Bottom menu reorganized
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@ -8,42 +8,51 @@ namespace ui {
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std::array<SDL_FRect, 5> 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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bool isSmall = ((LOGICAL_W * p.logicalScale) < MENU_SMALL_THRESHOLD);
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float btnW = isSmall ? (LOGICAL_W * MENU_BTN_WIDTH_SMALL_FACTOR) : MENU_BTN_WIDTH_LARGE;
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float btnH = isSmall ? MENU_BTN_HEIGHT_SMALL : MENU_BTN_HEIGHT_LARGE;
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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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float btnCX = LOGICAL_W * 0.5f + contentOffsetX;
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float btnCY = LOGICAL_H * 0.86f + contentOffsetY + MENU_BTN_Y_OFFSET;
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float spacing = isSmall ? btnW * MENU_BTN_SPACING_FACTOR_SMALL : btnW * MENU_BTN_SPACING_FACTOR_LARGE;
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// Guarantee the full 5-button group fits within the logical width so no options
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// disappear in windowed mode. We shrink width + spacing proportionally when needed.
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const float margin = std::max(18.0f, LOGICAL_W * 0.02f);
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const float availableW = std::max(100.0f, LOGICAL_W - margin * 2.0f);
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float totalW = btnW + (MENU_BTN_COUNT - 1) * spacing;
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if (totalW > availableW) {
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float scale = availableW / totalW;
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btnW *= scale;
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btnH *= scale;
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spacing *= scale;
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totalW = btnW + (MENU_BTN_COUNT - 1) * spacing;
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// Cockpit HUD layout (matches main_screen art):
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// - A big centered PLAY button
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// - A second row of 4 smaller buttons: LEVEL / OPTIONS / HELP / EXIT
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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(230.0f, availableW * 0.27f);
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float playH = 35.0f;
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float smallW = std::min(220.0f, availableW * 0.23f);
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float smallH = 34.0f;
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float smallSpacing = 28.0f;
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// Scale down for narrow windows so nothing goes offscreen.
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float smallTotal = smallW * 4.0f + smallSpacing * 3.0f;
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if (smallTotal > availableW) {
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float s = availableW / smallTotal;
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smallW *= s;
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smallH *= s;
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smallSpacing *= s;
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playW = std::min(playW, availableW);
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playH *= std::max(0.75f, s);
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}
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// Keep the group centered but ensure left/right edges respect margins.
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float groupLeft = btnCX - totalW * 0.5f;
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float minLeft = contentOffsetX + margin;
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float maxRight = contentOffsetX + LOGICAL_W - margin;
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float groupRight = groupLeft + totalW;
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if (groupLeft < minLeft) {
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btnCX += (minLeft - groupLeft);
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} else if (groupRight > maxRight) {
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btnCX -= (groupRight - maxRight);
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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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float playCY = smallCY - smallH * 0.5f - 16.0f - playH * 0.5f;
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std::array<SDL_FRect, MENU_BTN_COUNT> rects{};
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for (int i = 0; i < MENU_BTN_COUNT; ++i) {
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float center = btnCX + (static_cast<float>(i) - MENU_BTN_CENTER) * spacing;
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rects[i] = SDL_FRect{center - btnW / 2.0f, btnCY - btnH / 2.0f, btnW, btnH};
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rects[0] = SDL_FRect{ centerX - playW * 0.5f, playCY - playH * 0.5f, playW, playH };
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float rowW = smallW * 4.0f + smallSpacing * 3.0f;
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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 < 4; ++i) {
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float x = left + i * (smallW + smallSpacing);
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rects[i + 1] = 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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