Files
spacetris/src/ui/MenuLayout.cpp

90 lines
3.7 KiB
C++

#include "ui/MenuLayout.h"
#include "ui/UIConstants.h"
#include <algorithm>
#include <array>
#include <cmath>
namespace ui {
std::array<SDL_FRect, MENU_BTN_COUNT> computeMenuButtonRects(const MenuLayoutParams& p) {
const float LOGICAL_W = static_cast<float>(p.logicalW);
const float LOGICAL_H = static_cast<float>(p.logicalH);
float contentOffsetX = (p.winW - LOGICAL_W * p.logicalScale) * 0.5f / p.logicalScale;
float contentOffsetY = (p.winH - LOGICAL_H * p.logicalScale) * 0.5f / p.logicalScale;
// Cockpit HUD layout (matches main_screen art):
// - Top row: PLAY / COOPERATE / CHALLENGE (big buttons)
// - Second row: LEVEL / OPTIONS / HELP / ABOUT / EXIT (smaller buttons)
const float marginX = std::max(24.0f, LOGICAL_W * 0.03f);
const float marginBottom = std::max(26.0f, LOGICAL_H * 0.03f);
const float availableW = std::max(120.0f, LOGICAL_W - marginX * 2.0f);
float playW = std::min(220.0f, availableW * 0.25f);
float playH = 36.0f;
float bigGap = 28.0f;
float smallW = std::min(210.0f, availableW * 0.22f);
float smallH = 34.0f;
float smallSpacing = 26.0f;
// Scale down for narrow windows so nothing goes offscreen.
const int bigCount = 3;
const int smallCount = MENU_BTN_COUNT - bigCount;
float smallTotal = smallW * static_cast<float>(smallCount) + smallSpacing * static_cast<float>(std::max(smallCount - 1, 0));
float topRowTotal = playW * static_cast<float>(bigCount) + bigGap * static_cast<float>(bigCount - 1);
if (smallTotal > availableW || topRowTotal > availableW) {
float s = availableW / std::max(std::max(smallTotal, topRowTotal), 1.0f);
smallW *= s;
smallH *= s;
smallSpacing *= s;
playW *= s;
playH = std::max(26.0f, playH * std::max(0.75f, s));
bigGap *= s;
playW = std::min(playW, availableW);
}
float centerX = LOGICAL_W * 0.5f + contentOffsetX;
float bottomY = LOGICAL_H + contentOffsetY - marginBottom;
float smallCY = bottomY - smallH * 0.5f;
// Extra breathing room between PLAY and the bottom row (requested).
const float rowGap = 34.0f;
float playCY = smallCY - smallH * 0.5f - rowGap - playH * 0.5f;
std::array<SDL_FRect, MENU_BTN_COUNT> rects{};
// Top row big buttons (PLAY / COOPERATE / CHALLENGE)
float bigRowW = playW * static_cast<float>(bigCount) + bigGap * static_cast<float>(bigCount - 1);
float leftBig = centerX - bigRowW * 0.5f;
for (int i = 0; i < bigCount; ++i) {
float x = leftBig + i * (playW + bigGap);
rects[i] = SDL_FRect{ x, playCY - playH * 0.5f, playW, playH };
}
float rowW = smallW * static_cast<float>(smallCount) + smallSpacing * static_cast<float>(smallCount - 1);
float left = centerX - rowW * 0.5f;
float minLeft = contentOffsetX + marginX;
float maxRight = contentOffsetX + LOGICAL_W - marginX;
if (left < minLeft) left = minLeft;
if (left + rowW > maxRight) left = std::max(minLeft, maxRight - rowW);
for (int i = 0; i < smallCount; ++i) {
float x = left + i * (smallW + smallSpacing);
rects[i + bigCount] = SDL_FRect{ x, smallCY - smallH * 0.5f, smallW, smallH };
}
return rects;
}
int hitTestMenuButtons(const MenuLayoutParams& p, float localX, float localY) {
auto rects = computeMenuButtonRects(p);
for (int i = 0; i < MENU_BTN_COUNT; ++i) {
const auto &r = rects[i];
if (localX >= r.x && localX <= r.x + r.w && localY >= r.y && localY <= r.y + r.h)
return i;
}
return -1;
}
SDL_FRect settingsButtonRect(const MenuLayoutParams& p) {
return SDL_FRect{SETTINGS_BTN_X, SETTINGS_BTN_Y, SETTINGS_BTN_W, SETTINGS_BTN_H};
}
} // namespace ui