Bottom menu reorganized
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@ -66,7 +66,7 @@ void UIRenderer::drawButton(SDL_Renderer* renderer, FontAtlas* font, float cx, f
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if (!textOnly) {
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// Adjust colors based on state
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if (isSelected) {
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bgColor = {160, 190, 255, 255};
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// Keep caller-provided colors; just add a stronger glow.
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SDL_SetRenderDrawColor(renderer, 255, 220, 0, 110);
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SDL_FRect glow{x - 10, y - 10, w + 20, h + 20};
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SDL_RenderFillRect(renderer, &glow);
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@ -134,17 +134,20 @@ void UIRenderer::drawButton(SDL_Renderer* renderer, FontAtlas* font, float cx, f
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SDL_SetTextureColorMod(icon, 255, 255, 255);
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SDL_SetTextureAlphaMod(icon, 255);
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} else if (font) {
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// Draw text (smaller scale for tighter buttons)
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// Draw text with scale based on button height.
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float textScale = 1.2f;
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if (h <= 40.0f) {
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textScale = 0.90f;
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} else if (h <= 54.0f) {
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textScale = 1.00f;
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} else if (h <= 70.0f) {
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textScale = 1.10f;
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}
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int textW = 0, textH = 0;
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font->measure(label, textScale, textW, textH);
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float tx = x + (w - static_cast<float>(textW)) * 0.5f;
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// Adjust vertical position for better alignment with background buttons
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// Vertically center text precisely within the button
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// Vertically center text precisely within the button, then nudge down slightly
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// to improve optical balance relative to icons and button art.
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const float textNudge = 3.0f; // tweak this value to move labels up/down
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float ty = y + (h - static_cast<float>(textH)) * 0.5f + textNudge;
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// Vertically center text within the button.
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float ty = y + (h - static_cast<float>(textH)) * 0.5f;
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// Choose text color based on selection state
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SDL_Color textColor = {255, 255, 255, 255}; // Default white
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