Fixed selected level state
This commit is contained in:
@ -1096,7 +1096,8 @@ int main(int, char **)
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// Draw blended backgrounds if needed
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if (levelBackgroundTex || nextLevelBackgroundTex) {
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SDL_FRect fullRect = { 0, 0, (float)logicalVP.w, (float)logicalVP.h };
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// Use actual window pixel size so backgrounds always cover full screen
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SDL_FRect fullRect = { 0, 0, (float)winW, (float)winH };
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// if fade in progress
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if (nextLevelBackgroundTex && levelFadeAlpha < 1.0f && levelBackgroundTex) {
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// draw current with inverse alpha
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@ -1123,10 +1124,10 @@ int main(int, char **)
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} else if (state == AppState::Loading) {
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// Use 3D starfield for loading screen (full screen)
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starfield3D.draw(renderer);
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} else if (state == AppState::Menu) {
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} else if (state == AppState::Menu || state == AppState::LevelSelector) {
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// Use static background for menu, stretched to window; no starfield on sides
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if (backgroundTex) {
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SDL_FRect fullRect = { 0, 0, (float)logicalVP.w, (float)logicalVP.h };
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SDL_FRect fullRect = { 0, 0, (float)winW, (float)winH };
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SDL_RenderTexture(renderer, backgroundTex, nullptr, &fullRect);
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}
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} else {
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@ -6,17 +6,152 @@
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#include <SDL3/SDL.h>
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#include <algorithm>
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#include <cstdio>
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#include <string>
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// Constants from main.cpp
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static constexpr int LOGICAL_W = 1200;
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static constexpr int LOGICAL_H = 1000;
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// Helper function to draw rectangles (matches main.cpp implementation)
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static void drawRect(SDL_Renderer *r, float x, float y, float w, float h, SDL_Color c)
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{
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// --- Minimal draw helpers and look-and-feel adapted from the sample ---
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static inline SDL_Color RGBA(Uint8 r, Uint8 g, Uint8 b, Uint8 a = 255) { return SDL_Color{r, g, b, a}; }
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// Palette
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static const SDL_Color COL_BG = {11, 15, 20, 255};
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static const SDL_Color COL_PANEL = {20, 40, 60, 255};
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static const SDL_Color COL_PANEL_IN = {26, 46, 66, 255};
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static const SDL_Color COL_CYAN = {0, 255, 255, 200};
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static const SDL_Color COL_CYAN_SO = {0, 255, 255, 32};
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static const SDL_Color COL_TILE = {30, 40, 60, 255};
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static const SDL_Color COL_TILE_H = {60, 80, 100, 255};
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static const SDL_Color COL_TILE_B = {74, 94, 118, 220};
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static const SDL_Color COL_NUM = {233, 241, 255, 255};
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static const SDL_Color COL_ACCENT = {255, 140, 40, 255};
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static const SDL_Color COL_TITLE = {255, 200, 50, 255};
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static const SDL_Color COL_FOOTER = {154, 167, 178, 255};
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static void FillRect(SDL_Renderer* r, SDL_FRect rc, SDL_Color c) {
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SDL_SetRenderDrawBlendMode(r, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(r, c.r, c.g, c.b, c.a);
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SDL_FRect fr{x, y, w, h};
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SDL_RenderFillRect(r, &fr);
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SDL_RenderFillRect(r, &rc);
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}
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static void StrokeRect(SDL_Renderer* r, SDL_FRect rc, SDL_Color c) {
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SDL_SetRenderDrawBlendMode(r, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(r, c.r, c.g, c.b, c.a);
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SDL_RenderRect(r, &rc);
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}
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static void Line(SDL_Renderer* r, float x1, float y1, float x2, float y2, SDL_Color c) {
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SDL_SetRenderDrawBlendMode(r, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(r, c.r, c.g, c.b, c.a);
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SDL_RenderLine(r, x1, y1, x2, y2);
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}
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// Bitmap-like digits for cell numbers (keeps consistent look without relying on font inside cells)
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static void DrawDigit(SDL_Renderer* r, int num, float cx, float cy) {
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SDL_SetRenderDrawColor(r, COL_NUM.r, COL_NUM.g, COL_NUM.b, COL_NUM.a);
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auto glyph = [&](int d, float ox) {
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static const int map[10][15] = {
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{1,1,1, 1,0,1, 1,0,1, 1,0,1, 1,1,1},
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{0,1,0, 1,1,0, 0,1,0, 0,1,0, 1,1,1},
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{1,1,1, 0,0,1, 1,1,1, 1,0,0, 1,1,1},
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{1,1,1, 0,0,1, 0,1,1, 0,0,1, 1,1,1},
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{1,0,1, 1,0,1, 1,1,1, 0,0,1, 0,0,1},
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{1,1,1, 1,0,0, 1,1,1, 0,0,1, 1,1,1},
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{1,1,1, 1,0,0, 1,1,1, 1,0,1, 1,1,1},
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{1,1,1, 0,0,1, 0,1,0, 0,1,0, 0,1,0},
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{1,1,1, 1,0,1, 1,1,1, 1,0,1, 1,1,1},
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{1,1,1, 1,0,1, 1,1,1, 0,0,1, 1,1,1}
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};
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float s = 5.f; float gx = cx + ox - 6.f, gy = cy - 12.f;
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for (int y = 0; y < 5; y++) for (int x = 0; x < 3; x++)
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if (map[d][y * 3 + x]) {
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SDL_FRect p{gx + x * s, gy + y * s, s - 1.f, s - 1.f};
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SDL_RenderFillRect(r, &p);
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}
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};
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if (num < 10) glyph(num, 0);
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else { glyph(num / 10, -8); glyph(num % 10, 8); }
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}
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// Centered text using project Font, with optional shadow
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static void DrawText(SDL_Renderer* r, FontAtlas* font, const std::string& s,
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float x, float y, float scale, SDL_Color col,
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bool center = true, bool shadow = true) {
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if (!font) return;
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int w = 0, h = 0; font->measure(s, scale, w, h);
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float tx = x, ty = y;
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if (center) tx -= (float)w / 2.0f;
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if (shadow) {
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font->draw(r, tx + 2.0f, ty + 2.0f, s, scale, {0, 0, 0, 200});
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}
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font->draw(r, tx, ty, s, scale, col);
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}
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static void Vignette(SDL_Renderer* r, int w, int h) {
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int pad = w / 10;
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FillRect(r, SDL_FRect{0, 0, (float)w, (float)pad}, SDL_Color{0, 0, 0, 140});
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FillRect(r, SDL_FRect{0, (float)h - pad, (float)w, (float)pad}, SDL_Color{0, 0, 0, 140});
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FillRect(r, SDL_FRect{0, 0, (float)pad, (float)h}, SDL_Color{0, 0, 0, 140});
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FillRect(r, SDL_FRect{(float)w - pad, 0, (float)pad, (float)h}, SDL_Color{0, 0, 0, 140});
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}
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static SDL_FRect DrawPanel(SDL_Renderer* r, float w, float h, bool draw = true, float offX = 0.f, float offY = 0.f) {
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float PW = std::min(520.f, w * 0.65f);
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float PH = std::min(360.f, h * 0.7f);
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SDL_FRect p{ (w - PW) / 2.f + offX, (h - PH) / 2.f + 10.f + offY, PW, PH };
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if (!draw) return p; // geometry only
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// drop shadow
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FillRect(r, SDL_FRect{p.x + 6, p.y + 10, p.w, p.h}, SDL_Color{0, 0, 0, 120});
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// glow aura
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for (int i = 0; i < 6; i++) {
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SDL_FRect g{ p.x - (float)(i * 2), p.y - (float)(i * 2), p.w + (float)(i * 4), p.h + (float)(i * 4) };
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SDL_Color c = COL_CYAN_SO; c.a = (Uint8)(36 - i * 6);
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StrokeRect(r, g, c);
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}
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// outer body + border
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FillRect(r, p, COL_PANEL);
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StrokeRect(r, p, COL_CYAN);
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// inner face
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FillRect(r, SDL_FRect{p.x + 12, p.y + 56, p.w - 24, p.h - 68}, COL_PANEL_IN);
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StrokeRect(r, SDL_FRect{p.x + 12, p.y + 56, p.w - 24, p.h - 68}, SDL_Color{24, 31, 41, 180});
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return p;
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}
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struct Grid {
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int cols = 4, rows = 5;
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float cellW = 0.f, cellH = 0.f, gapX = 12.f, gapY = 12.f;
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SDL_FRect area{0, 0, 0, 0};
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SDL_FRect cell(int i) const {
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int r = i / cols, c = i % cols;
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return SDL_FRect{ area.x + c * (cellW + gapX), area.y + r * (cellH + gapY), cellW, cellH };
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}
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};
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static Grid MakeGrid(const SDL_FRect& panel) {
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Grid g;
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float marginX = 34, marginY = 76;
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g.area = SDL_FRect{ panel.x + marginX, panel.y + marginY, panel.w - 2 * marginX, panel.h - marginY - 28 };
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g.cellW = (g.area.w - (g.cols - 1) * g.gapX) / g.cols;
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g.cellH = (g.area.h - (g.rows - 1) * g.gapY) / g.rows;
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return g;
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}
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static void DrawCell(SDL_Renderer* r, SDL_FRect rc, int idx, bool hovered, bool selected) {
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FillRect(r, rc, selected ? COL_ACCENT : (hovered ? COL_TILE_H : COL_TILE));
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StrokeRect(r, rc, COL_TILE_B);
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Line(r, rc.x + 2, rc.y + 2, rc.x + rc.w - 2, rc.y + 2, SDL_Color{255, 255, 255, 18});
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Line(r, rc.x + 2, rc.y + rc.h - 2, rc.x + rc.w - 2, rc.y + rc.h - 2, SDL_Color{0, 0, 0, 40});
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DrawDigit(r, idx, rc.x + rc.w / 2.f, rc.y + rc.h / 2.f);
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}
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static int HitTest(const Grid& g, int mx, int my) {
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for (int i = 0; i < 20; i++) {
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SDL_FRect rc = g.cell(i);
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if (mx >= rc.x && mx < rc.x + rc.w && my >= rc.y && my < rc.y + rc.h) return i;
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}
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return -1;
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}
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LevelSelectorState::LevelSelectorState(StateContext& ctx) : State(ctx) {
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@ -32,42 +167,54 @@ void LevelSelectorState::onExit() {
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void LevelSelectorState::handleEvent(const SDL_Event& e) {
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if (e.type == SDL_EVENT_KEY_DOWN && !e.key.repeat) {
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// Arrow key navigation
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if (e.key.scancode == SDL_SCANCODE_LEFT) {
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hoveredLevel = (hoveredLevel - 1 + 20) % 20;
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if (ctx.startLevelSelection) *ctx.startLevelSelection = hoveredLevel;
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} else if (e.key.scancode == SDL_SCANCODE_RIGHT) {
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hoveredLevel = (hoveredLevel + 1) % 20;
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if (ctx.startLevelSelection) *ctx.startLevelSelection = hoveredLevel;
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} else if (e.key.scancode == SDL_SCANCODE_UP) {
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hoveredLevel = (hoveredLevel - 4 + 20) % 20;
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if (ctx.startLevelSelection) *ctx.startLevelSelection = hoveredLevel;
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} else if (e.key.scancode == SDL_SCANCODE_DOWN) {
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hoveredLevel = (hoveredLevel + 4) % 20;
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if (ctx.startLevelSelection) *ctx.startLevelSelection = hoveredLevel;
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} else if (e.key.scancode == SDL_SCANCODE_RETURN || e.key.scancode == SDL_SCANCODE_KP_ENTER) {
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selectLevel(hoveredLevel);
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} else if (e.key.scancode == SDL_SCANCODE_ESCAPE) {
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closePopup();
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// Arrow key navigation (clamped within grid like the sample)
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int c = hoveredLevel < 0 ? 0 : hoveredLevel;
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switch (e.key.scancode) {
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case SDL_SCANCODE_LEFT: if (c % 4 > 0) c--; break;
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case SDL_SCANCODE_RIGHT: if (c % 4 < 3) c++; break;
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case SDL_SCANCODE_UP: if (c / 4 > 0) c -= 4; break;
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case SDL_SCANCODE_DOWN: if (c / 4 < 4) c += 4; break;
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case SDL_SCANCODE_RETURN:
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case SDL_SCANCODE_KP_ENTER:
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selectLevel(hoveredLevel < 0 ? 0 : hoveredLevel);
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return;
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case SDL_SCANCODE_ESCAPE:
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closePopup();
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return;
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default: break;
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}
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hoveredLevel = c;
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if (ctx.startLevelSelection) *ctx.startLevelSelection = hoveredLevel;
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} else if (e.type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
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float mx = (float)e.button.x, my = (float)e.button.y;
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// Convert to logical coordinates
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// Note: This is simplified - in practice we'd need the same coordinate conversion as main.cpp
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float popupX, popupY, popupW, popupH;
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if (isMouseInPopup(mx, my, popupX, popupY, popupW, popupH)) {
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int clickedLevel = getLevelFromMouse(mx, my, popupX, popupY, popupW, popupH);
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if (clickedLevel >= 0 && clickedLevel < 20) {
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selectLevel(clickedLevel);
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if (e.button.button == SDL_BUTTON_LEFT) {
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// compute visible logical viewport
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float vw = (lastLogicalScale > 0.f) ? float(lastLogicalVP.w) / lastLogicalScale : float(LOGICAL_W);
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float vh = (lastLogicalScale > 0.f) ? float(lastLogicalVP.h) / lastLogicalScale : float(LOGICAL_H);
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float offX = 0.f;
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if (lastLogicalScale > 0.f) offX = (vw / 2.f) - (float(LOGICAL_W) / 2.f);
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// convert mouse to logical coords
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float lx = (float(e.button.x) - float(lastLogicalVP.x)) / (lastLogicalScale > 0.f ? lastLogicalScale : 1.f);
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float ly = (float(e.button.y) - float(lastLogicalVP.y)) / (lastLogicalScale > 0.f ? lastLogicalScale : 1.f);
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SDL_FRect panel = DrawPanel(nullptr, vw, vh, /*draw=*/false, offX, 0.f);
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Grid g = MakeGrid(panel);
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int hit = HitTest(g, int(lx), int(ly));
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if (hit != -1) {
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selectLevel(hit);
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} else {
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closePopup();
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}
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} else {
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// Click outside popup - close it
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closePopup();
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}
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} else if (e.type == SDL_EVENT_MOUSE_MOTION) {
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float mx = (float)e.motion.x, my = (float)e.motion.y;
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updateHoverFromMouse(mx, my);
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// compute visible logical viewport and convert mouse coords once
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float vw = (lastLogicalScale > 0.f) ? float(lastLogicalVP.w) / lastLogicalScale : float(LOGICAL_W);
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float vh = (lastLogicalScale > 0.f) ? float(lastLogicalVP.h) / lastLogicalScale : float(LOGICAL_H);
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float offX = 0.f;
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if (lastLogicalScale > 0.f) offX = (vw / 2.f) - (float(LOGICAL_W) / 2.f);
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float lx = (float(e.motion.x) - float(lastLogicalVP.x)) / (lastLogicalScale > 0.f ? lastLogicalScale : 1.f);
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float ly = (float(e.motion.y) - float(lastLogicalVP.y)) / (lastLogicalScale > 0.f ? lastLogicalScale : 1.f);
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SDL_FRect panel = DrawPanel(nullptr, vw, vh, /*draw=*/false, offX, 0.f);
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Grid g = MakeGrid(panel);
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hoveredLevel = HitTest(g, int(lx), int(ly));
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}
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}
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@ -77,182 +224,91 @@ void LevelSelectorState::update(double frameMs) {
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}
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void LevelSelectorState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logicalVP) {
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(void)logicalScale;
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(void)logicalVP;
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// Cache for input conversion
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lastLogicalScale = logicalScale;
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lastLogicalVP = logicalVP;
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drawLevelSelectionPopup(renderer);
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}
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void LevelSelectorState::drawLevelSelectionPopup(SDL_Renderer* renderer) {
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if (!ctx.font) return;
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// Popup dims scale with logical size for responsiveness
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float popupW = 400, popupH = 300;
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float popupX = (LOGICAL_W - popupW) / 2;
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float popupY = (LOGICAL_H - popupH) / 2;
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if (!renderer) return;
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// Compute content offset so popup centers the same way as other UI code
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if (SDL_Window* win = SDL_GetRenderWindow(renderer)) {
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int vw = 0, vh = 0;
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SDL_GetWindowSize(win, &vw, &vh);
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if (vw > 0 && vh > 0) {
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float contentScale = std::min((float)vw / (float)LOGICAL_W, (float)vh / (float)LOGICAL_H);
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float contentOffsetX = (vw - LOGICAL_W * contentScale) / (2.0f * contentScale);
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float contentOffsetY = (vh - LOGICAL_H * contentScale) / (2.0f * contentScale);
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popupX += contentOffsetX;
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popupY += contentOffsetY;
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}
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// Important: main sets viewport + logical scale before calling us.
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// Draw in logical coordinates to avoid artifacts in fullscreen.
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// Use the actual visible logical size (viewport in logical coords) instead of hardcoded constants
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float vw = (lastLogicalScale > 0.f) ? float(lastLogicalVP.w) / lastLogicalScale : float(LOGICAL_W);
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float vh = (lastLogicalScale > 0.f) ? float(lastLogicalVP.h) / lastLogicalScale : float(LOGICAL_H);
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// Dim overlay over whatever background main already drew.
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//FillRect(renderer, SDL_FRect{0, 0, (float)vw, (float)vh}, SDL_Color{0, 0, 0, 120});
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//Vignette(renderer, vw, vh);
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// compute horizontal offset so content centers within the visible logical viewport
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float offX = 0.f;
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if (lastLogicalScale > 0.f) {
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float visibleLogicalW = float(lastLogicalVP.w) / lastLogicalScale;
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offX = (visibleLogicalW / 2.f) - (vw / 2.f);
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}
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// Draw the background picture stretched to full renderer viewport if available
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SDL_Rect vp{0,0,LOGICAL_W,LOGICAL_H};
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if (SDL_Window* win = SDL_GetRenderWindow(renderer)) {
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int vw = 0, vh = 0;
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SDL_GetWindowSize(win, &vw, &vh);
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if (vw > 0 && vh > 0) { vp.w = vw; vp.h = vh; }
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}
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if (ctx.backgroundTex) {
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// Dim the background by rendering it then overlaying a semi-transparent black rect
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SDL_FRect dst{0, 0, (float)vp.w, (float)vp.h};
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SDL_RenderTexture(renderer, ctx.backgroundTex, nullptr, &dst);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 160);
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SDL_FRect dim{0,0,(float)vp.w,(float)vp.h};
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SDL_RenderFillRect(renderer, &dim);
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} else {
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// Fallback to semi-transparent overlay
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 180);
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SDL_FRect overlay{0, 0, (float)vp.w, (float)vp.h};
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SDL_RenderFillRect(renderer, &overlay);
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}
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// Panel and title strip (in logical space)
|
||||
SDL_FRect panel = DrawPanel(renderer, vw, vh, /*draw=*/true, offX, 0.f);
|
||||
|
||||
// Popup panel with border and subtle background
|
||||
drawRect(renderer, popupX-6, popupY-6, popupW+12, popupH+12, {90, 110, 140, 200}); // outer border
|
||||
drawRect(renderer, popupX-3, popupY-3, popupW+6, popupH+6, {30, 38, 60, 220}); // inner border
|
||||
drawRect(renderer, popupX, popupY, popupW, popupH, {18, 22, 34, 235}); // panel
|
||||
// Glow strip behind title (raised higher)
|
||||
//SDL_FRect strip{ (float)vw / 2.f + offX - panel.w / 2.f, panel.y - 80.f, panel.w, 30.f };
|
||||
//FillRect(renderer, strip, SDL_Color{255, 204, 51, 28});
|
||||
|
||||
// Title (centered above the popup) - drawn above the box for clarity
|
||||
{
|
||||
const std::string title = "SELECT STARTING LEVEL";
|
||||
int titleW = 0, titleH = 0;
|
||||
ctx.font->measure(title, 2.4f, titleW, titleH);
|
||||
float titleX = popupX + (popupW - (float)titleW) / 2.0f;
|
||||
float titleY = popupY - (float)titleH - 28.0f;
|
||||
ctx.font->draw(renderer, titleX, titleY, title, 2.4f, {255, 220, 0, 255});
|
||||
}
|
||||
|
||||
// Grid layout for levels: 4 columns x 5 rows
|
||||
int cols = 4, rows = 5;
|
||||
float padding = 32.0f;
|
||||
float gridW = popupW - padding * 2;
|
||||
float gridH = popupH - 80.0f; // leave less top space since title is above
|
||||
float cellW = gridW / cols;
|
||||
float cellH = std::min(96.0f, gridH / rows - 12.0f);
|
||||
|
||||
// Add margin between cells
|
||||
float cellMargin = 8.0f;
|
||||
float actualCellW = cellW - cellMargin;
|
||||
float actualCellH = cellH - cellMargin;
|
||||
|
||||
// Center the grid horizontally inside the popup and position slightly higher inside the box
|
||||
float gridStartX = popupX + padding;
|
||||
float gridStartY = popupY + padding/2.0f;
|
||||
// Title text
|
||||
DrawText(renderer, ctx.font, "SELECT STARTING LEVEL", vw / 2.f + offX, panel.y - 90.f, 2.4f, COL_TITLE, true, true);
|
||||
|
||||
// Grid of levels
|
||||
Grid g = MakeGrid(panel);
|
||||
int selectedLevel = ctx.startLevelSelection ? *ctx.startLevelSelection : 0;
|
||||
|
||||
for (int level = 0; level < 20; level++) {
|
||||
int row = level / cols;
|
||||
int col = level % cols;
|
||||
float cx = gridStartX + col * cellW + cellMargin/2.0f;
|
||||
float cy = gridStartY + row * (cellH + 12.0f) + cellMargin/2.0f;
|
||||
|
||||
bool isSelected = (level == selectedLevel);
|
||||
bool isHovered = (level == hoveredLevel);
|
||||
|
||||
// Button background with thicker border and inner box for a box-style look
|
||||
const float btnPadX = 24.0f; // increased padding inside each button horizontally
|
||||
const float btnPadY = 16.0f; // increased padding vertically
|
||||
|
||||
// Outer border
|
||||
SDL_Color borderCol = isHovered && !isSelected ? SDL_Color{120,140,190,255} : SDL_Color{40,50,70,200};
|
||||
drawRect(renderer, cx, cy, actualCellW, actualCellH, borderCol);
|
||||
|
||||
// Inner background - make selected background match the button size
|
||||
SDL_Color inner = isSelected ? SDL_Color{255, 220, 0, 255} : SDL_Color{50,60,84,255};
|
||||
if (!isSelected && isHovered) inner = SDL_Color{90,110,150,255};
|
||||
drawRect(renderer, cx + 2, cy + 2, actualCellW - 4, actualCellH - 4, inner);
|
||||
|
||||
// Level label centered using font.measure for accurate centering
|
||||
char levelStr[8];
|
||||
snprintf(levelStr, sizeof(levelStr), "%d", level);
|
||||
int txtW = 0, txtH = 0;
|
||||
ctx.font->measure(levelStr, 1.8f, txtW, txtH);
|
||||
float tx = cx + (actualCellW - (float)txtW) / 2.0f;
|
||||
float ty = cy + (actualCellH - (float)txtH) / 2.0f;
|
||||
|
||||
// Text color: black on selected (yellow), white on others
|
||||
SDL_Color fg = isSelected ? SDL_Color{0, 0, 0, 255} : SDL_Color{240, 240, 245, 255};
|
||||
ctx.font->draw(renderer, tx, ty, levelStr, 1.8f, fg);
|
||||
for (int i = 0; i < 20; i++) {
|
||||
SDL_FRect rc = g.cell(i);
|
||||
DrawCell(renderer, rc, i, hoveredLevel == i, selectedLevel == i);
|
||||
}
|
||||
|
||||
// Instructions below the popup box (centered)
|
||||
{
|
||||
const std::string instr = "CLICK A LEVEL TO SELECT • ESC = CANCEL";
|
||||
int instrW = 0, instrH = 0;
|
||||
ctx.font->measure(instr, 1.0f, instrW, instrH);
|
||||
float instrX = popupX + (popupW - (float)instrW) / 2.0f;
|
||||
float instrY = popupY + popupH + 40.0f; // below the box with larger padding
|
||||
ctx.font->draw(renderer, instrX, instrY, instr, 1.0f, {200,200,220,255});
|
||||
}
|
||||
// Footer/instructions
|
||||
DrawText(renderer, ctx.font, "CLICK A LEVEL TO SELECT \u2022 ESC = CANCEL",
|
||||
vw / 2.f + offX, vh - 56.f, 1.0f, COL_FOOTER, true, true);
|
||||
}
|
||||
|
||||
bool LevelSelectorState::isMouseInPopup(float mouseX, float mouseY, float& popupX, float& popupY, float& popupW, float& popupH) {
|
||||
popupW = 400;
|
||||
popupH = 300;
|
||||
popupX = (LOGICAL_W - popupW) / 2;
|
||||
popupY = (LOGICAL_H - popupH) / 2;
|
||||
|
||||
// Note: This is simplified coordinate conversion - in practice we'd need the same logic as main.cpp
|
||||
return mouseX >= popupX && mouseX <= popupX + popupW && mouseY >= popupY && mouseY <= popupY + popupH;
|
||||
// Re-implement using new panel geometry in window coordinates
|
||||
// Convert from window pixels to logical coords using cached viewport/scale
|
||||
(void)mouseX; (void)mouseY;
|
||||
float lx = 0.f, ly = 0.f;
|
||||
if (lastLogicalScale > 0.0f) {
|
||||
lx = (float(mouseX) - float(lastLogicalVP.x)) / lastLogicalScale;
|
||||
ly = (float(mouseY) - float(lastLogicalVP.y)) / lastLogicalScale;
|
||||
}
|
||||
float vw = (lastLogicalScale > 0.f) ? float(lastLogicalVP.w) / lastLogicalScale : float(LOGICAL_W);
|
||||
float vh = (lastLogicalScale > 0.f) ? float(lastLogicalVP.h) / lastLogicalScale : float(LOGICAL_H);
|
||||
float offX = 0.f;
|
||||
if (lastLogicalScale > 0.f) offX = (vw / 2.f) - (float(LOGICAL_W) / 2.f);
|
||||
SDL_FRect p = DrawPanel(nullptr, vw, vh, /*draw=*/false, offX, 0.f);
|
||||
popupX = p.x; popupY = p.y; popupW = p.w; popupH = p.h;
|
||||
return lx >= popupX && lx <= popupX + popupW && ly >= popupY && ly <= popupY + popupH;
|
||||
}
|
||||
|
||||
int LevelSelectorState::getLevelFromMouse(float mouseX, float mouseY, float popupX, float popupY, float popupW, float popupH) {
|
||||
int cols = 4, rows = 5;
|
||||
float padding = 32.0f;
|
||||
float gridW = popupW - padding * 2;
|
||||
float gridH = popupH - 80.0f;
|
||||
float cellW = gridW / cols;
|
||||
float cellH = std::min(96.0f, gridH / rows - 12.0f);
|
||||
float cellMargin = 8.0f;
|
||||
float actualCellW = cellW - cellMargin;
|
||||
float actualCellH = cellH - cellMargin;
|
||||
float gridStartX = popupX + padding;
|
||||
float gridStartY = popupY + padding/2.0f;
|
||||
|
||||
if (mouseX >= gridStartX && mouseY >= gridStartY) {
|
||||
int col = int((mouseX - gridStartX) / cellW);
|
||||
int row = int((mouseY - gridStartY) / (cellH + 12.0f));
|
||||
if (col >= 0 && col < cols && row >= 0 && row < rows) {
|
||||
// Check if mouse is within the actual cell area (accounting for margins)
|
||||
float cellX = gridStartX + col * cellW + cellMargin/2.0f;
|
||||
float cellY = gridStartY + row * (cellH + 12.0f) + cellMargin/2.0f;
|
||||
if (mouseX >= cellX && mouseX <= cellX + actualCellW &&
|
||||
mouseY >= cellY && mouseY <= cellY + actualCellH) {
|
||||
int level = row * cols + col;
|
||||
if (level < 20) return level;
|
||||
}
|
||||
}
|
||||
(void)popupX; (void)popupY; (void)popupW; (void)popupH;
|
||||
float lx = 0.f, ly = 0.f;
|
||||
if (lastLogicalScale > 0.0f) {
|
||||
lx = (float(mouseX) - float(lastLogicalVP.x)) / lastLogicalScale;
|
||||
ly = (float(mouseY) - float(lastLogicalVP.y)) / lastLogicalScale;
|
||||
}
|
||||
return -1;
|
||||
float vw = (lastLogicalScale > 0.f) ? float(lastLogicalVP.w) / lastLogicalScale : float(LOGICAL_W);
|
||||
float vh = (lastLogicalScale > 0.f) ? float(lastLogicalVP.h) / lastLogicalScale : float(LOGICAL_H);
|
||||
float offX = 0.f;
|
||||
if (lastLogicalScale > 0.f) offX = (vw / 2.f) - (float(LOGICAL_W) / 2.f);
|
||||
SDL_FRect p = DrawPanel(nullptr, vw, vh, /*draw=*/false, offX, 0.f);
|
||||
Grid g = MakeGrid(p);
|
||||
return HitTest(g, (int)lx, (int)ly);
|
||||
}
|
||||
|
||||
void LevelSelectorState::updateHoverFromMouse(float mouseX, float mouseY) {
|
||||
float popupX, popupY, popupW, popupH;
|
||||
if (isMouseInPopup(mouseX, mouseY, popupX, popupY, popupW, popupH)) {
|
||||
hoveredLevel = getLevelFromMouse(mouseX, mouseY, popupX, popupY, popupW, popupH);
|
||||
} else {
|
||||
hoveredLevel = -1;
|
||||
}
|
||||
hoveredLevel = getLevelFromMouse(mouseX, mouseY, 0, 0, 0, 0);
|
||||
}
|
||||
|
||||
void LevelSelectorState::selectLevel(int level) {
|
||||
|
||||
@ -14,6 +14,9 @@ public:
|
||||
|
||||
private:
|
||||
int hoveredLevel = -1; // -1 = none, 0..19 = hovered level
|
||||
// Cache the latest logical scale/viewport from render() for input conversion
|
||||
float lastLogicalScale = 1.0f;
|
||||
SDL_Rect lastLogicalVP{0,0,0,0};
|
||||
|
||||
// Helper functions
|
||||
void drawLevelSelectionPopup(SDL_Renderer* renderer);
|
||||
|
||||
Reference in New Issue
Block a user