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2 Commits
fc828dbdbc
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55c40f0516
| Author | SHA1 | Date | |
|---|---|---|---|
| 55c40f0516 | |||
| 588f870b26 |
@ -45,6 +45,7 @@ add_executable(tetris
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src/graphics/effects/Starfield.cpp
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src/graphics/effects/Starfield3D.cpp
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src/graphics/ui/Font.cpp
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src/graphics/ui/HelpOverlay.cpp
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src/graphics/renderers/GameRenderer.cpp
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src/audio/Audio.cpp
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src/gameplay/effects/LineEffect.cpp
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@ -20,6 +20,7 @@
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#include "../GlobalState.h"
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#include "../../graphics/renderers/RenderManager.h"
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#include "../../graphics/ui/Font.h"
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#include "../../graphics/ui/HelpOverlay.h"
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#include "../../graphics/effects/Starfield3D.h"
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#include "../../graphics/effects/Starfield.h"
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#include "../../graphics/renderers/GameRenderer.h"
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@ -351,9 +352,26 @@ bool ApplicationManager::initializeManagers() {
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consume = true;
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}
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// N: Play a test sound effect
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if (!consume && sc == SDL_SCANCODE_N) {
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SoundEffectManager::instance().playSound("lets_go", 1.0f);
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if (!consume && sc == SDL_SCANCODE_H) {
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AppState currentState = m_stateManager ? m_stateManager->getState() : AppState::Loading;
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if (currentState != AppState::Loading) {
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m_showHelpOverlay = !m_showHelpOverlay;
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if (currentState == AppState::Playing && m_game) {
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if (m_showHelpOverlay) {
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if (!m_game->isPaused()) {
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m_game->setPaused(true);
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m_helpOverlayPausedGame = true;
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} else {
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m_helpOverlayPausedGame = false;
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}
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} else if (m_helpOverlayPausedGame) {
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m_game->setPaused(false);
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m_helpOverlayPausedGame = false;
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}
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} else if (!m_showHelpOverlay) {
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m_helpOverlayPausedGame = false;
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}
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}
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consume = true;
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}
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}
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@ -370,6 +388,7 @@ bool ApplicationManager::initializeManagers() {
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m_inputManager->registerMouseButtonHandler([this](int button, bool pressed, float x, float y){
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if (!m_stateManager) return;
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if (m_showHelpOverlay) return;
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SDL_Event ev{};
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ev.type = pressed ? SDL_EVENT_MOUSE_BUTTON_DOWN : SDL_EVENT_MOUSE_BUTTON_UP;
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ev.button.button = button;
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@ -380,6 +399,7 @@ bool ApplicationManager::initializeManagers() {
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m_inputManager->registerMouseMotionHandler([this](float x, float y, float dx, float dy){
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if (!m_stateManager) return;
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if (m_showHelpOverlay) return;
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SDL_Event ev{};
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ev.type = SDL_EVENT_MOUSE_MOTION;
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ev.motion.x = int(x);
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@ -594,6 +614,7 @@ bool ApplicationManager::initializeGame() {
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m_stateContext.startLevelSelection = &m_startLevelSelection;
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m_stateContext.hoveredButton = &m_hoveredButton;
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m_stateContext.showSettingsPopup = &m_showSettingsPopup;
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m_stateContext.showHelpOverlay = &m_showHelpOverlay;
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m_stateContext.showExitConfirmPopup = &m_showExitConfirmPopup;
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m_stateContext.exitPopupSelectedButton = &m_exitPopupSelectedButton;
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m_stateContext.playerName = &m_playerName;
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@ -1336,6 +1357,41 @@ void ApplicationManager::setupStateHandlers() {
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m_stateManager->registerRenderHandler(AppState::Playing, debugOverlay);
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m_stateManager->registerRenderHandler(AppState::GameOver, debugOverlay);
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}
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auto helpOverlayRender = [this](RenderManager& renderer) {
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if (!m_showHelpOverlay || !m_stateContext.pixelFont) {
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return;
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}
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SDL_Renderer* sdlRenderer = renderer.getSDLRenderer();
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if (!sdlRenderer) {
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return;
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}
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SDL_Rect logicalVP = renderer.getLogicalViewport();
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float logicalScale = renderer.getLogicalScale();
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SDL_SetRenderViewport(sdlRenderer, &logicalVP);
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SDL_SetRenderScale(sdlRenderer, logicalScale, logicalScale);
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HelpOverlay::Render(
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sdlRenderer,
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*m_stateContext.pixelFont,
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static_cast<float>(Config::Logical::WIDTH),
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static_cast<float>(Config::Logical::HEIGHT),
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0.0f,
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0.0f
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);
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SDL_SetRenderViewport(sdlRenderer, nullptr);
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SDL_SetRenderScale(sdlRenderer, 1.0f, 1.0f);
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};
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if (m_stateManager) {
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m_stateManager->registerRenderHandler(AppState::Loading, helpOverlayRender);
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m_stateManager->registerRenderHandler(AppState::Menu, helpOverlayRender);
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m_stateManager->registerRenderHandler(AppState::Options, helpOverlayRender);
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m_stateManager->registerRenderHandler(AppState::LevelSelector, helpOverlayRender);
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m_stateManager->registerRenderHandler(AppState::Playing, helpOverlayRender);
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m_stateManager->registerRenderHandler(AppState::GameOver, helpOverlayRender);
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}
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}
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void ApplicationManager::processEvents() {
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@ -94,6 +94,7 @@ private:
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int m_startLevelSelection = 0;
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int m_hoveredButton = -1;
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bool m_showSettingsPopup = false;
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bool m_showHelpOverlay = false;
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bool m_showExitConfirmPopup = false;
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int m_exitPopupSelectedButton = 1; // 0 = YES, 1 = NO
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bool m_isFullscreen = false;
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@ -140,6 +141,7 @@ private:
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// Animation state
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float m_logoAnimCounter = 0.0f;
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bool m_helpOverlayPausedGame = false;
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// Gameplay background (per-level) with fade, mirroring main.cpp behavior
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SDL_Texture* m_levelBackgroundTex = nullptr;
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@ -64,7 +64,9 @@ void Game::reset(int startLevel_) {
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_pausedTime = 0;
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_lastPauseStart = 0;
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hold = Piece{}; hold.type = PIECE_COUNT; canHold=true;
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refillBag(); spawn();
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refillBag();
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pieceSequence = 0;
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spawn();
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}
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double Game::elapsed() const {
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@ -166,6 +168,7 @@ void Game::spawn() {
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PieceType nextType = bag.back();
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int nextSpawnY = (nextType == I) ? -2 : -1;
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nextPiece = Piece{ nextType, 0, 3, nextSpawnY };
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++pieceSequence;
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}
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bool Game::cellFilled(const Piece& p, int cx, int cy) {
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@ -80,6 +80,7 @@ public:
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double hardDropShakeStrength() const;
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const std::vector<SDL_Point>& getHardDropCells() const { return hardDropCells; }
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uint32_t getHardDropFxId() const { return hardDropFxId; }
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uint64_t getCurrentPieceSequence() const { return pieceSequence; }
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private:
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std::array<int, COLS*ROWS> board{}; // 0 empty else color index
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@ -121,6 +122,7 @@ private:
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static constexpr double HARD_DROP_SHAKE_DURATION_MS = 320.0;
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std::vector<SDL_Point> hardDropCells;
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uint32_t hardDropFxId{0};
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uint64_t pieceSequence{0};
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// Internal helpers ----------------------------------------------------
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void refillBag();
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@ -5,6 +5,7 @@
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#include <algorithm>
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#include <array>
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#include <cmath>
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#include <cstdint>
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#include <cstdio>
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#include <random>
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#include <vector>
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@ -21,6 +22,14 @@ struct ImpactSpark {
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float size = 0.0f;
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SDL_Color color{255, 255, 255, 255};
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};
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struct ActivePieceSmoothState {
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uint64_t sequence = 0;
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float visualX = 0.0f;
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bool initialized = false;
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};
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ActivePieceSmoothState s_activePieceSmooth;
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}
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// Color constants (copied from main.cpp)
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@ -62,13 +71,13 @@ void GameRenderer::drawBlockTexture(SDL_Renderer* renderer, SDL_Texture* blocksT
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SDL_RenderTexture(renderer, blocksTex, &srcRect, &dstRect);
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}
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void GameRenderer::drawPiece(SDL_Renderer* renderer, SDL_Texture* blocksTex, const Game::Piece& piece, float ox, float oy, float tileSize, bool isGhost, float pixelOffsetY) {
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void GameRenderer::drawPiece(SDL_Renderer* renderer, SDL_Texture* blocksTex, const Game::Piece& piece, float ox, float oy, float tileSize, bool isGhost, float pixelOffsetX, float pixelOffsetY) {
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if (piece.type >= PIECE_COUNT) return;
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for (int cy = 0; cy < 4; ++cy) {
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for (int cx = 0; cx < 4; ++cx) {
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if (Game::cellFilled(piece, cx, cy)) {
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float px = ox + (piece.x + cx) * tileSize;
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float px = ox + (piece.x + cx) * tileSize + pixelOffsetX;
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float py = oy + (piece.y + cy) * tileSize + pixelOffsetY;
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if (isGhost) {
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@ -380,6 +389,28 @@ void GameRenderer::renderPlayingState(
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bool allowActivePieceRender = true;
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const bool smoothScrollEnabled = Settings::instance().isSmoothScrollEnabled();
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float activePiecePixelOffsetX = 0.0f;
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if (allowActivePieceRender) {
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if (smoothScrollEnabled && !game->isPaused()) {
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const uint64_t pieceSeq = game->getCurrentPieceSequence();
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if (!s_activePieceSmooth.initialized || s_activePieceSmooth.sequence != pieceSeq) {
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s_activePieceSmooth.sequence = pieceSeq;
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s_activePieceSmooth.visualX = static_cast<float>(game->current().x);
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s_activePieceSmooth.initialized = true;
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}
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const float targetX = static_cast<float>(game->current().x);
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constexpr float HORIZONTAL_SMOOTH_MS = 55.0f;
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const float lerpFactor = std::clamp(sparkDeltaMs / HORIZONTAL_SMOOTH_MS, 0.0f, 1.0f);
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s_activePieceSmooth.visualX = std::lerp(s_activePieceSmooth.visualX, targetX, lerpFactor);
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activePiecePixelOffsetX = (s_activePieceSmooth.visualX - targetX) * finalBlockSize;
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} else {
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s_activePieceSmooth.sequence = game->getCurrentPieceSequence();
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s_activePieceSmooth.visualX = static_cast<float>(game->current().x);
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s_activePieceSmooth.initialized = true;
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}
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}
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auto computeFallOffset = [&]() -> float {
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if (game->isPaused()) {
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return 0.0f;
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@ -398,8 +429,8 @@ void GameRenderer::renderPlayingState(
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return progress * finalBlockSize;
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};
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float activePieceOffset = (!game->isPaused() && smoothScrollEnabled) ? computeFallOffset() : 0.0f;
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if (activePieceOffset > 0.0f) {
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float activePiecePixelOffsetY = (!game->isPaused() && smoothScrollEnabled) ? computeFallOffset() : 0.0f;
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if (activePiecePixelOffsetY > 0.0f) {
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const auto& boardRef = game->boardRef();
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const Game::Piece& piece = game->current();
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float maxAllowed = finalBlockSize;
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@ -430,7 +461,7 @@ void GameRenderer::renderPlayingState(
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maxAllowed = std::min(maxAllowed, cellLimit);
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}
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}
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activePieceOffset = std::min(activePieceOffset, maxAllowed);
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activePiecePixelOffsetY = std::min(activePiecePixelOffsetY, maxAllowed);
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}
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// Draw ghost piece (where current piece will land)
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@ -468,7 +499,7 @@ void GameRenderer::renderPlayingState(
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// Draw the falling piece
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if (allowActivePieceRender) {
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drawPiece(renderer, blocksTex, game->current(), gridX, gridY, finalBlockSize, false, activePieceOffset);
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drawPiece(renderer, blocksTex, game->current(), gridX, gridY, finalBlockSize, false, activePiecePixelOffsetX, activePiecePixelOffsetY);
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}
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// Draw line clearing effects
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@ -50,7 +50,7 @@ public:
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private:
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// Helper functions for drawing game elements
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static void drawBlockTexture(SDL_Renderer* renderer, SDL_Texture* blocksTex, float x, float y, float size, int blockType);
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static void drawPiece(SDL_Renderer* renderer, SDL_Texture* blocksTex, const Game::Piece& piece, float ox, float oy, float tileSize, bool isGhost = false, float pixelOffsetY = 0.0f);
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static void drawPiece(SDL_Renderer* renderer, SDL_Texture* blocksTex, const Game::Piece& piece, float ox, float oy, float tileSize, bool isGhost = false, float pixelOffsetX = 0.0f, float pixelOffsetY = 0.0f);
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static void drawSmallPiece(SDL_Renderer* renderer, SDL_Texture* blocksTex, PieceType pieceType, float x, float y, float tileSize);
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// Helper function for drawing rectangles
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133
src/graphics/ui/HelpOverlay.cpp
Normal file
133
src/graphics/ui/HelpOverlay.cpp
Normal file
@ -0,0 +1,133 @@
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#include "HelpOverlay.h"
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#include "Font.h"
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#include <array>
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#include <algorithm>
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namespace {
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struct ShortcutEntry {
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const char* combo;
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const char* description;
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};
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void drawRect(SDL_Renderer* renderer, float x, float y, float w, float h, SDL_Color color) {
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SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
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SDL_FRect rect{x, y, w, h};
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SDL_RenderFillRect(renderer, &rect);
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}
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float fitScale(FontAtlas& font, const char* text, float initialScale, float maxWidth) {
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int textW = 0, textH = 0;
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float scale = initialScale;
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font.measure(text, scale, textW, textH);
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if (textW > maxWidth && textW > 0) {
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float factor = maxWidth / static_cast<float>(textW);
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scale = std::max(0.65f, scale * factor);
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}
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return scale;
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}
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}
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namespace HelpOverlay {
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void Render(
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SDL_Renderer* renderer,
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FontAtlas& font,
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float logicalWidth,
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float logicalHeight,
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float offsetX,
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float offsetY) {
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if (!renderer) {
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return;
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}
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const std::array<ShortcutEntry, 5> generalShortcuts{{
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{"H", "Toggle this help overlay"},
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{"ESC", "Back / cancel current popup"},
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{"F11 or ALT+ENTER", "Toggle fullscreen"},
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{"M", "Mute or unmute music"},
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{"S", "Toggle sound effects"}
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}};
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const std::array<ShortcutEntry, 2> menuShortcuts{{
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{"ARROW KEYS", "Navigate menu buttons"},
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{"ENTER / SPACE", "Activate highlighted action"}
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}};
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const std::array<ShortcutEntry, 7> gameplayShortcuts{{
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{"LEFT / RIGHT", "Move active piece"},
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{"DOWN", "Soft drop (faster fall)"},
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{"SPACE", "Hard drop / instant lock"},
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{"UP", "Rotate clockwise"},
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{"X", "Rotate counter-clockwise"},
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{"P", "Pause or resume"},
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{"ESC", "Open exit confirmation"}
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}};
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const float boxW = logicalWidth * 0.7f;
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const float boxH = logicalHeight * 0.55f;
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const float boxX = offsetX + (logicalWidth - boxW) * 0.5f;
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const float boxY = offsetY + (logicalHeight - boxH) * 0.5f;
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drawRect(renderer, boxX - 6.0f, boxY - 6.0f, boxW + 12.0f, boxH + 12.0f, {70, 90, 150, 255});
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drawRect(renderer, boxX - 2.0f, boxY - 2.0f, boxW + 4.0f, boxH + 4.0f, {10, 12, 20, 255});
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drawRect(renderer, boxX, boxY, boxW, boxH, {18, 22, 35, 240});
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const float titleScale = 1.7f;
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font.draw(renderer, boxX + 28.0f, boxY + 24.0f, "HELP & SHORTCUTS", titleScale, {255, 220, 0, 255});
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const float contentPadding = 32.0f;
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const float columnGap = 30.0f;
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const float columnWidth = (boxW - contentPadding * 2.0f - columnGap) * 0.5f;
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const float leftColumnX = boxX + contentPadding;
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const float rightColumnX = leftColumnX + columnWidth + columnGap;
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const float footerHeight = 46.0f;
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const float footerPadding = 18.0f;
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const float sectionTitleScale = 1.1f;
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const float comboScale = 0.92f;
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const float descBaseScale = 0.8f;
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const float comboSpacing = 22.0f;
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const float sectionSpacing = 14.0f;
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auto drawSection = [&](float startX, float& cursorY, const char* title, const auto& entries) {
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font.draw(renderer, startX, cursorY, title, sectionTitleScale, {180, 200, 255, 255});
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cursorY += 26.0f;
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for (const auto& entry : entries) {
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font.draw(renderer, startX, cursorY, entry.combo, comboScale, {255, 255, 255, 255});
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cursorY += comboSpacing;
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float descScale = fitScale(font, entry.description, descBaseScale, columnWidth - 10.0f);
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font.draw(renderer, startX, cursorY, entry.description, descScale, {200, 210, 230, 255});
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int descW = 0, descH = 0;
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font.measure(entry.description, descScale, descW, descH);
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cursorY += static_cast<float>(descH) + 10.0f;
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}
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cursorY += sectionSpacing;
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};
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float leftCursorY = boxY + 80.0f;
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float rightCursorY = boxY + 80.0f;
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drawSection(leftColumnX, leftCursorY, "GENERAL", generalShortcuts);
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drawSection(leftColumnX, leftCursorY, "MENUS", menuShortcuts);
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drawSection(rightColumnX, rightCursorY, "GAMEPLAY", gameplayShortcuts);
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SDL_FRect footerRect{
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boxX + contentPadding,
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boxY + boxH - contentPadding - footerHeight,
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boxW - contentPadding * 2.0f,
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footerHeight
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};
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drawRect(renderer, footerRect.x, footerRect.y, footerRect.w, footerRect.h, {24, 30, 50, 255});
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SDL_SetRenderDrawColor(renderer, 90, 110, 170, 255);
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SDL_RenderRect(renderer, &footerRect);
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const char* closeLabel = "PRESS H TO CLOSE";
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float closeScale = fitScale(font, closeLabel, 1.0f, footerRect.w - footerPadding * 2.0f);
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int closeW = 0, closeH = 0;
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font.measure(closeLabel, closeScale, closeW, closeH);
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float closeX = footerRect.x + (footerRect.w - static_cast<float>(closeW)) * 0.5f;
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float closeY = footerRect.y + (footerRect.h - static_cast<float>(closeH)) * 0.5f;
|
||||
font.draw(renderer, closeX, closeY, closeLabel, closeScale, {215, 220, 240, 255});
|
||||
}
|
||||
|
||||
} // namespace HelpOverlay
|
||||
16
src/graphics/ui/HelpOverlay.h
Normal file
16
src/graphics/ui/HelpOverlay.h
Normal file
@ -0,0 +1,16 @@
|
||||
#pragma once
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
class FontAtlas;
|
||||
|
||||
namespace HelpOverlay {
|
||||
// Draws the help popup contents inside the logical coordinate space.
|
||||
// Optional offsets allow aligning the box when the logical canvas is letterboxed.
|
||||
void Render(
|
||||
SDL_Renderer* renderer,
|
||||
FontAtlas& font,
|
||||
float logicalWidth,
|
||||
float logicalHeight,
|
||||
float offsetX = 0.0f,
|
||||
float offsetY = 0.0f);
|
||||
}
|
||||
60
src/main.cpp
60
src/main.cpp
@ -23,6 +23,7 @@
|
||||
#include "graphics/effects/Starfield.h"
|
||||
#include "graphics/effects/Starfield3D.h"
|
||||
#include "graphics/ui/Font.h"
|
||||
#include "graphics/ui/HelpOverlay.h"
|
||||
#include "gameplay/effects/LineEffect.h"
|
||||
#include "states/State.h"
|
||||
#include "states/LoadingState.h"
|
||||
@ -487,10 +488,10 @@ static void drawSettingsPopup(SDL_Renderer* renderer, FontAtlas& font, bool musi
|
||||
// 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, "N = PLAY LETS_GO", 1.0f, {200, 200, 220, 255});
|
||||
font.draw(renderer, popupX + 20, popupY + 210, "ESC = CLOSE", 1.0f, {200, 200, 220, 255});
|
||||
font.draw(renderer, popupX + 20, popupY + 190, "ESC = CLOSE", 1.0f, {200, 200, 220, 255});
|
||||
}
|
||||
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
// Starfield effect for background
|
||||
// -----------------------------------------------------------------------------
|
||||
@ -504,12 +505,14 @@ static void drawSettingsPopup(SDL_Renderer* renderer, FontAtlas& font, bool musi
|
||||
// -----------------------------------------------------------------------------
|
||||
static double logoAnimCounter = 0.0;
|
||||
static bool showSettingsPopup = false;
|
||||
static bool showHelpOverlay = false;
|
||||
static bool showExitConfirmPopup = false;
|
||||
static int exitPopupSelectedButton = 1; // 0 = YES, 1 = NO
|
||||
static bool musicEnabled = true;
|
||||
static int hoveredButton = -1; // -1 = none, 0 = play, 1 = level, 2 = settings
|
||||
static bool isNewHighScore = false;
|
||||
static std::string playerName = "";
|
||||
static bool helpOverlayPausedGame = false;
|
||||
|
||||
// -----------------------------------------------------------------------------
|
||||
// Tetris Block Fireworks for intro animation (block particles)
|
||||
@ -904,6 +907,7 @@ int main(int, char **)
|
||||
ctx.startLevelSelection = &startLevelSelection;
|
||||
ctx.hoveredButton = &hoveredButton;
|
||||
ctx.showSettingsPopup = &showSettingsPopup;
|
||||
ctx.showHelpOverlay = &showHelpOverlay;
|
||||
ctx.showExitConfirmPopup = &showExitConfirmPopup;
|
||||
ctx.exitPopupSelectedButton = &exitPopupSelectedButton;
|
||||
ctx.gameplayCountdownActive = &gameplayCountdownActive;
|
||||
@ -1027,12 +1031,22 @@ int main(int, char **)
|
||||
running = false;
|
||||
else {
|
||||
// Route event to state manager handlers for per-state logic
|
||||
const bool isUserInputEvent =
|
||||
e.type == SDL_EVENT_KEY_DOWN ||
|
||||
e.type == SDL_EVENT_KEY_UP ||
|
||||
e.type == SDL_EVENT_TEXT_INPUT ||
|
||||
e.type == SDL_EVENT_MOUSE_BUTTON_DOWN ||
|
||||
e.type == SDL_EVENT_MOUSE_BUTTON_UP ||
|
||||
e.type == SDL_EVENT_MOUSE_MOTION;
|
||||
|
||||
if (!(showHelpOverlay && isUserInputEvent)) {
|
||||
stateMgr.handleEvent(e);
|
||||
// Keep the local `state` variable in sync with StateManager in case
|
||||
// a state handler requested a transition (handlers may call
|
||||
// stateMgr.setState()). Many branches below rely on the local
|
||||
// `state` variable, so update it immediately after handling.
|
||||
state = stateMgr.getState();
|
||||
}
|
||||
|
||||
// Global key toggles (applies regardless of state)
|
||||
if (e.type == SDL_EVENT_KEY_DOWN && !e.key.repeat) {
|
||||
@ -1048,11 +1062,23 @@ int main(int, char **)
|
||||
SoundEffectManager::instance().setEnabled(!SoundEffectManager::instance().isEnabled());
|
||||
Settings::instance().setSoundEnabled(SoundEffectManager::instance().isEnabled());
|
||||
}
|
||||
if (e.key.scancode == SDL_SCANCODE_N)
|
||||
if (e.key.scancode == SDL_SCANCODE_H && state != AppState::Loading)
|
||||
{
|
||||
// Manually trigger a random voice line for quick testing
|
||||
if (!allVoiceSounds.empty()) {
|
||||
SoundEffectManager::instance().playRandomSound(allVoiceSounds, 1.0f);
|
||||
showHelpOverlay = !showHelpOverlay;
|
||||
if (state == AppState::Playing) {
|
||||
if (showHelpOverlay) {
|
||||
if (!game.isPaused()) {
|
||||
game.setPaused(true);
|
||||
helpOverlayPausedGame = true;
|
||||
} else {
|
||||
helpOverlayPausedGame = false;
|
||||
}
|
||||
} else if (helpOverlayPausedGame) {
|
||||
game.setPaused(false);
|
||||
helpOverlayPausedGame = false;
|
||||
}
|
||||
} else if (!showHelpOverlay) {
|
||||
helpOverlayPausedGame = false;
|
||||
}
|
||||
}
|
||||
if (e.key.key == SDLK_F11 || (e.key.key == SDLK_RETURN && (e.key.mod & SDL_KMOD_ALT)))
|
||||
@ -1064,13 +1090,13 @@ int main(int, char **)
|
||||
}
|
||||
|
||||
// Text input for high score
|
||||
if (state == AppState::GameOver && isNewHighScore && e.type == SDL_EVENT_TEXT_INPUT) {
|
||||
if (!showHelpOverlay && state == AppState::GameOver && isNewHighScore && e.type == SDL_EVENT_TEXT_INPUT) {
|
||||
if (playerName.length() < 12) {
|
||||
playerName += e.text.text;
|
||||
}
|
||||
}
|
||||
|
||||
if (state == AppState::GameOver && e.type == SDL_EVENT_KEY_DOWN && !e.key.repeat) {
|
||||
if (!showHelpOverlay && state == AppState::GameOver && e.type == SDL_EVENT_KEY_DOWN && !e.key.repeat) {
|
||||
if (isNewHighScore) {
|
||||
if (e.key.scancode == SDL_SCANCODE_BACKSPACE && !playerName.empty()) {
|
||||
playerName.pop_back();
|
||||
@ -1096,7 +1122,7 @@ int main(int, char **)
|
||||
}
|
||||
|
||||
// Mouse handling remains in main loop for UI interactions
|
||||
if (e.type == SDL_EVENT_MOUSE_BUTTON_DOWN)
|
||||
if (!showHelpOverlay && e.type == SDL_EVENT_MOUSE_BUTTON_DOWN)
|
||||
{
|
||||
float mx = (float)e.button.x, my = (float)e.button.y;
|
||||
if (mx >= logicalVP.x && my >= logicalVP.y && mx <= logicalVP.x + logicalVP.w && my <= logicalVP.y + logicalVP.h)
|
||||
@ -1227,7 +1253,7 @@ int main(int, char **)
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (e.type == SDL_EVENT_MOUSE_MOTION)
|
||||
else if (!showHelpOverlay && e.type == SDL_EVENT_MOUSE_MOTION)
|
||||
{
|
||||
float mx = (float)e.motion.x, my = (float)e.motion.y;
|
||||
if (mx >= logicalVP.x && my >= logicalVP.y && mx <= logicalVP.x + logicalVP.w && my <= logicalVP.y + logicalVP.h)
|
||||
@ -1886,6 +1912,20 @@ int main(int, char **)
|
||||
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
|
||||
}
|
||||
|
||||
if (showHelpOverlay) {
|
||||
SDL_SetRenderViewport(renderer, &logicalVP);
|
||||
SDL_SetRenderScale(renderer, logicalScale, logicalScale);
|
||||
float contentOffsetX = 0.0f;
|
||||
float contentOffsetY = 0.0f;
|
||||
if (logicalScale > 0.0f) {
|
||||
float scaledW = LOGICAL_W * logicalScale;
|
||||
float scaledH = LOGICAL_H * logicalScale;
|
||||
contentOffsetX = (winW - scaledW) * 0.5f / logicalScale;
|
||||
contentOffsetY = (winH - scaledH) * 0.5f / logicalScale;
|
||||
}
|
||||
HelpOverlay::Render(renderer, pixelFont, LOGICAL_W, LOGICAL_H, contentOffsetX, contentOffsetY);
|
||||
}
|
||||
|
||||
SDL_RenderPresent(renderer);
|
||||
SDL_SetRenderScale(renderer, 1.f, 1.f);
|
||||
}
|
||||
|
||||
@ -465,8 +465,7 @@ void MenuState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logi
|
||||
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, "N = PLAY LETS_GO", 1.0f, SDL_Color{200,200,220,255});
|
||||
ctx.font->draw(renderer, popupX + 20, popupY + 210, "ESC = CLOSE", 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});
|
||||
}
|
||||
// Trace exit
|
||||
{
|
||||
|
||||
@ -104,8 +104,7 @@ void PlayingState::handleEvent(const SDL_Event& e) {
|
||||
// Tetris controls (only when not paused)
|
||||
if (!ctx.game->isPaused()) {
|
||||
// Rotation (still event-based for precise timing)
|
||||
if (e.key.scancode == SDL_SCANCODE_UP || e.key.scancode == SDL_SCANCODE_W ||
|
||||
e.key.scancode == SDL_SCANCODE_Z) {
|
||||
if (e.key.scancode == SDL_SCANCODE_UP) {
|
||||
ctx.game->rotate(1); // Clockwise rotation
|
||||
return;
|
||||
}
|
||||
|
||||
@ -49,6 +49,7 @@ struct StateContext {
|
||||
int* hoveredButton = nullptr;
|
||||
// Menu popups (exposed from main)
|
||||
bool* showSettingsPopup = nullptr;
|
||||
bool* showHelpOverlay = nullptr;
|
||||
bool* showExitConfirmPopup = nullptr; // If true, show "Exit game?" confirmation while playing
|
||||
int* exitPopupSelectedButton = nullptr; // 0 = YES, 1 = NO (default)
|
||||
bool* gameplayCountdownActive = nullptr; // True if start-of-game countdown is running
|
||||
|
||||
@ -83,6 +83,5 @@ void menu_drawSettingsPopup(SDL_Renderer* renderer, FontAtlas& font, bool musicE
|
||||
font.draw(renderer, popupX + 140, popupY + 100, sfxOn ? "ON" : "OFF", 1.5f, sfxOn ? SDL_Color{0,255,0,255} : SDL_Color{255,0,0,255});
|
||||
font.draw(renderer, popupX + 20, popupY + 150, "M = TOGGLE MUSIC", 1.0f, SDL_Color{200,200,220,255});
|
||||
font.draw(renderer, popupX + 20, popupY + 170, "S = TOGGLE SOUND FX", 1.0f, SDL_Color{200,200,220,255});
|
||||
font.draw(renderer, popupX + 20, popupY + 190, "N = PLAY LETS_GO", 1.0f, SDL_Color{200,200,220,255});
|
||||
font.draw(renderer, popupX + 20, popupY + 210, "ESC = CLOSE", 1.0f, SDL_Color{200,200,220,255});
|
||||
font.draw(renderer, popupX + 20, popupY + 190, "ESC = CLOSE", 1.0f, SDL_Color{200,200,220,255});
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user