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