fixed statistics panel

This commit is contained in:
2025-12-07 18:25:13 +01:00
parent 12bc4870b1
commit e27d1b60b1
2 changed files with 53 additions and 36 deletions

View File

@ -348,14 +348,20 @@ void GameRenderer::renderPlayingState(
snprintf(countStr, sizeof(countStr), "%d", count); snprintf(countStr, sizeof(countStr), "%d", count);
int countW = 0, countH = 0; int countW = 0, countH = 0;
pixelFont->measure(countStr, 1.0f, countW, countH); pixelFont->measure(countStr, 1.0f, countW, countH);
float countX = previewX + rowWidth - static_cast<float>(countW); // Horizontal shift to push the counts/percent a bit more to the right
const float statsNumbersShift = 20.0f;
// Small left shift for progress bar so the track aligns better with the design
const float statsBarShift = -10.0f;
float countX = previewX + rowWidth - static_cast<float>(countW) + statsNumbersShift;
float countY = previewY + 9.0f; float countY = previewY + 9.0f;
int perc = (totalBlocks > 0) ? int(std::round(100.0 * double(count) / double(totalBlocks))) : 0; int perc = (totalBlocks > 0) ? int(std::round(100.0 * double(count) / double(totalBlocks))) : 0;
char percStr[16]; char percStr[16];
snprintf(percStr, sizeof(percStr), "%d%%", perc); snprintf(percStr, sizeof(percStr), "%d%%", perc);
int percW = 0, percH = 0;
pixelFont->measure(percStr, 0.8f, percW, percH);
float barX = previewX; float barX = previewX + statsBarShift;
float barY = previewY + pieceHeight + 12.0f; float barY = previewY + pieceHeight + 12.0f;
float barH = 6.0f; float barH = 6.0f;
float barW = rowWidth; float barW = rowWidth;
@ -378,7 +384,9 @@ void GameRenderer::renderPlayingState(
drawSmallPiece(renderer, blocksTex, static_cast<PieceType>(i), previewX, previewY, previewSize); drawSmallPiece(renderer, blocksTex, static_cast<PieceType>(i), previewX, previewY, previewSize);
pixelFont->draw(renderer, countX, countY, countStr, 1.0f, {245, 245, 255, 255}); pixelFont->draw(renderer, countX, countY, countStr, 1.0f, {245, 245, 255, 255});
pixelFont->draw(renderer, previewX, percY, percStr, 0.8f, {215, 225, 240, 255}); // Draw percent right-aligned near the same right edge as the count
float percX = previewX + rowWidth - static_cast<float>(percW) + statsNumbersShift;
pixelFont->draw(renderer, percX, percY, percStr, 0.8f, {215, 225, 240, 255});
SDL_SetRenderDrawColor(renderer, 110, 120, 140, 200); SDL_SetRenderDrawColor(renderer, 110, 120, 140, 200);
SDL_FRect track{barX, barY, barW, barH}; SDL_FRect track{barX, barY, barW, barH};

View File

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