Fade from main menu to gameplay
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@ -124,7 +124,8 @@ void GameRenderer::renderPlayingState(
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float winW,
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float winH,
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bool showExitConfirmPopup,
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int exitPopupSelectedButton
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int exitPopupSelectedButton,
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bool suppressPauseVisuals
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) {
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if (!game || !pixelFont) return;
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@ -237,8 +238,10 @@ void GameRenderer::renderPlayingState(
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}
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}
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bool allowActivePieceRender = !game->isPaused() || suppressPauseVisuals;
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// Draw ghost piece (where current piece will land)
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if (!game->isPaused()) {
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if (allowActivePieceRender) {
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Game::Piece ghostPiece = game->current();
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// Find landing position
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while (true) {
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@ -271,7 +274,7 @@ void GameRenderer::renderPlayingState(
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}
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// Draw the falling piece
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if (!game->isPaused()) {
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if (allowActivePieceRender) {
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drawPiece(renderer, blocksTex, game->current(), gridX, gridY, finalBlockSize, false);
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}
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@ -413,8 +416,8 @@ void GameRenderer::renderPlayingState(
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drawSmallPiece(renderer, blocksTex, static_cast<PieceType>(game->held().type), statsX + 60, statsY + statsH - 80, finalBlockSize * 0.6f);
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}
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// Pause overlay
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if (game->isPaused() && !showExitConfirmPopup) {
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// Pause overlay (skip when visuals are suppressed, e.g., countdown)
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if (!suppressPauseVisuals && game->isPaused() && !showExitConfirmPopup) {
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 180);
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SDL_FRect pauseOverlay{0, 0, logicalW, logicalH};
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SDL_RenderFillRect(renderer, &pauseOverlay);
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