upodate game start and blur on pause

This commit is contained in:
2025-11-23 09:40:00 +01:00
parent 9a035df452
commit 5bf87f2c21
8 changed files with 350 additions and 177 deletions

View File

@ -122,10 +122,7 @@ void GameRenderer::renderPlayingState(
float logicalH,
float logicalScale,
float winW,
float winH,
bool showExitConfirmPopup,
int exitPopupSelectedButton,
bool suppressPauseVisuals
float winH
) {
if (!game || !pixelFont) return;
@ -238,7 +235,7 @@ void GameRenderer::renderPlayingState(
}
}
bool allowActivePieceRender = !game->isPaused() || suppressPauseVisuals;
bool allowActivePieceRender = true;
// Draw ghost piece (where current piece will land)
if (allowActivePieceRender) {
@ -428,150 +425,177 @@ void GameRenderer::renderPlayingState(
drawSmallPiece(renderer, blocksTex, static_cast<PieceType>(game->held().type), statsX + 60, statsY + statsH - 80, finalBlockSize * 0.6f);
}
// Pause overlay (skip when visuals are suppressed, e.g., countdown)
if (!suppressPauseVisuals && game->isPaused() && !showExitConfirmPopup) {
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
// Draw blur effect around the grid (keep in logical coordinates)
for (int i = -4; i <= 4; ++i) {
float spread = static_cast<float>(std::abs(i));
Uint8 alpha = Uint8(std::max(8.f, 32.f - spread * 4.f));
SDL_SetRenderDrawColor(renderer, 24, 32, 48, alpha);
SDL_FRect blurRect{
gridX - spread * 2.0f,
gridY - spread * 1.5f,
GRID_W + spread * 4.0f,
GRID_H + spread * 3.0f
};
SDL_RenderFillRect(renderer, &blurRect);
}
// Pause overlay logic moved to renderPauseOverlay
// Switch to window coordinates for the full-screen overlay and text
SDL_Rect oldViewport;
SDL_GetRenderViewport(renderer, &oldViewport);
float oldScaleX, oldScaleY;
SDL_GetRenderScale(renderer, &oldScaleX, &oldScaleY);
SDL_SetRenderViewport(renderer, nullptr);
SDL_SetRenderScale(renderer, 1.0f, 1.0f);
// Draw full screen overlay
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 180);
SDL_FRect pauseOverlay{0, 0, winW, winH};
SDL_RenderFillRect(renderer, &pauseOverlay);
// Draw centered text
// Note: We multiply font scale by logicalScale to maintain consistent size
// since we reset the renderer scale to 1.0
const char* pausedText = "PAUSED";
float pausedScale = 2.0f * logicalScale;
int pW = 0, pH = 0;
pixelFont->measure(pausedText, pausedScale, pW, pH);
pixelFont->draw(renderer, (winW - pW) * 0.5f, (winH - pH) * 0.5f - (20 * logicalScale), pausedText, pausedScale, {255, 255, 255, 255});
const char* resumeText = "Press P to resume";
float resumeScale = 0.8f * logicalScale;
int rW = 0, rH = 0;
pixelFont->measure(resumeText, resumeScale, rW, rH);
pixelFont->draw(renderer, (winW - rW) * 0.5f, (winH - pH) * 0.5f + (40 * logicalScale), resumeText, resumeScale, {200, 200, 220, 255});
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
// Restore previous render state
SDL_SetRenderViewport(renderer, &oldViewport);
SDL_SetRenderScale(renderer, oldScaleX, oldScaleY);
}
// Exit confirmation popup styled like other retro panels
if (showExitConfirmPopup) {
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 200);
SDL_FRect fullWin{0.f, 0.f, winW, winH};
SDL_RenderFillRect(renderer, &fullWin);
const float panelW = 640.0f;
const float panelH = 320.0f;
SDL_FRect panel{
(logicalW - panelW) * 0.5f + contentOffsetX,
(logicalH - panelH) * 0.5f + contentOffsetY,
panelW,
panelH
};
SDL_FRect shadow{panel.x + 6.0f, panel.y + 10.0f, panel.w, panel.h};
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 140);
SDL_RenderFillRect(renderer, &shadow);
for (int i = 0; i < 5; ++i) {
SDL_FRect glow{panel.x - float(i * 2), panel.y - float(i * 2), panel.w + float(i * 4), panel.h + float(i * 4)};
SDL_SetRenderDrawColor(renderer, 0, 180, 255, Uint8(44 - i * 7));
SDL_RenderRect(renderer, &glow);
}
SDL_SetRenderDrawColor(renderer, 18, 30, 52, 255);
SDL_RenderFillRect(renderer, &panel);
SDL_SetRenderDrawColor(renderer, 70, 120, 210, 255);
SDL_RenderRect(renderer, &panel);
SDL_FRect inner{panel.x + 24.0f, panel.y + 98.0f, panel.w - 48.0f, panel.h - 146.0f};
SDL_SetRenderDrawColor(renderer, 16, 24, 40, 235);
SDL_RenderFillRect(renderer, &inner);
SDL_SetRenderDrawColor(renderer, 40, 80, 140, 235);
SDL_RenderRect(renderer, &inner);
const std::string title = "EXIT GAME?";
int titleW = 0, titleH = 0;
const float titleScale = 1.8f;
pixelFont->measure(title, titleScale, titleW, titleH);
pixelFont->draw(renderer, panel.x + (panel.w - titleW) * 0.5f, panel.y + 30.0f, title, titleScale, {255, 230, 140, 255});
std::array<std::string, 2> lines = {
"Are you sure you want to quit?",
"Current progress will be lost."
};
float lineY = inner.y + 22.0f;
const float lineScale = 1.05f;
for (const auto& line : lines) {
int lineW = 0, lineH = 0;
pixelFont->measure(line, lineScale, lineW, lineH);
float textX = panel.x + (panel.w - lineW) * 0.5f;
pixelFont->draw(renderer, textX, lineY, line, lineScale, SDL_Color{210, 220, 240, 255});
lineY += lineH + 10.0f;
}
const float horizontalPad = 28.0f;
const float buttonGap = 32.0f;
const float buttonH = 66.0f;
float buttonW = (inner.w - horizontalPad * 2.0f - buttonGap) * 0.5f;
float buttonY = inner.y + inner.h - buttonH - 24.0f;
auto drawButton = [&](int idx, float x, const char* label) {
bool selected = (exitPopupSelectedButton == idx);
SDL_Color base = (idx == 0) ? SDL_Color{185, 70, 70, 255} : SDL_Color{60, 95, 150, 255};
SDL_Color body = selected ? SDL_Color{Uint8(std::min(255, base.r + 35)), Uint8(std::min(255, base.g + 35)), Uint8(std::min(255, base.b + 35)), 255} : base;
SDL_Color border = selected ? SDL_Color{255, 220, 120, 255} : SDL_Color{80, 110, 160, 255};
SDL_FRect btn{x, buttonY, buttonW, buttonH};
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 120);
SDL_FRect btnShadow{btn.x + 4.0f, btn.y + 6.0f, btn.w, btn.h};
SDL_RenderFillRect(renderer, &btnShadow);
SDL_SetRenderDrawColor(renderer, body.r, body.g, body.b, body.a);
SDL_RenderFillRect(renderer, &btn);
SDL_SetRenderDrawColor(renderer, border.r, border.g, border.b, border.a);
SDL_RenderRect(renderer, &btn);
int textW = 0, textH = 0;
const float labelScale = 1.4f;
pixelFont->measure(label, labelScale, textW, textH);
float textX = btn.x + (btn.w - textW) * 0.5f;
float textY = btn.y + (btn.h - textH) * 0.5f;
SDL_Color textColor = selected ? SDL_Color{255, 255, 255, 255} : SDL_Color{230, 235, 250, 255};
pixelFont->draw(renderer, textX, textY, label, labelScale, textColor);
};
float yesX = inner.x + horizontalPad;
float noX = yesX + buttonW + buttonGap;
drawButton(0, yesX, "YES");
drawButton(1, noX, "NO");
}
// Exit popup logic moved to renderExitPopup
}
void GameRenderer::renderExitPopup(
SDL_Renderer* renderer,
FontAtlas* pixelFont,
float winW,
float winH,
float logicalScale,
int selectedButton
) {
// Calculate content offsets (same as in renderPlayingState for consistency)
// We need to re-calculate them or pass them in?
// The popup uses logical coordinates centered on screen.
// Let's use the same logic as renderPauseOverlay (window coordinates) to be safe and consistent?
// The original code used logical coordinates + contentOffset.
// Let's stick to the original look but render it in window coordinates to ensure it covers everything properly.
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
// Switch to window coordinates
SDL_Rect oldViewport;
SDL_GetRenderViewport(renderer, &oldViewport);
float oldScaleX, oldScaleY;
SDL_GetRenderScale(renderer, &oldScaleX, &oldScaleY);
SDL_SetRenderViewport(renderer, nullptr);
SDL_SetRenderScale(renderer, 1.0f, 1.0f);
// Full screen dim
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 200);
SDL_FRect fullWin{0.f, 0.f, winW, winH};
SDL_RenderFillRect(renderer, &fullWin);
// Calculate panel position (centered in window)
// Original was logicalW based, let's map it to window size.
// Logical 640x320 scaled up.
float panelW = 640.0f * logicalScale;
float panelH = 320.0f * logicalScale;
float panelX = (winW - panelW) * 0.5f;
float panelY = (winH - panelH) * 0.5f;
SDL_FRect panel{panelX, panelY, panelW, panelH};
SDL_FRect shadow{panel.x + 6.0f * logicalScale, panel.y + 10.0f * logicalScale, panel.w, panel.h};
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 140);
SDL_RenderFillRect(renderer, &shadow);
for (int i = 0; i < 5; ++i) {
float off = float(i * 2) * logicalScale;
float exp = float(i * 4) * logicalScale;
SDL_FRect glow{panel.x - off, panel.y - off, panel.w + exp, panel.h + exp};
SDL_SetRenderDrawColor(renderer, 0, 180, 255, Uint8(44 - i * 7));
SDL_RenderRect(renderer, &glow);
}
SDL_SetRenderDrawColor(renderer, 18, 30, 52, 255);
SDL_RenderFillRect(renderer, &panel);
SDL_SetRenderDrawColor(renderer, 70, 120, 210, 255);
SDL_RenderRect(renderer, &panel);
SDL_FRect inner{panel.x + 24.0f * logicalScale, panel.y + 98.0f * logicalScale, panel.w - 48.0f * logicalScale, panel.h - 146.0f * logicalScale};
SDL_SetRenderDrawColor(renderer, 16, 24, 40, 235);
SDL_RenderFillRect(renderer, &inner);
SDL_SetRenderDrawColor(renderer, 40, 80, 140, 235);
SDL_RenderRect(renderer, &inner);
const std::string title = "EXIT GAME?";
int titleW = 0, titleH = 0;
const float titleScale = 1.8f * logicalScale;
pixelFont->measure(title, titleScale, titleW, titleH);
pixelFont->draw(renderer, panel.x + (panel.w - titleW) * 0.5f, panel.y + 30.0f * logicalScale, title, titleScale, {255, 230, 140, 255});
std::array<std::string, 2> lines = {
"Are you sure you want to quit?",
"Current progress will be lost."
};
float lineY = inner.y + 22.0f * logicalScale;
const float lineScale = 1.05f * logicalScale;
for (const auto& line : lines) {
int lineW = 0, lineH = 0;
pixelFont->measure(line, lineScale, lineW, lineH);
float textX = panel.x + (panel.w - lineW) * 0.5f;
pixelFont->draw(renderer, textX, lineY, line, lineScale, SDL_Color{210, 220, 240, 255});
lineY += lineH + 10.0f * logicalScale;
}
const float horizontalPad = 28.0f * logicalScale;
const float buttonGap = 32.0f * logicalScale;
const float buttonH = 66.0f * logicalScale;
float buttonW = (inner.w - horizontalPad * 2.0f - buttonGap) * 0.5f;
float buttonY = inner.y + inner.h - buttonH - 24.0f * logicalScale;
auto drawButton = [&](int idx, float x, const char* label) {
bool selected = (selectedButton == idx);
SDL_Color base = (idx == 0) ? SDL_Color{185, 70, 70, 255} : SDL_Color{60, 95, 150, 255};
SDL_Color body = selected ? SDL_Color{Uint8(std::min(255, base.r + 35)), Uint8(std::min(255, base.g + 35)), Uint8(std::min(255, base.b + 35)), 255} : base;
SDL_Color border = selected ? SDL_Color{255, 220, 120, 255} : SDL_Color{80, 110, 160, 255};
SDL_FRect btn{x, buttonY, buttonW, buttonH};
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 120);
SDL_FRect btnShadow{btn.x + 4.0f * logicalScale, btn.y + 6.0f * logicalScale, btn.w, btn.h};
SDL_RenderFillRect(renderer, &btnShadow);
SDL_SetRenderDrawColor(renderer, body.r, body.g, body.b, body.a);
SDL_RenderFillRect(renderer, &btn);
SDL_SetRenderDrawColor(renderer, border.r, border.g, border.b, border.a);
SDL_RenderRect(renderer, &btn);
int textW = 0, textH = 0;
const float labelScale = 1.4f * logicalScale;
pixelFont->measure(label, labelScale, textW, textH);
float textX = btn.x + (btn.w - textW) * 0.5f;
float textY = btn.y + (btn.h - textH) * 0.5f;
SDL_Color textColor = selected ? SDL_Color{255, 255, 255, 255} : SDL_Color{230, 235, 250, 255};
pixelFont->draw(renderer, textX, textY, label, labelScale, textColor);
};
float yesX = inner.x + horizontalPad;
float noX = yesX + buttonW + buttonGap;
drawButton(0, yesX, "YES");
drawButton(1, noX, "NO");
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
// Restore previous render state
SDL_SetRenderViewport(renderer, &oldViewport);
SDL_SetRenderScale(renderer, oldScaleX, oldScaleY);
}
void GameRenderer::renderPauseOverlay(
SDL_Renderer* renderer,
FontAtlas* pixelFont,
float winW,
float winH,
float logicalScale
) {
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
// Switch to window coordinates for the full-screen overlay and text
SDL_Rect oldViewport;
SDL_GetRenderViewport(renderer, &oldViewport);
float oldScaleX, oldScaleY;
SDL_GetRenderScale(renderer, &oldScaleX, &oldScaleY);
SDL_SetRenderViewport(renderer, nullptr);
SDL_SetRenderScale(renderer, 1.0f, 1.0f);
// Draw full screen overlay (darken)
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 180);
SDL_FRect pauseOverlay{0, 0, winW, winH};
SDL_RenderFillRect(renderer, &pauseOverlay);
// Draw centered text
const char* pausedText = "PAUSED";
float pausedScale = 2.0f * logicalScale;
int pW = 0, pH = 0;
pixelFont->measure(pausedText, pausedScale, pW, pH);
pixelFont->draw(renderer, (winW - pW) * 0.5f, (winH - pH) * 0.5f - (20 * logicalScale), pausedText, pausedScale, {255, 255, 255, 255});
const char* resumeText = "Press P to resume";
float resumeScale = 0.8f * logicalScale;
int rW = 0, rH = 0;
pixelFont->measure(resumeText, resumeScale, rW, rH);
pixelFont->draw(renderer, (winW - rW) * 0.5f, (winH - pH) * 0.5f + (40 * logicalScale), resumeText, resumeScale, {200, 200, 220, 255});
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
// Restore previous render state
SDL_SetRenderViewport(renderer, &oldViewport);
SDL_SetRenderScale(renderer, oldScaleX, oldScaleY);
}

View File

@ -25,10 +25,26 @@ public:
float logicalH,
float logicalScale,
float winW,
float winH
);
// Render the pause overlay (full screen)
static void renderPauseOverlay(
SDL_Renderer* renderer,
FontAtlas* pixelFont,
float winW,
float winH,
bool showExitConfirmPopup,
int exitPopupSelectedButton = 1, // 0=YES, 1=NO
bool suppressPauseVisuals = false
float logicalScale
);
// Render the exit confirmation popup
static void renderExitPopup(
SDL_Renderer* renderer,
FontAtlas* pixelFont,
float winW,
float winH,
float logicalScale,
int selectedButton
);
private: