fixed menu
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@ -25,6 +25,7 @@
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#include "../utils/ImagePathResolver.h"
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#include "../graphics/renderers/UIRenderer.h"
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#include "../graphics/renderers/GameRenderer.h"
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#include "../ui/MenuLayout.h"
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#include <SDL3_image/SDL_image.h>
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// Frosted tint helper: draw a safe, inexpensive frosted overlay for the panel area.
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@ -135,19 +136,54 @@ void MenuState::onEnter() {
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void MenuState::renderMainButtonTop(SDL_Renderer* renderer, float logicalScale, SDL_Rect logicalVP) {
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const float LOGICAL_W = 1200.f;
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const float LOGICAL_H = 1000.f;
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float contentOffsetX = 0.0f;
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float contentOffsetY = 0.0f;
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UIRenderer::computeContentOffsets((float)logicalVP.w, (float)logicalVP.h, LOGICAL_W, LOGICAL_H, logicalScale, contentOffsetX, contentOffsetY);
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float contentW = LOGICAL_W * logicalScale;
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bool isSmall = (contentW < 700.0f);
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float btnW = 200.0f;
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float btnH = 70.0f;
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float btnX = LOGICAL_W * 0.5f + contentOffsetX;
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// move buttons a bit lower for better visibility
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// small global vertical offset for the whole menu (tweak to move UI down)
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float menuYOffset = LOGICAL_H * 0.03f;
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float btnY = LOGICAL_H * 0.865f + contentOffsetY + (LOGICAL_H * 0.02f) + menuYOffset + 4.5f;
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// Use the same layout code as mouse hit-testing so each button is the same size.
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ui::MenuLayoutParams params{
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static_cast<int>(LOGICAL_W),
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static_cast<int>(LOGICAL_H),
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logicalVP.w,
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logicalVP.h,
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logicalScale
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};
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auto rects = ui::computeMenuButtonRects(params);
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// Draw a compact translucent panel behind the button row for readability.
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// Keep it tight so the main_screen art stays visible.
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{
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float left = rects[0].x;
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float right = rects[0].x + rects[0].w;
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float top = rects[0].y;
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float bottom = rects[0].y + rects[0].h;
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for (int i = 1; i < MENU_BTN_COUNT; ++i) {
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left = std::min(left, rects[i].x);
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right = std::max(right, rects[i].x + rects[i].w);
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top = std::min(top, rects[i].y);
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bottom = std::max(bottom, rects[i].y + rects[i].h);
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}
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const float padX = 16.0f;
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const float padY = 12.0f;
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SDL_FRect panel{ left - padX, top - padY, (right - left) + padX * 2.0f, (bottom - top) + padY * 2.0f };
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SDL_BlendMode prevBlend = SDL_BLENDMODE_NONE;
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SDL_GetRenderDrawBlendMode(renderer, &prevBlend);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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// Soft shadow (dark, low alpha)
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 80);
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SDL_FRect shadow{ panel.x + 3.0f, panel.y + 5.0f, panel.w, panel.h };
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SDL_RenderFillRect(renderer, &shadow);
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// Bright translucent fill (use existing cyan family used elsewhere in UI)
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SDL_SetRenderDrawColor(renderer, 180, 235, 255, 46);
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SDL_RenderFillRect(renderer, &panel);
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// Border
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SDL_SetRenderDrawColor(renderer, 120, 220, 255, 120);
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SDL_RenderRect(renderer, &panel);
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SDL_SetRenderDrawBlendMode(renderer, prevBlend);
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}
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// Compose same button definition used in render()
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char levelBtnText[32];
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@ -165,60 +201,17 @@ void MenuState::renderMainButtonTop(SDL_Renderer* renderer, float logicalScale,
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std::array<SDL_Texture*,5> icons = { playIcon, levelIcon, optionsIcon, helpIcon, exitIcon };
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float spacing = isSmall ? btnW * 1.2f : btnW * 1.15f;
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// Draw semi-transparent background panel behind the full button group (draw first so text sits on top)
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// `groupCenterY` is declared here so it can be used when drawing the buttons below.
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float groupCenterY = 0.0f;
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{
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float groupCenterX = btnX;
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float halfSpan = 1.5f * spacing; // covers from leftmost to rightmost button centers
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float panelLeft = groupCenterX - halfSpan - btnW * 0.5f - 14.0f;
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float panelRight = groupCenterX + halfSpan + btnW * 0.5f + 14.0f;
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// Nudge the panel slightly lower for better visual spacing
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float panelTop = btnY - btnH * 0.5f - 12.0f + 18.0f;
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float panelH = btnH + 24.0f;
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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// Backdrop blur pass before tint (use captured scene texture if available)
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renderBackdropBlur(renderer, logicalVP, logicalScale, panelTop, panelH, ctx.sceneTex, ctx.sceneW, ctx.sceneH);
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// Brighter, more transparent background to increase contrast but keep scene visible
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// More transparent background so underlying scene shows through
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SDL_SetRenderDrawColor(renderer, 28, 36, 46, 110);
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// Fill full-width background so edges are covered in fullscreen
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float viewportLogicalW = (float)logicalVP.w / logicalScale;
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SDL_FRect fullPanel{ 0.0f, panelTop, viewportLogicalW, panelH };
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SDL_RenderFillRect(renderer, &fullPanel);
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// Also draw the central strip to keep visual center emphasis
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SDL_FRect panelRect{ panelLeft, panelTop, panelRight - panelLeft, panelH };
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SDL_RenderFillRect(renderer, &panelRect);
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// brighter full-width border (slightly more transparent)
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SDL_SetRenderDrawColor(renderer, 120, 140, 160, 120);
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// Expand border to cover full window width (use actual viewport)
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SDL_FRect borderFull{ 0.0f, panelTop, viewportLogicalW, panelH };
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SDL_RenderRect(renderer, &borderFull);
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// Compute a vertical center for the group so labels/icons can be centered
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groupCenterY = panelTop + panelH * 0.5f;
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}
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// Draw all five buttons on top
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// Draw all five buttons on top of the main_screen art (text/icon only).
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for (int i = 0; i < 5; ++i) {
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float cxCenter = 0.0f;
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// Use the group's center Y so text/icons sit visually centered in the panel
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float cyCenter = groupCenterY;
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if (ctx.menuButtonsExplicit) {
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cxCenter = ctx.menuButtonCX[i] + contentOffsetX;
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cyCenter = ctx.menuButtonCY[i] + contentOffsetY;
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} else {
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float offset = (static_cast<float>(i) - 2.0f) * spacing;
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// small per-button offsets to better match original art placement
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float extra = 0.0f;
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if (i == 0) extra = 15.0f;
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if (i == 2) extra = -18.0f;
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if (i == 4) extra = -24.0f;
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cxCenter = btnX + offset + extra;
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}
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const SDL_FRect& r = rects[i];
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float cxCenter = r.x + r.w * 0.5f;
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float cyCenter = r.y + r.h * 0.5f;
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float btnW = r.w;
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float btnH = r.h;
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const bool isHovered = (ctx.hoveredButton && *ctx.hoveredButton == i);
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const bool isSelected = (selectedButton == i);
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// Apply group alpha and transient flash to button colors
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double aMul = std::clamp(buttonGroupAlpha + buttonFlash * buttonFlashAmount, 0.0, 1.0);
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SDL_Color bgCol = buttons[i].bg;
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@ -226,12 +219,9 @@ void MenuState::renderMainButtonTop(SDL_Renderer* renderer, float logicalScale,
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bgCol.a = static_cast<Uint8>(std::round(aMul * static_cast<double>(bgCol.a)));
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bdCol.a = static_cast<Uint8>(std::round(aMul * static_cast<double>(bdCol.a)));
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UIRenderer::drawButton(renderer, ctx.pixelFont, cxCenter, cyCenter, btnW, btnH,
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buttons[i].label, false, selectedButton == i,
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buttons[i].label, isHovered, isSelected,
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bgCol, bdCol, true, icons[i]);
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// no per-button neon outline here; draw group background below instead
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}
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// (panel for the top-button draw path is drawn before the buttons so text is on top)
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}
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void MenuState::onExit() {
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