new next block
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@ -152,7 +152,8 @@ void GameRenderer::startTransportEffectForGame(Game* game, SDL_Texture* blocksTe
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float rel = startX - gridOriginX;
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float nearestTile = std::round(rel / finalBlockSize);
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startX = gridOriginX + nearestTile * finalBlockSize;
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startY = std::round(startY);
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// Raise preview slightly to remove a thin line artifact under the panel
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startY = std::round(startY) - 5.0f;
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// Target is the current piece's grid position
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float targetX = gridX + piece.x * finalBlockSize;
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@ -180,7 +181,7 @@ void GameRenderer::startTransportEffectForGame(Game* game, SDL_Texture* blocksTe
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float rel2 = nextPreviewX - gridOriginX2;
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float nearestTile2 = std::round(rel2 / finalBlockSize);
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nextPreviewX = gridOriginX2 + nearestTile2 * finalBlockSize;
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nextPreviewY = std::round(nextPreviewY);
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nextPreviewY = std::round(nextPreviewY) - 5.0f;
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// Initialize transport state to perform fades: preview fade-out -> grid fade-in -> next preview fade-in
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s_transport.active = true;
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@ -396,6 +397,7 @@ void GameRenderer::renderNextPanel(
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SDL_Renderer* renderer,
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FontAtlas* pixelFont,
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SDL_Texture* blocksTex,
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SDL_Texture* nextPanelTex,
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const Game::Piece& nextPiece,
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float panelX,
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float panelY,
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@ -412,27 +414,37 @@ void GameRenderer::renderNextPanel(
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const SDL_Color bayOutline{25, 62, 86, 220};
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const SDL_Color labelColor{255, 220, 0, 255};
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SDL_FRect bayRect{panelX, panelY, panelW, panelH};
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SDL_SetRenderDrawColor(renderer, bayColor.r, bayColor.g, bayColor.b, bayColor.a);
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SDL_RenderFillRect(renderer, &bayRect);
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// If an external NEXT panel texture is provided, draw it scaled into
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// the panel rectangle and skip the custom background/frame drawing.
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if (nextPanelTex) {
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SDL_FRect dst{panelX, panelY, panelW, panelH};
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SDL_RenderTexture(renderer, nextPanelTex, nullptr, &dst);
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// Draw the panel label over the texture — user requested visible label
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const float labelPad = tileSize * 0.25f;
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pixelFont->draw(renderer, panelX + labelPad, panelY + labelPad * 0.5f, "NEXT", 0.9f, labelColor);
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} else {
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SDL_FRect bayRect{panelX, panelY, panelW, panelH};
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SDL_SetRenderDrawColor(renderer, bayColor.r, bayColor.g, bayColor.b, bayColor.a);
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SDL_RenderFillRect(renderer, &bayRect);
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SDL_FRect thinOutline{panelX - 1.0f, panelY - 1.0f, panelW + 2.0f, panelH + 2.0f};
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auto drawOutlineNoBottom = [&](const SDL_FRect& rect, SDL_Color color) {
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SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
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const float left = rect.x;
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const float top = rect.y;
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const float right = rect.x + rect.w;
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const float bottom = rect.y + rect.h;
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SDL_RenderLine(renderer, left, top, right, top); // top edge
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SDL_RenderLine(renderer, left, top, left, bottom); // left edge
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SDL_RenderLine(renderer, right, top, right, bottom); // right edge
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};
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SDL_FRect thinOutline{panelX - 1.0f, panelY - 1.0f, panelW + 2.0f, panelH + 2.0f};
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auto drawOutlineNoBottom = [&](const SDL_FRect& rect, SDL_Color color) {
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SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
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const float left = rect.x;
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const float top = rect.y;
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const float right = rect.x + rect.w;
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const float bottom = rect.y + rect.h;
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SDL_RenderLine(renderer, left, top, right, top); // top edge
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SDL_RenderLine(renderer, left, top, left, bottom); // left edge
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SDL_RenderLine(renderer, right, top, right, bottom); // right edge
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};
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drawOutlineNoBottom(thinOutline, gridBorderColor);
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drawOutlineNoBottom(bayRect, bayOutline);
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//drawOutlineNoBottom(thinOutline, gridBorderColor);
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//drawOutlineNoBottom(bayRect, bayOutline);
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const float labelPad = tileSize * 0.25f;
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pixelFont->draw(renderer, panelX + labelPad, panelY + labelPad * 0.5f, "NEXT", 0.9f, labelColor);
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const float labelPad = tileSize * 0.25f;
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pixelFont->draw(renderer, panelX + labelPad, panelY + labelPad * 0.5f, "NEXT", 0.9f, labelColor);
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}
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if (nextPiece.type >= PIECE_COUNT) {
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return;
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@ -478,8 +490,8 @@ void GameRenderer::renderNextPanel(
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float rel = startX - gridOriginX;
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float nearestTile = std::round(rel / tileSize);
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startX = gridOriginX + nearestTile * tileSize;
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// Round Y to pixel to avoid subpixel artifacts
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startY = std::round(startY);
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// Round Y to pixel to avoid subpixel artifacts and nudge upward slightly
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startY = std::round(startY) - 5.0f;
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// If a transfer fade is active, the preview cells will be drawn by the
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// transport effect (with fade). Skip drawing the normal preview in that case.
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@ -505,6 +517,7 @@ void GameRenderer::renderPlayingState(
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SDL_Texture* blocksTex,
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SDL_Texture* statisticsPanelTex,
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SDL_Texture* scorePanelTex,
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SDL_Texture* nextPanelTex,
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float logicalW,
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float logicalH,
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float logicalScale,
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@ -821,7 +834,7 @@ void GameRenderer::renderPlayingState(
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SDL_SetRenderDrawBlendMode(renderer, oldBlend);
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renderNextPanel(renderer, pixelFont, blocksTex, game->next(), NEXT_PANEL_X, NEXT_PANEL_Y, NEXT_PANEL_WIDTH, NEXT_PANEL_HEIGHT, finalBlockSize);
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renderNextPanel(renderer, pixelFont, blocksTex, nextPanelTex, game->next(), NEXT_PANEL_X, NEXT_PANEL_Y, NEXT_PANEL_WIDTH, NEXT_PANEL_HEIGHT, finalBlockSize);
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// Draw a small filled connector to visually merge NEXT panel and grid border
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SDL_SetRenderDrawColor(renderer, 60, 80, 160, 255); // same as grid border
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