popupX-4, popupY-4, popupW+8, popupH+8, {100, 120, 160, 255}); // Border
|
||||
drawRect(renderer, popupX, popupY, popupW, popupH, {40, 50, 70, 255}); // Background
|
||||
|
||||
// Title
|
||||
font.draw(renderer, popupX + 20, popupY + 20, "SETTINGS", 2.0f, {255, 220, 0, 255});
|
||||
|
||||
// Music toggle
|
||||
font.draw(renderer, popupX + 20, popupY + 70, "MUSIC:", 1.5f, {255, 255, 255, 255});
|
||||
const char* musicStatus = musicEnabled ? "ON" : "OFF";
|
||||
SDL_Color musicColor = musicEnabled ? SDL_Color{0, 255, 0, 255} : SDL_Color{255, 0, 0, 255};
|
||||
font.draw(renderer, popupX + 120, popupY + 70, musicStatus, 1.5f, musicColor);
|
||||
|
||||
// Sound effects toggle
|
||||
font.draw(renderer, popupX + 20, popupY + 100, "SOUND FX:", 1.5f, {255, 255, 255, 255});
|
||||
const char* soundStatus = SoundEffectManager::instance().isEnabled() ? "ON" : "OFF";
|
||||
SDL_Color soundColor = SoundEffectManager::instance().isEnabled() ? SDL_Color{0, 255, 0, 255} : SDL_Color{255, 0, 0, 255};
|
||||
font.draw(renderer, popupX + 140, popupY + 100, soundStatus, 1.5f, soundColor);
|
||||
|
||||
// Instructions
|
||||
font.draw(renderer, popupX + 20, popupY + 150, "M = TOGGLE MUSIC", 1.0f, {200, 200, 220, 255});
|
||||
font.draw(renderer, popupX + 20, popupY + 170, "S = TOGGLE SOUND FX", 1.0f, {200, 200, 220, 255});
|
||||
font.draw(renderer, popupX + 20, popupY + 190, "ESC = CLOSE", 1.0f, {200, 200, 220, 255});
|
||||
}
|
||||
// Legacy rendering functions removed (moved to UIRenderer / GameRenderer)
|
||||
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
@ -521,7 +339,9 @@ static bool helpOverlayPausedGame = false;
|
||||
// -----------------------------------------------------------------------------
|
||||
// Tetris Block Fireworks for intro animation (block particles)
|
||||
// Forward declare block render helper used by particles
|
||||
static void drawBlockTexture(SDL_Renderer* renderer, SDL_Texture* blocksTex, float x, float y, float size, int blockType);
|
||||
// Forward declare block render helper used by particles
|
||||
// (Note: drawBlockTexture implementation was removed, so this is likely dead code unless particles use it.
|
||||
// However, particles use drawFireworks_impl which uses SDL_RenderGeometry, so this is unused.)
|
||||
// -----------------------------------------------------------------------------
|
||||
struct BlockParticle {
|
||||
float x{}, y{};
|
||||
@ -791,11 +611,11 @@ int main(int, char **)
|
||||
lineEffect.init(renderer);
|
||||
|
||||
// Load logo assets via SDL_image so we can use compressed formats
|
||||
SDL_Texture* logoTex = loadTextureFromImage(renderer, "assets/images/logo.bmp");
|
||||
SDL_Texture* logoTex = loadTextureFromImage(renderer, "assets/images/spacetris.png");
|
||||
|
||||
// Load small logo (used by Menu to show whole logo)
|
||||
int logoSmallW = 0, logoSmallH = 0;
|
||||
SDL_Texture* logoSmallTex = loadTextureFromImage(renderer, "assets/images/logo_small.bmp", &logoSmallW, &logoSmallH);
|
||||
SDL_Texture* logoSmallTex = loadTextureFromImage(renderer, "assets/images/spacetris.png", &logoSmallW, &logoSmallH);
|
||||
|
||||
// Load menu background using SDL_image (prefers JPEG)
|
||||
SDL_Texture* backgroundTex = loadTextureFromImage(renderer, "assets/images/main_background.bmp");
|
||||
|
||||
@ -8,6 +8,7 @@
|
||||
#include <algorithm>
|
||||
#include <cstdio>
|
||||
#include <string>
|
||||
#include "../graphics/renderers/UIRenderer.h"
|
||||
|
||||
// Use dynamic logical dimensions from GlobalState instead of hardcoded values
|
||||
|
||||
@ -93,30 +94,7 @@ static void Vignette(SDL_Renderer* r, int w, int h) {
|
||||
FillRect(r, SDL_FRect{(float)w - pad, 0, (float)pad, (float)h}, SDL_Color{0, 0, 0, 140});
|
||||
}
|
||||
|
||||
static SDL_FRect DrawPanel(SDL_Renderer* r, float w, float h, bool draw = true, float offX = 0.f, float offY = 0.f) {
|
||||
float PW = std::min(520.f, w * 0.65f);
|
||||
float PH = std::min(360.f, h * 0.7f);
|
||||
SDL_FRect p{ (w - PW) / 2.f + offX, (h - PH) / 2.f - 40.f + offY, PW, PH }; // Moved up by 50px
|
||||
|
||||
if (!draw) return p; // geometry only
|
||||
|
||||
// drop shadow
|
||||
FillRect(r, SDL_FRect{p.x + 6, p.y + 10, p.w, p.h}, SDL_Color{0, 0, 0, 120});
|
||||
// glow aura
|
||||
for (int i = 0; i < 6; i++) {
|
||||
SDL_FRect g{ p.x - (float)(i * 2), p.y - (float)(i * 2), p.w + (float)(i * 4), p.h + (float)(i * 4) };
|
||||
SDL_Color c = COL_CYAN_SO; c.a = (Uint8)(36 - i * 6);
|
||||
StrokeRect(r, g, c);
|
||||
}
|
||||
// outer body + border
|
||||
FillRect(r, p, COL_PANEL);
|
||||
StrokeRect(r, p, COL_CYAN);
|
||||
|
||||
// inner face
|
||||
FillRect(r, SDL_FRect{p.x + 12, p.y + 56, p.w - 24, p.h - 68}, COL_PANEL_IN);
|
||||
StrokeRect(r, SDL_FRect{p.x + 12, p.y + 56, p.w - 24, p.h - 68}, SDL_Color{24, 31, 41, 180});
|
||||
return p;
|
||||
}
|
||||
// DrawPanel removed, replaced by UIRenderer::drawSciFiPanel
|
||||
|
||||
struct Grid {
|
||||
int cols = 4, rows = 5;
|
||||
@ -195,7 +173,17 @@ void LevelSelectorState::handleEvent(const SDL_Event& e) {
|
||||
float ly = (float(e.button.y) - float(lastLogicalVP.y)) / (lastLogicalScale > 0.f ? lastLogicalScale : 1.f);
|
||||
|
||||
// Use same panel calculation as render (centered)
|
||||
SDL_FRect panel = DrawPanel(nullptr, LOGICAL_W, LOGICAL_H, /*draw=*/false, 0.f, 0.f);
|
||||
const float LOGICAL_W_F = 1200.f;
|
||||
const float LOGICAL_H_F = 1000.f;
|
||||
float winW = (float)lastLogicalVP.w;
|
||||
float winH = (float)lastLogicalVP.h;
|
||||
float contentOffsetX = 0.0f;
|
||||
float contentOffsetY = 0.0f;
|
||||
UIRenderer::computeContentOffsets(winW, winH, LOGICAL_W_F, LOGICAL_H_F, lastLogicalScale, contentOffsetX, contentOffsetY);
|
||||
|
||||
float PW = std::min(520.f, LOGICAL_W_F * 0.65f);
|
||||
float PH = std::min(360.f, LOGICAL_H_F * 0.7f);
|
||||
SDL_FRect panel{ (LOGICAL_W_F - PW) / 2.f + contentOffsetX, (LOGICAL_H_F - PH) / 2.f - 40.f + contentOffsetY, PW, PH };
|
||||
Grid g = MakeGrid(panel);
|
||||
int hit = HitTest(g, int(lx), int(ly));
|
||||
if (hit != -1) {
|
||||
@ -214,7 +202,17 @@ void LevelSelectorState::handleEvent(const SDL_Event& e) {
|
||||
float ly = (float(e.motion.y) - float(lastLogicalVP.y)) / (lastLogicalScale > 0.f ? lastLogicalScale : 1.f);
|
||||
|
||||
// Use same panel calculation as render (centered)
|
||||
SDL_FRect panel = DrawPanel(nullptr, LOGICAL_W, LOGICAL_H, /*draw=*/false, 0.f, 0.f);
|
||||
const float LOGICAL_W_F = 1200.f;
|
||||
const float LOGICAL_H_F = 1000.f;
|
||||
float winW = (float)lastLogicalVP.w;
|
||||
float winH = (float)lastLogicalVP.h;
|
||||
float contentOffsetX = 0.0f;
|
||||
float contentOffsetY = 0.0f;
|
||||
UIRenderer::computeContentOffsets(winW, winH, LOGICAL_W_F, LOGICAL_H_F, lastLogicalScale, contentOffsetX, contentOffsetY);
|
||||
|
||||
float PW = std::min(520.f, LOGICAL_W_F * 0.65f);
|
||||
float PH = std::min(360.f, LOGICAL_H_F * 0.7f);
|
||||
SDL_FRect panel{ (LOGICAL_W_F - PW) / 2.f + contentOffsetX, (LOGICAL_H_F - PH) / 2.f - 40.f + contentOffsetY, PW, PH };
|
||||
Grid g = MakeGrid(panel);
|
||||
hoveredLevel = HitTest(g, int(lx), int(ly));
|
||||
}
|
||||
@ -242,29 +240,30 @@ void LevelSelectorState::drawLevelSelectionPopup(SDL_Renderer* renderer, float l
|
||||
// Compute content offsets (same approach as MenuState for proper centering)
|
||||
float winW = (float)logicalVP.w;
|
||||
float winH = (float)logicalVP.h;
|
||||
float contentW = LOGICAL_W * logicalScale;
|
||||
float contentH = LOGICAL_H * logicalScale;
|
||||
float contentOffsetX = (winW - contentW) * 0.5f / logicalScale;
|
||||
float contentOffsetY = (winH - contentH) * 0.5f / logicalScale;
|
||||
float contentOffsetX = 0.0f;
|
||||
float contentOffsetY = 0.0f;
|
||||
UIRenderer::computeContentOffsets(winW, winH, LOGICAL_W, LOGICAL_H, logicalScale, contentOffsetX, contentOffsetY);
|
||||
|
||||
// Draw the logo at the top (same as MenuState)
|
||||
SDL_Texture* logoToUse = ctx.logoSmallTex ? ctx.logoSmallTex : ctx.logoTex;
|
||||
if (logoToUse) {
|
||||
// Use dimensions provided by the shared context when available
|
||||
int texW = (logoToUse == ctx.logoSmallTex && ctx.logoSmallW > 0) ? ctx.logoSmallW : 872;
|
||||
int texH = (logoToUse == ctx.logoSmallTex && ctx.logoSmallH > 0) ? ctx.logoSmallH : 273;
|
||||
float maxW = LOGICAL_W * 0.6f; // Match MenuState and OptionsState
|
||||
float scale = std::min(1.0f, maxW / float(texW));
|
||||
float dw = texW * scale;
|
||||
float dh = texH * scale;
|
||||
float logoX = (LOGICAL_W - dw) / 2.f + contentOffsetX;
|
||||
float logoY = LOGICAL_H * 0.05f + contentOffsetY; // Match MenuState and OptionsState
|
||||
SDL_FRect dst{logoX, logoY, dw, dh};
|
||||
SDL_RenderTexture(renderer, logoToUse, nullptr, &dst);
|
||||
int logoW = 0, logoH = 0;
|
||||
if (logoToUse == ctx.logoSmallTex && ctx.logoSmallW > 0) {
|
||||
logoW = ctx.logoSmallW;
|
||||
logoH = ctx.logoSmallH;
|
||||
}
|
||||
UIRenderer::drawLogo(renderer, logoToUse, LOGICAL_W, LOGICAL_H, contentOffsetX, contentOffsetY, logoW, logoH);
|
||||
|
||||
// Panel and title strip (in logical space) - centered properly with offsets
|
||||
SDL_FRect panel = DrawPanel(renderer, LOGICAL_W, LOGICAL_H, /*draw=*/true, contentOffsetX, contentOffsetY);
|
||||
float PW = std::min(520.f, LOGICAL_W * 0.65f);
|
||||
float PH = std::min(360.f, LOGICAL_H * 0.7f);
|
||||
SDL_FRect panel{ (LOGICAL_W - PW) / 2.f + contentOffsetX, (LOGICAL_H - PH) / 2.f - 40.f + contentOffsetY, PW, PH };
|
||||
|
||||
UIRenderer::drawSciFiPanel(renderer, panel);
|
||||
|
||||
// Inner face (LevelSelector specific)
|
||||
SDL_FRect inner{panel.x + 12, panel.y + 56, panel.w - 24, panel.h - 68};
|
||||
FillRect(renderer, inner, COL_PANEL_IN);
|
||||
StrokeRect(renderer, inner, SDL_Color{24, 31, 41, 180});
|
||||
|
||||
// Title text - prefer pixelFont for a blocky title if available, fallback to regular font
|
||||
FontAtlas* titleFont = ctx.pixelFont ? ctx.pixelFont : ctx.font;
|
||||
@ -296,7 +295,17 @@ bool LevelSelectorState::isMouseInPopup(float mouseX, float mouseY, float& popup
|
||||
lx = (float(mouseX) - float(lastLogicalVP.x)) / lastLogicalScale;
|
||||
ly = (float(mouseY) - float(lastLogicalVP.y)) / lastLogicalScale;
|
||||
}
|
||||
SDL_FRect p = DrawPanel(nullptr, LOGICAL_W, LOGICAL_H, /*draw=*/false, 0.f, 0.f);
|
||||
const float LOGICAL_W_F = 1200.f;
|
||||
const float LOGICAL_H_F = 1000.f;
|
||||
float winW = (float)lastLogicalVP.w;
|
||||
float winH = (float)lastLogicalVP.h;
|
||||
float contentOffsetX = 0.0f;
|
||||
float contentOffsetY = 0.0f;
|
||||
UIRenderer::computeContentOffsets(winW, winH, LOGICAL_W_F, LOGICAL_H_F, lastLogicalScale, contentOffsetX, contentOffsetY);
|
||||
|
||||
float PW = std::min(520.f, LOGICAL_W_F * 0.65f);
|
||||
float PH = std::min(360.f, LOGICAL_H_F * 0.7f);
|
||||
SDL_FRect p{ (LOGICAL_W_F - PW) / 2.f + contentOffsetX, (LOGICAL_H_F - PH) / 2.f - 40.f + contentOffsetY, PW, PH };
|
||||
popupX = p.x; popupY = p.y; popupW = p.w; popupH = p.h;
|
||||
return lx >= popupX && lx <= popupX + popupW && ly >= popupY && ly <= popupY + popupH;
|
||||
}
|
||||
@ -312,7 +321,17 @@ int LevelSelectorState::getLevelFromMouse(float mouseX, float mouseY, float popu
|
||||
lx = (float(mouseX) - float(lastLogicalVP.x)) / lastLogicalScale;
|
||||
ly = (float(mouseY) - float(lastLogicalVP.y)) / lastLogicalScale;
|
||||
}
|
||||
SDL_FRect p = DrawPanel(nullptr, LOGICAL_W, LOGICAL_H, /*draw=*/false, 0.f, 0.f);
|
||||
const float LOGICAL_W_F = 1200.f;
|
||||
const float LOGICAL_H_F = 1000.f;
|
||||
float winW = (float)lastLogicalVP.w;
|
||||
float winH = (float)lastLogicalVP.h;
|
||||
float contentOffsetX = 0.0f;
|
||||
float contentOffsetY = 0.0f;
|
||||
UIRenderer::computeContentOffsets(winW, winH, LOGICAL_W_F, LOGICAL_H_F, lastLogicalScale, contentOffsetX, contentOffsetY);
|
||||
|
||||
float PW = std::min(520.f, LOGICAL_W_F * 0.65f);
|
||||
float PH = std::min(360.f, LOGICAL_H_F * 0.7f);
|
||||
SDL_FRect p{ (LOGICAL_W_F - PW) / 2.f + contentOffsetX, (LOGICAL_H_F - PH) / 2.f - 40.f + contentOffsetY, PW, PH };
|
||||
Grid g = MakeGrid(p);
|
||||
return HitTest(g, (int)lx, (int)ly);
|
||||
}
|
||||
|
||||
@ -4,6 +4,7 @@
|
||||
#include "../core/GlobalState.h"
|
||||
#include "../core/state/StateManager.h"
|
||||
#include "../audio/Audio.h"
|
||||
#include "../audio/SoundEffect.h"
|
||||
#include <SDL3/SDL.h>
|
||||
#include <cstdio>
|
||||
#include <algorithm>
|
||||
@ -20,6 +21,8 @@
|
||||
// Menu helper wrappers are declared in a shared header implemented in main.cpp
|
||||
#include "../audio/MenuWrappers.h"
|
||||
#include "../utils/ImagePathResolver.h"
|
||||
#include "../graphics/renderers/UIRenderer.h"
|
||||
#include "../graphics/renderers/GameRenderer.h"
|
||||
#include <SDL3_image/SDL_image.h>
|
||||
|
||||
MenuState::MenuState(StateContext& ctx) : State(ctx) {}
|
||||
@ -38,6 +41,12 @@ void MenuState::onExit() {
|
||||
if (ctx.showExitConfirmPopup) {
|
||||
*ctx.showExitConfirmPopup = false;
|
||||
}
|
||||
|
||||
// Clean up icon textures
|
||||
if (playIcon) { SDL_DestroyTexture(playIcon); playIcon = nullptr; }
|
||||
if (levelIcon) { SDL_DestroyTexture(levelIcon); levelIcon = nullptr; }
|
||||
if (optionsIcon) { SDL_DestroyTexture(optionsIcon); optionsIcon = nullptr; }
|
||||
if (exitIcon) { SDL_DestroyTexture(exitIcon); exitIcon = nullptr; }
|
||||
}
|
||||
|
||||
void MenuState::handleEvent(const SDL_Event& e) {
|
||||
@ -177,10 +186,9 @@ void MenuState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logi
|
||||
// Compute content offsets (same approach as main.cpp for proper centering)
|
||||
float winW = (float)logicalVP.w;
|
||||
float winH = (float)logicalVP.h;
|
||||
float contentW = LOGICAL_W * logicalScale;
|
||||
float contentH = LOGICAL_H * logicalScale;
|
||||
float contentOffsetX = (winW - contentW) * 0.5f / logicalScale;
|
||||
float contentOffsetY = (winH - contentH) * 0.5f / logicalScale;
|
||||
float contentOffsetX = 0.0f;
|
||||
float contentOffsetY = 0.0f;
|
||||
UIRenderer::computeContentOffsets(winW, winH, LOGICAL_W, LOGICAL_H, logicalScale, contentOffsetX, contentOffsetY);
|
||||
|
||||
// Background is drawn by main (stretched to the full window) to avoid double-draw.
|
||||
{
|
||||
@ -250,106 +258,19 @@ void MenuState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logi
|
||||
}
|
||||
}
|
||||
|
||||
// Draw the sci-fi overlay that sits above the scoreboard but below the buttons
|
||||
SDL_Texture* overlayTex = ctx.mainScreenTex;
|
||||
int overlayW = ctx.mainScreenW;
|
||||
int overlayH = ctx.mainScreenH;
|
||||
|
||||
static SDL_Texture* fallbackOverlay = nullptr;
|
||||
static int fallbackW = 0;
|
||||
static int fallbackH = 0;
|
||||
|
||||
if (!overlayTex) {
|
||||
if (!fallbackOverlay) {
|
||||
const std::string resolvedOverlay = AssetPath::resolveImagePath("assets/images/main_screen.bmp");
|
||||
fallbackOverlay = IMG_LoadTexture(renderer, resolvedOverlay.c_str());
|
||||
if (fallbackOverlay) {
|
||||
SDL_SetTextureBlendMode(fallbackOverlay, SDL_BLENDMODE_BLEND);
|
||||
float tmpW = 0.0f;
|
||||
float tmpH = 0.0f;
|
||||
SDL_GetTextureSize(fallbackOverlay, &tmpW, &tmpH);
|
||||
fallbackW = static_cast<int>(tmpW);
|
||||
fallbackH = static_cast<int>(tmpH);
|
||||
FILE* f = fopen("tetris_trace.log", "a");
|
||||
if (f) {
|
||||
fprintf(f, "MenuState::render loaded fallback overlay texture %p path=%s size=%dx%d\n",
|
||||
(void*)fallbackOverlay, resolvedOverlay.c_str(), fallbackW, fallbackH);
|
||||
fclose(f);
|
||||
}
|
||||
} else {
|
||||
FILE* f = fopen("tetris_trace.log", "a");
|
||||
if (f) {
|
||||
fprintf(f, "MenuState::render failed to load fallback overlay: %s\n", SDL_GetError());
|
||||
fclose(f);
|
||||
}
|
||||
}
|
||||
}
|
||||
overlayTex = fallbackOverlay;
|
||||
overlayW = fallbackW;
|
||||
overlayH = fallbackH;
|
||||
}
|
||||
|
||||
if (overlayTex) {
|
||||
{
|
||||
FILE* f = fopen("tetris_trace.log", "a");
|
||||
if (f) {
|
||||
fprintf(f, "MenuState::render overlay tex=%llu dims=%dx%d\n",
|
||||
(unsigned long long)(uintptr_t)overlayTex,
|
||||
overlayW,
|
||||
overlayH);
|
||||
fclose(f);
|
||||
}
|
||||
}
|
||||
float texW = overlayW > 0 ? static_cast<float>(overlayW) : 0.0f;
|
||||
float texH = overlayH > 0 ? static_cast<float>(overlayH) : 0.0f;
|
||||
if (texW <= 0.0f || texH <= 0.0f) {
|
||||
if (!SDL_GetTextureSize(overlayTex, &texW, &texH)) {
|
||||
FILE* f = fopen("tetris_trace.log", "a");
|
||||
if (f) {
|
||||
fprintf(f, "MenuState::render failed to query overlay size: %s\n", SDL_GetError());
|
||||
fclose(f);
|
||||
}
|
||||
texW = 0.0f;
|
||||
texH = 0.0f;
|
||||
}
|
||||
}
|
||||
if (texW > 0.0f && texH > 0.0f) {
|
||||
const float drawH = LOGICAL_H;
|
||||
const float scale = drawH / texH;
|
||||
const float drawW = texW * scale;
|
||||
SDL_FRect dst{
|
||||
(LOGICAL_W - drawW) * 0.5f + contentOffsetX,
|
||||
contentOffsetY,
|
||||
drawW,
|
||||
drawH
|
||||
};
|
||||
int renderResult = SDL_RenderTexture(renderer, overlayTex, nullptr, &dst);
|
||||
if (renderResult < 0) {
|
||||
FILE* f = fopen("tetris_trace.log", "a");
|
||||
if (f) {
|
||||
fprintf(f, "MenuState::render failed to draw overlay: %s\n", SDL_GetError());
|
||||
fclose(f);
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
FILE* f = fopen("tetris_trace.log", "a");
|
||||
if (f) {
|
||||
fprintf(f, "MenuState::render no overlay texture available\n");
|
||||
fclose(f);
|
||||
}
|
||||
}
|
||||
// The main_screen overlay is drawn by main.cpp as the background
|
||||
// We don't need to draw it again here as a logo
|
||||
|
||||
// Draw bottom action buttons with responsive sizing (reduced to match main mouse hit-test)
|
||||
// Use the contentW calculated at the top with content offsets
|
||||
float contentW = LOGICAL_W * logicalScale;
|
||||
bool isSmall = (contentW < 700.0f);
|
||||
float btnW = isSmall ? (LOGICAL_W * 0.32f) : (LOGICAL_W * 0.18f);
|
||||
btnW = std::clamp(btnW, 180.0f, 260.0f); // keep buttons from consuming entire row
|
||||
float btnH = isSmall ? 56.0f : 64.0f;
|
||||
// Adjust button dimensions to match the background button graphics
|
||||
float btnW = 200.0f; // Fixed width to match background buttons
|
||||
float btnH = 70.0f; // Fixed height to match background buttons
|
||||
float btnX = LOGICAL_W * 0.5f + contentOffsetX;
|
||||
// Move buttons down by 40px to match original layout (user requested 30-50px)
|
||||
const float btnYOffset = 40.0f;
|
||||
float btnY = LOGICAL_H * 0.86f + contentOffsetY + btnYOffset; // align with main's button vertical position
|
||||
// Adjust vertical position to align with background buttons
|
||||
float btnY = LOGICAL_H * 0.865f + contentOffsetY;
|
||||
|
||||
if (ctx.pixelFont) {
|
||||
{
|
||||
@ -359,26 +280,6 @@ void MenuState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logi
|
||||
int startLevel = ctx.startLevelSelection ? *ctx.startLevelSelection : 0;
|
||||
std::snprintf(levelBtnText, sizeof(levelBtnText), "LEVEL %d", startLevel);
|
||||
|
||||
auto drawMenuButtonLocal = [&](SDL_Renderer* r, FontAtlas& font, float cx, float cy, float w, float h, const std::string& label, SDL_Color bg, SDL_Color border, bool selected){
|
||||
float x = cx - w/2; float y = cy - h/2;
|
||||
if (selected) {
|
||||
SDL_SetRenderDrawColor(r, 255, 220, 0, 110);
|
||||
SDL_FRect glow{ x-10, y-10, w+20, h+20 };
|
||||
SDL_RenderFillRect(r, &glow);
|
||||
}
|
||||
SDL_SetRenderDrawColor(r, border.r, border.g, border.b, border.a);
|
||||
SDL_FRect br{ x-6, y-6, w+12, h+12 }; SDL_RenderFillRect(r, &br);
|
||||
SDL_SetRenderDrawColor(r, 255,255,255,255); SDL_FRect br2{ x-4, y-4, w+8, h+8 }; SDL_RenderFillRect(r, &br2);
|
||||
SDL_SetRenderDrawColor(r, bg.r, bg.g, bg.b, bg.a); SDL_FRect br3{ x, y, w, h }; SDL_RenderFillRect(r, &br3);
|
||||
float textScale = 1.5f;
|
||||
int textW = 0, textH = 0;
|
||||
font.measure(label, textScale, textW, textH);
|
||||
float tx = x + (w - static_cast<float>(textW)) * 0.5f;
|
||||
float ty = y + (h - static_cast<float>(textH)) * 0.5f;
|
||||
font.draw(r, tx + 2.0f, ty + 2.0f, label, textScale, SDL_Color{0, 0, 0, 200});
|
||||
font.draw(r, tx, ty, label, textScale, SDL_Color{255, 255, 255, 255});
|
||||
};
|
||||
|
||||
struct MenuButtonDef {
|
||||
SDL_Color bg;
|
||||
SDL_Color border;
|
||||
@ -391,137 +292,104 @@ void MenuState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logi
|
||||
MenuButtonDef{ SDL_Color{130,80,210,255}, SDL_Color{90,40,170,255}, "OPTIONS" },
|
||||
MenuButtonDef{ SDL_Color{200,70,70,255}, SDL_Color{150,40,40,255}, "EXIT" }
|
||||
};
|
||||
|
||||
// Icon array (nullptr if icon not loaded)
|
||||
std::array<SDL_Texture*, 4> icons = {
|
||||
playIcon,
|
||||
levelIcon,
|
||||
optionsIcon,
|
||||
exitIcon
|
||||
};
|
||||
|
||||
// Fixed spacing to match background button positions
|
||||
float spacing = isSmall ? btnW * 1.2f : btnW * 1.15f;
|
||||
for (size_t i = 0; i < buttons.size(); ++i) {
|
||||
float offset = (static_cast<float>(i) - 1.5f) * spacing;
|
||||
float cx = btnX + offset;
|
||||
drawMenuButtonLocal(renderer, *ctx.pixelFont, cx, btnY, btnW, btnH, buttons[i].label, buttons[i].bg, buttons[i].border, selectedButton == static_cast<int>(i));
|
||||
|
||||
// Draw each button individually so each can have its own coordinates
|
||||
// Button 0 - PLAY
|
||||
{
|
||||
const int i = 0;
|
||||
float cxCenter = 0.0f;
|
||||
float cyCenter = btnY;
|
||||
if (ctx.menuButtonsExplicit) {
|
||||
cxCenter = ctx.menuButtonCX[i] + contentOffsetX;
|
||||
cyCenter = ctx.menuButtonCY[i] + contentOffsetY;
|
||||
} else {
|
||||
float offset = (static_cast<float>(i) - 1.5f) * spacing;
|
||||
cxCenter = btnX + offset;
|
||||
}
|
||||
UIRenderer::drawButton(renderer, ctx.pixelFont, cxCenter, cyCenter, btnW, btnH,
|
||||
buttons[i].label, false, selectedButton == i,
|
||||
buttons[i].bg, buttons[i].border, true, icons[i]);
|
||||
}
|
||||
|
||||
// Button 1 - LEVEL
|
||||
{
|
||||
const int i = 1;
|
||||
float cxCenter = 0.0f;
|
||||
float cyCenter = btnY;
|
||||
if (ctx.menuButtonsExplicit) {
|
||||
cxCenter = ctx.menuButtonCX[i] + contentOffsetX;
|
||||
cyCenter = ctx.menuButtonCY[i] + contentOffsetY;
|
||||
} else {
|
||||
float offset = (static_cast<float>(i) - 1.5f) * spacing;
|
||||
cxCenter = btnX + offset;
|
||||
}
|
||||
UIRenderer::drawButton(renderer, ctx.pixelFont, cxCenter, cyCenter, btnW, btnH,
|
||||
buttons[i].label, false, selectedButton == i,
|
||||
buttons[i].bg, buttons[i].border, true, icons[i]);
|
||||
}
|
||||
|
||||
// Button 2 - OPTIONS
|
||||
{
|
||||
const int i = 2;
|
||||
float cxCenter = 0.0f;
|
||||
float cyCenter = btnY;
|
||||
if (ctx.menuButtonsExplicit) {
|
||||
cxCenter = ctx.menuButtonCX[i] + contentOffsetX;
|
||||
cyCenter = ctx.menuButtonCY[i] + contentOffsetY;
|
||||
} else {
|
||||
float offset = (static_cast<float>(i) - 1.5f) * spacing;
|
||||
cxCenter = btnX + offset;
|
||||
}
|
||||
UIRenderer::drawButton(renderer, ctx.pixelFont, cxCenter, cyCenter, btnW, btnH,
|
||||
buttons[i].label, false, selectedButton == i,
|
||||
buttons[i].bg, buttons[i].border, true, icons[i]);
|
||||
}
|
||||
|
||||
// Button 3 - EXIT
|
||||
{
|
||||
const int i = 3;
|
||||
float cxCenter = 0.0f;
|
||||
float cyCenter = btnY;
|
||||
if (ctx.menuButtonsExplicit) {
|
||||
cxCenter = ctx.menuButtonCX[i] + contentOffsetX;
|
||||
cyCenter = ctx.menuButtonCY[i] + contentOffsetY;
|
||||
} else {
|
||||
float offset = (static_cast<float>(i) - 1.5f) * spacing;
|
||||
cxCenter = btnX + offset;
|
||||
}
|
||||
UIRenderer::drawButton(renderer, ctx.pixelFont, cxCenter, cyCenter, btnW, btnH,
|
||||
buttons[i].label, false, selectedButton == i,
|
||||
buttons[i].bg, buttons[i].border, true, icons[i]);
|
||||
}
|
||||
}
|
||||
|
||||
if (ctx.showExitConfirmPopup && *ctx.showExitConfirmPopup) {
|
||||
int selection = ctx.exitPopupSelectedButton ? *ctx.exitPopupSelectedButton : 1;
|
||||
|
||||
// Switch to window coordinates for full-screen overlay
|
||||
SDL_SetRenderViewport(renderer, nullptr);
|
||||
SDL_SetRenderScale(renderer, 1.0f, 1.0f);
|
||||
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 150);
|
||||
|
||||
// Get actual window size
|
||||
int actualWinW = 0, actualWinH = 0;
|
||||
SDL_GetRenderOutputSize(renderer, &actualWinW, &actualWinH);
|
||||
SDL_FRect overlay{0, 0, (float)actualWinW, (float)actualWinH};
|
||||
SDL_RenderFillRect(renderer, &overlay);
|
||||
|
||||
// Restore viewport and scale for popup content
|
||||
SDL_SetRenderViewport(renderer, &logicalVP);
|
||||
SDL_SetRenderScale(renderer, logicalScale, logicalScale);
|
||||
|
||||
const float panelW = 640.0f;
|
||||
const float panelH = 320.0f;
|
||||
SDL_FRect panel{
|
||||
(LOGICAL_W - panelW) * 0.5f + contentOffsetX,
|
||||
(LOGICAL_H - panelH) * 0.5f + contentOffsetY,
|
||||
panelW,
|
||||
panelH
|
||||
};
|
||||
|
||||
SDL_FRect shadow{panel.x + 6.0f, panel.y + 10.0f, panel.w, panel.h};
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 140);
|
||||
SDL_RenderFillRect(renderer, &shadow);
|
||||
for (int i = 0; i < 5; ++i) {
|
||||
SDL_FRect glow{panel.x - float(i * 2), panel.y - float(i * 2), panel.w + float(i * 4), panel.h + float(i * 4)};
|
||||
SDL_SetRenderDrawColor(renderer, 0, 180, 255, Uint8(44 - i * 7));
|
||||
SDL_RenderRect(renderer, &glow);
|
||||
}
|
||||
|
||||
SDL_SetRenderDrawColor(renderer, 18, 30, 52, 255);
|
||||
SDL_RenderFillRect(renderer, &panel);
|
||||
SDL_SetRenderDrawColor(renderer, 70, 120, 210, 255);
|
||||
SDL_RenderRect(renderer, &panel);
|
||||
|
||||
SDL_FRect inner{panel.x + 24.0f, panel.y + 98.0f, panel.w - 48.0f, panel.h - 146.0f};
|
||||
SDL_SetRenderDrawColor(renderer, 16, 24, 40, 235);
|
||||
SDL_RenderFillRect(renderer, &inner);
|
||||
SDL_SetRenderDrawColor(renderer, 40, 80, 140, 235);
|
||||
SDL_RenderRect(renderer, &inner);
|
||||
|
||||
FontAtlas* retroFont = ctx.pixelFont ? ctx.pixelFont : ctx.font;
|
||||
if (retroFont) {
|
||||
const float titleScale = 1.9f;
|
||||
const char* title = "EXIT GAME?";
|
||||
int titleW = 0, titleH = 0;
|
||||
retroFont->measure(title, titleScale, titleW, titleH);
|
||||
float titleX = panel.x + (panel.w - static_cast<float>(titleW)) * 0.5f;
|
||||
retroFont->draw(renderer, titleX, panel.y + 30.0f, title, titleScale, SDL_Color{255, 230, 140, 255});
|
||||
|
||||
const float bodyScale = 1.05f;
|
||||
const char* line = "Are you sure you want to quit?";
|
||||
int bodyW = 0, bodyH = 0;
|
||||
retroFont->measure(line, bodyScale, bodyW, bodyH);
|
||||
float bodyX = panel.x + (panel.w - static_cast<float>(bodyW)) * 0.5f;
|
||||
retroFont->draw(renderer, bodyX, inner.y + 18.0f, line, bodyScale, SDL_Color{210, 220, 240, 255});
|
||||
}
|
||||
|
||||
const float horizontalPad = 28.0f;
|
||||
const float buttonGap = 32.0f;
|
||||
const float buttonH = 66.0f;
|
||||
float buttonW = (inner.w - horizontalPad * 2.0f - buttonGap) * 0.5f;
|
||||
float buttonY = inner.y + inner.h - buttonH - 24.0f;
|
||||
|
||||
auto drawChoice = [&](int idx, float x, const char* label) {
|
||||
bool selected = (selection == idx);
|
||||
SDL_Color base = (idx == 0) ? SDL_Color{185, 70, 70, 255} : SDL_Color{60, 95, 150, 255};
|
||||
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;
|
||||
SDL_Color border = selected ? SDL_Color{255, 220, 120, 255} : SDL_Color{80, 110, 160, 255};
|
||||
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 120);
|
||||
SDL_FRect shadowRect{x + 4.0f, buttonY + 6.0f, buttonW, buttonH};
|
||||
SDL_RenderFillRect(renderer, &shadowRect);
|
||||
|
||||
SDL_FRect bodyRect{x, buttonY, buttonW, buttonH};
|
||||
SDL_SetRenderDrawColor(renderer, body.r, body.g, body.b, body.a);
|
||||
SDL_RenderFillRect(renderer, &bodyRect);
|
||||
SDL_SetRenderDrawColor(renderer, border.r, border.g, border.b, border.a);
|
||||
SDL_RenderRect(renderer, &bodyRect);
|
||||
|
||||
if (retroFont) {
|
||||
const float labelScale = 1.4f;
|
||||
int textW = 0, textH = 0;
|
||||
retroFont->measure(label, labelScale, textW, textH);
|
||||
float textX = bodyRect.x + (bodyRect.w - static_cast<float>(textW)) * 0.5f;
|
||||
float textY = bodyRect.y + (bodyRect.h - static_cast<float>(textH)) * 0.5f;
|
||||
SDL_Color textColor = selected ? SDL_Color{255, 255, 255, 255} : SDL_Color{230, 235, 250, 255};
|
||||
retroFont->draw(renderer, textX, textY, label, labelScale, textColor);
|
||||
}
|
||||
};
|
||||
|
||||
float yesX = inner.x + horizontalPad;
|
||||
float noX = yesX + buttonW + buttonGap;
|
||||
drawChoice(0, yesX, "YES");
|
||||
drawChoice(1, noX, "NO");
|
||||
GameRenderer::renderExitPopup(
|
||||
renderer,
|
||||
ctx.pixelFont,
|
||||
winW,
|
||||
winH,
|
||||
logicalScale,
|
||||
ctx.exitPopupSelectedButton ? *ctx.exitPopupSelectedButton : 1
|
||||
);
|
||||
}
|
||||
|
||||
// Popups (settings only - level popup is now a separate state)
|
||||
if (ctx.showSettingsPopup && *ctx.showSettingsPopup) {
|
||||
// draw settings popup inline
|
||||
bool musicOn = ctx.musicEnabled ? *ctx.musicEnabled : true;
|
||||
float popupW = 350, popupH = 260;
|
||||
float popupX = (LOGICAL_W - popupW) / 2;
|
||||
float popupY = (LOGICAL_H - popupH) / 2;
|
||||
SDL_SetRenderDrawColor(renderer, 0,0,0,128); SDL_FRect overlay{0,0,(float)LOGICAL_W,(float)LOGICAL_H}; SDL_RenderFillRect(renderer, &overlay);
|
||||
SDL_SetRenderDrawColor(renderer, 100,120,160,255); SDL_FRect bord{popupX-4,popupY-4,popupW+8,popupH+8}; SDL_RenderFillRect(renderer, &bord);
|
||||
SDL_SetRenderDrawColor(renderer, 40,50,70,255); SDL_FRect body{popupX,popupY,popupW,popupH}; SDL_RenderFillRect(renderer, &body);
|
||||
ctx.font->draw(renderer, popupX + 20, popupY + 20, "SETTINGS", 2.0f, SDL_Color{255,220,0,255});
|
||||
ctx.font->draw(renderer, popupX + 20, popupY + 70, "MUSIC:", 1.5f, SDL_Color{255,255,255,255});
|
||||
ctx.font->draw(renderer, popupX + 120, popupY + 70, musicOn ? "ON" : "OFF", 1.5f, musicOn ? SDL_Color{0,255,0,255} : SDL_Color{255,0,0,255});
|
||||
ctx.font->draw(renderer, popupX + 20, popupY + 100, "SOUND FX:", 1.5f, SDL_Color{255,255,255,255});
|
||||
ctx.font->draw(renderer, popupX + 140, popupY + 100, "ON", 1.5f, SDL_Color{0,255,0,255});
|
||||
ctx.font->draw(renderer, popupX + 20, popupY + 150, "M = TOGGLE MUSIC", 1.0f, SDL_Color{200,200,220,255});
|
||||
ctx.font->draw(renderer, popupX + 20, popupY + 170, "S = TOGGLE SOUND FX", 1.0f, SDL_Color{200,200,220,255});
|
||||
ctx.font->draw(renderer, popupX + 20, popupY + 190, "ESC = CLOSE", 1.0f, SDL_Color{200,200,220,255});
|
||||
bool soundOn = SoundEffectManager::instance().isEnabled();
|
||||
UIRenderer::drawSettingsPopup(renderer, ctx.font, LOGICAL_W, LOGICAL_H, musicOn, soundOn);
|
||||
}
|
||||
// Trace exit
|
||||
{
|
||||
|
||||
@ -13,4 +13,10 @@ public:
|
||||
|
||||
private:
|
||||
int selectedButton = 0; // 0 = PLAY, 1 = LEVEL, 2 = OPTIONS, 3 = EXIT
|
||||
|
||||
// Button icons (optional - will use text if nullptr)
|
||||
SDL_Texture* playIcon = nullptr;
|
||||
SDL_Texture* levelIcon = nullptr;
|
||||
SDL_Texture* optionsIcon = nullptr;
|
||||
SDL_Texture* exitIcon = nullptr;
|
||||
};
|
||||
|
||||
@ -7,6 +7,7 @@
|
||||
#include <algorithm>
|
||||
#include <cctype>
|
||||
#include "../core/Settings.h"
|
||||
#include "../graphics/renderers/UIRenderer.h"
|
||||
|
||||
OptionsState::OptionsState(StateContext& ctx) : State(ctx) {}
|
||||
|
||||
@ -89,32 +90,17 @@ void OptionsState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect l
|
||||
|
||||
float winW = static_cast<float>(logicalVP.w);
|
||||
float winH = static_cast<float>(logicalVP.h);
|
||||
float contentW = LOGICAL_W * logicalScale;
|
||||
float contentH = LOGICAL_H * logicalScale;
|
||||
float contentOffsetX = (winW - contentW) * 0.5f / logicalScale;
|
||||
float contentOffsetY = (winH - contentH) * 0.5f / logicalScale;
|
||||
float contentOffsetX = 0.0f;
|
||||
float contentOffsetY = 0.0f;
|
||||
UIRenderer::computeContentOffsets(winW, winH, LOGICAL_W, LOGICAL_H, logicalScale, contentOffsetX, contentOffsetY);
|
||||
|
||||
SDL_Texture* logoTexture = ctx.logoSmallTex ? ctx.logoSmallTex : ctx.logoTex;
|
||||
if (logoTexture) {
|
||||
float texW = 0.0f;
|
||||
float texH = 0.0f;
|
||||
if (logoTexture == ctx.logoSmallTex && ctx.logoSmallW > 0 && ctx.logoSmallH > 0) {
|
||||
texW = static_cast<float>(ctx.logoSmallW);
|
||||
texH = static_cast<float>(ctx.logoSmallH);
|
||||
} else {
|
||||
SDL_GetTextureSize(logoTexture, &texW, &texH);
|
||||
}
|
||||
if (texW > 0.0f && texH > 0.0f) {
|
||||
float maxWidth = LOGICAL_W * 0.6f;
|
||||
float scale = std::min(1.0f, maxWidth / texW);
|
||||
float dw = texW * scale;
|
||||
float dh = texH * scale;
|
||||
float logoX = (LOGICAL_W - dw) * 0.5f + contentOffsetX;
|
||||
float logoY = LOGICAL_H * 0.05f + contentOffsetY;
|
||||
SDL_FRect dst{logoX, logoY, dw, dh};
|
||||
SDL_RenderTexture(renderer, logoTexture, nullptr, &dst);
|
||||
}
|
||||
int logoW = 0, logoH = 0;
|
||||
if (logoTexture == ctx.logoSmallTex && ctx.logoSmallW > 0) {
|
||||
logoW = ctx.logoSmallW;
|
||||
logoH = ctx.logoSmallH;
|
||||
}
|
||||
UIRenderer::drawLogo(renderer, logoTexture, LOGICAL_W, LOGICAL_H, contentOffsetX, contentOffsetY, logoW, logoH);
|
||||
|
||||
const float panelW = 520.0f;
|
||||
const float panelH = 420.0f;
|
||||
@ -125,23 +111,7 @@ void OptionsState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect l
|
||||
panelH
|
||||
};
|
||||
|
||||
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
|
||||
|
||||
// Panel styling similar to level selector
|
||||
SDL_FRect shadow{panel.x + 6.0f, panel.y + 10.0f, panel.w, panel.h};
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 120);
|
||||
SDL_RenderFillRect(renderer, &shadow);
|
||||
|
||||
for (int i = 0; i < 5; ++i) {
|
||||
SDL_FRect glow{panel.x - float(i * 2), panel.y - float(i * 2), panel.w + float(i * 4), panel.h + float(i * 4)};
|
||||
SDL_SetRenderDrawColor(renderer, 0, 180, 255, Uint8(42 - i * 8));
|
||||
SDL_RenderRect(renderer, &glow);
|
||||
}
|
||||
|
||||
SDL_SetRenderDrawColor(renderer, 18, 30, 52, 255);
|
||||
SDL_RenderFillRect(renderer, &panel);
|
||||
SDL_SetRenderDrawColor(renderer, 70, 120, 210, 255);
|
||||
SDL_RenderRect(renderer, &panel);
|
||||
UIRenderer::drawSciFiPanel(renderer, panel);
|
||||
|
||||
FontAtlas* retroFont = ctx.pixelFont ? ctx.pixelFont : ctx.font;
|
||||
|
||||
|
||||
@ -5,6 +5,7 @@
|
||||
#include <vector>
|
||||
#include <functional>
|
||||
#include <string>
|
||||
#include <array>
|
||||
|
||||
// Forward declarations for frequently used types
|
||||
class Game;
|
||||
@ -66,6 +67,12 @@ struct StateContext {
|
||||
std::function<void(AppState)> requestFadeTransition; // Generic state fade requests (menu/options/level)
|
||||
// Pointer to the application's StateManager so states can request transitions
|
||||
StateManager* stateManager = nullptr;
|
||||
// Optional explicit per-button coordinates (logical coordinates). When
|
||||
// `menuButtonsExplicit` is true, MenuState will use these centers for
|
||||
// rendering and hit tests. Values are in logical units (LOGICAL_W/H).
|
||||
std::array<float, 4> menuButtonCX{};
|
||||
std::array<float, 4> menuButtonCY{};
|
||||
bool menuButtonsExplicit = false;
|
||||
};
|
||||
|
||||
class State {
|
||||
|
||||
Reference in New Issue
Block a user