Add exit-confirm modal (fullscreen dim, centered P2 text) and keyboard shortcuts
Add an in-game exit confirmation modal for Playing state: ESC opens modal and pauses the game; YES resets and returns to Menu; NO hides modal and resumes. Draw a full-window translucent dim background (reset viewport) so overlay covers any window size / fullscreen. Use PressStart2P (pixel P2) font for all modal text and center title/body/button labels using measured text widths. Add FontAtlas::measure(...) to accurately measure text sizes (used for proper centering). Ensure popup rendering and mouse hit-testing use the same logical/content-local coordinate math so visuals and clicks align. Add keyboard shortcuts for modal (Enter = confirm, Esc = cancel) and suppress other gameplay input while modal is active. Add helper scripts for debug build+run: build-debug-and-run.ps1 and build-debug-and-run.bat. Minor fixes to related rendering & state wiring; verified Debug build completes and modal behavior in runtime.
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@ -19,3 +19,18 @@ void FontAtlas::draw(SDL_Renderer* r, float x, float y, const std::string& text,
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if (tex) { SDL_FRect dst{ x, y, (float)surf->w, (float)surf->h }; SDL_RenderTexture(r, tex, nullptr, &dst); SDL_DestroyTexture(tex); }
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SDL_DestroySurface(surf);
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}
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void FontAtlas::measure(const std::string& text, float scale, int& outW, int& outH) {
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outW = 0; outH = 0;
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if (scale <= 0) return;
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int pt = int(baseSize * scale);
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if (pt < 1) pt = 1;
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TTF_Font* f = getSized(pt);
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if (!f) return;
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// Use render-to-surface measurement to avoid dependency on specific TTF_* measurement API variants
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SDL_Color dummy = {255,255,255,255};
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SDL_Surface* surf = TTF_RenderText_Blended(f, text.c_str(), text.length(), dummy);
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if (!surf) return;
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outW = surf->w; outH = surf->h;
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SDL_DestroySurface(surf);
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}
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