fixed statistics panel
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@ -348,14 +348,20 @@ void GameRenderer::renderPlayingState(
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snprintf(countStr, sizeof(countStr), "%d", count);
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int countW = 0, countH = 0;
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pixelFont->measure(countStr, 1.0f, countW, countH);
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float countX = previewX + rowWidth - static_cast<float>(countW);
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// Horizontal shift to push the counts/percent a bit more to the right
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const float statsNumbersShift = 20.0f;
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// Small left shift for progress bar so the track aligns better with the design
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const float statsBarShift = -10.0f;
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float countX = previewX + rowWidth - static_cast<float>(countW) + statsNumbersShift;
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float countY = previewY + 9.0f;
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int perc = (totalBlocks > 0) ? int(std::round(100.0 * double(count) / double(totalBlocks))) : 0;
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char percStr[16];
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snprintf(percStr, sizeof(percStr), "%d%%", perc);
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int percW = 0, percH = 0;
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pixelFont->measure(percStr, 0.8f, percW, percH);
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float barX = previewX;
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float barX = previewX + statsBarShift;
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float barY = previewY + pieceHeight + 12.0f;
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float barH = 6.0f;
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float barW = rowWidth;
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@ -378,7 +384,9 @@ void GameRenderer::renderPlayingState(
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drawSmallPiece(renderer, blocksTex, static_cast<PieceType>(i), previewX, previewY, previewSize);
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pixelFont->draw(renderer, countX, countY, countStr, 1.0f, {245, 245, 255, 255});
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pixelFont->draw(renderer, previewX, percY, percStr, 0.8f, {215, 225, 240, 255});
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// Draw percent right-aligned near the same right edge as the count
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float percX = previewX + rowWidth - static_cast<float>(percW) + statsNumbersShift;
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pixelFont->draw(renderer, percX, percY, percStr, 0.8f, {215, 225, 240, 255});
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SDL_SetRenderDrawColor(renderer, 110, 120, 140, 200);
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SDL_FRect track{barX, barY, barW, barH};
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@ -616,28 +616,27 @@ void GameRenderer::renderPlayingState(
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GRID_H + blocksPanelPadY * 2.0f
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};
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if (statisticsPanelTex) {
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// Use the dedicated statistics panel image for the left panel when available.
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// Preserve aspect ratio by scaling to the panel width and center/crop vertically if needed.
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// Use the dedicated statistics panel image; scale it to fit the panel while
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// preserving aspect ratio (no crop) so very tall source images don't overflow.
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float texWf = 0.0f, texHf = 0.0f;
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if (SDL_GetTextureSize(statisticsPanelTex, &texWf, &texHf) == 0) {
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if (SDL_GetTextureSize(statisticsPanelTex, &texWf, &texHf)) {
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if (texWf > 0.0f && texHf > 0.0f) {
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const float destW = blocksPanelBg.w;
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const float destH = blocksPanelBg.h;
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const float scale = destW / texWf;
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const float scale = std::min(destW / texWf, destH / texHf);
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const float scaledW = texWf * scale;
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const float scaledH = texHf * scale;
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if (scaledH <= destH) {
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// Fits vertically: draw full texture centered vertically
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SDL_FRect srcF{0.0f, 0.0f, texWf, texHf};
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SDL_RenderTexture(renderer, statisticsPanelTex, &srcF, &blocksPanelBg);
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} else {
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// Texture is taller when scaled to width: crop vertically from texture
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float srcHf = destH / scale;
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float srcYf = std::max(0.0f, (texHf - srcHf) * 0.5f);
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SDL_FRect srcF{0.0f, srcYf, texWf, srcHf};
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SDL_RenderTexture(renderer, statisticsPanelTex, &srcF, &blocksPanelBg);
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// Center the scaled texture inside the panel
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SDL_FRect dstF{
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blocksPanelBg.x + (destW - scaledW) * 0.5f,
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blocksPanelBg.y + (destH - scaledH) * 0.5f,
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scaledW,
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scaledH
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};
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SDL_RenderTexture(renderer, statisticsPanelTex, nullptr, &dstF);
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}
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} else {
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// Fallback: render entire texture if query failed
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// Fallback: render entire texture stretched to panel
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SDL_RenderTexture(renderer, statisticsPanelTex, nullptr, &blocksPanelBg);
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}
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} else if (scorePanelTex) {
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@ -1090,19 +1089,26 @@ void GameRenderer::renderPlayingState(
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const SDL_Color headerColor{255, 220, 0, 255};
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const SDL_Color textColor{200, 220, 235, 200};
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const SDL_Color mutedColor{150, 180, 200, 180};
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pixelFont->draw(renderer, statsX + 12.0f, statsY + 8.0f, "STATISTICS", 0.46f, headerColor);
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// Small vertical shift to push text further into the statistics panel
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// Increased from 20 to 80 to move text down by ~60px more (within 50-100px range)
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const float statsTextShift = 80.0f;
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pixelFont->draw(renderer, statsX + 12.0f, statsY + 8.0f + statsTextShift, "STATISTICS", 0.70f, headerColor);
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// Tighter spacing and smaller icons/text for compact analytics console
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float yCursor = statsY + 34.0f;
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float yCursor = statsY + 34.0f + statsTextShift;
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const float leftPad = 2.0f;
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const float rightPad = 14.0f;
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// Horizontal shift to nudge the count/percent group closer to the right edge
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const float statsNumbersShift = 20.0f;
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// Horizontal shift to move the progress bar slightly left
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const float statsBarShift = -10.0f;
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// Increase row gap to avoid icon overlap on smaller scales (bumped up)
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const float rowGap = 28.0f;
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const float barHeight = 2.0f;
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// Text scales for per-row numbers (slightly larger than before)
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const float countScale = 0.45f;
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const float percScale = 0.43f;
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const float countScale = 0.60f;
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const float percScale = 0.60f;
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// Determine max percent to highlight top used piece
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int maxPerc = 0;
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@ -1157,7 +1163,7 @@ void GameRenderer::renderPlayingState(
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int maxTextH = std::max(countH, percH);
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float numbersW = numbersPadX * 2.0f + countW + numbersGap + percW;
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float numbersH = numbersPadY * 2.0f + static_cast<float>(maxTextH);
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float numbersX = rowRight - numbersW;
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float numbersX = rowRight - numbersW + statsNumbersShift;
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float numbersY = yCursor - (numbersH - static_cast<float>(maxTextH)) * 0.5f;
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float textY = numbersY + (numbersH - static_cast<float>(maxTextH)) * 0.5f;
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@ -1168,7 +1174,7 @@ void GameRenderer::renderPlayingState(
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pixelFont->draw(renderer, percX, textY, percStr, percScale, mutedColor);
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// Progress bar anchored to the numbers width
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float barX = numbersX;
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float barX = numbersX + statsBarShift;
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float barW = numbersW;
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float barY = numbersY + numbersH + 8.0f;
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@ -1196,8 +1202,11 @@ void GameRenderer::renderPlayingState(
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yCursor = barY + barHeight + rowGap + 6.0f;
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}
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// Bottom summary stats
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float summaryY = statsY + statsH - 90.0f; // move summary slightly up
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// Bottom summary stats: prefer to place summary right after last row
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// but clamp it so it never goes below the reserved bottom area.
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float preferredSummaryY = yCursor + 24.0f; // space below last row
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float maxSummaryY = statsY + statsH - 90.0f; // original lower bound
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float summaryY = std::min(preferredSummaryY, maxSummaryY);
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const SDL_Color summaryValueColor{220, 235, 250, 255};
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const SDL_Color labelMuted{160, 180, 200, 200};
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@ -1210,20 +1219,20 @@ void GameRenderer::renderPlayingState(
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const float valueRightPad = 12.0f; // pad from right edge
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int valW=0, valH=0;
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pixelFont->measure(totalStr, 0.41f, valW, valH);
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pixelFont->measure(totalStr, 0.55f, valW, valH);
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float totalX = statsX + statsW - valueRightPad - (float)valW;
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pixelFont->draw(renderer, labelX, summaryY + 0.0f, "TOTAL PIECES", 0.36f, labelMuted);
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pixelFont->draw(renderer, totalX, summaryY + 0.0f, totalStr, 0.41f, summaryValueColor);
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pixelFont->draw(renderer, labelX, summaryY + 0.0f, "TOTAL PIECES", 0.46f, labelMuted);
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pixelFont->draw(renderer, totalX, summaryY + 0.0f, totalStr, 0.55f, summaryValueColor);
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pixelFont->measure(tetrisesStr, 0.41f, valW, valH);
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pixelFont->measure(tetrisesStr, 0.55f, valW, valH);
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float tetrisesX = statsX + statsW - valueRightPad - (float)valW;
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pixelFont->draw(renderer, labelX, summaryY + 22.0f, "TETRISES MADE", 0.36f, labelMuted);
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pixelFont->draw(renderer, tetrisesX, summaryY + 22.0f, tetrisesStr, 0.41f, summaryValueColor);
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pixelFont->draw(renderer, labelX, summaryY + 22.0f, "TETRISES MADE", 0.46f, labelMuted);
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pixelFont->draw(renderer, tetrisesX, summaryY + 22.0f, tetrisesStr, 0.55f, summaryValueColor);
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pixelFont->measure(maxComboStr, 0.41f, valW, valH);
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pixelFont->measure(maxComboStr, 0.55f, valW, valH);
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float comboX = statsX + statsW - valueRightPad - (float)valW;
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pixelFont->draw(renderer, labelX, summaryY + 44.0f, "MAX COMBO", 0.36f, labelMuted);
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pixelFont->draw(renderer, comboX, summaryY + 44.0f, maxComboStr, 0.41f, summaryValueColor);
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pixelFont->draw(renderer, labelX, summaryY + 44.0f, "MAX COMBO", 0.46f, labelMuted);
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pixelFont->draw(renderer, comboX, summaryY + 44.0f, maxComboStr, 0.55f, summaryValueColor);
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// Draw score panel (right side)
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const float contentTopOffset = 0.0f;
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