Fixed selected level state

This commit is contained in:
2025-08-17 09:44:23 +02:00
parent 0e0519b0e9
commit bc3f69e9d6
3 changed files with 252 additions and 192 deletions

View File

@ -6,17 +6,152 @@
#include <SDL3/SDL.h>
#include <algorithm>
#include <cstdio>
#include <string>
// Constants from main.cpp
static constexpr int LOGICAL_W = 1200;
static constexpr int LOGICAL_H = 1000;
// Helper function to draw rectangles (matches main.cpp implementation)
static void drawRect(SDL_Renderer *r, float x, float y, float w, float h, SDL_Color c)
{
// --- Minimal draw helpers and look-and-feel adapted from the sample ---
static inline SDL_Color RGBA(Uint8 r, Uint8 g, Uint8 b, Uint8 a = 255) { return SDL_Color{r, g, b, a}; }
// Palette
static const SDL_Color COL_BG = {11, 15, 20, 255};
static const SDL_Color COL_PANEL = {20, 40, 60, 255};
static const SDL_Color COL_PANEL_IN = {26, 46, 66, 255};
static const SDL_Color COL_CYAN = {0, 255, 255, 200};
static const SDL_Color COL_CYAN_SO = {0, 255, 255, 32};
static const SDL_Color COL_TILE = {30, 40, 60, 255};
static const SDL_Color COL_TILE_H = {60, 80, 100, 255};
static const SDL_Color COL_TILE_B = {74, 94, 118, 220};
static const SDL_Color COL_NUM = {233, 241, 255, 255};
static const SDL_Color COL_ACCENT = {255, 140, 40, 255};
static const SDL_Color COL_TITLE = {255, 200, 50, 255};
static const SDL_Color COL_FOOTER = {154, 167, 178, 255};
static void FillRect(SDL_Renderer* r, SDL_FRect rc, SDL_Color c) {
SDL_SetRenderDrawBlendMode(r, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(r, c.r, c.g, c.b, c.a);
SDL_FRect fr{x, y, w, h};
SDL_RenderFillRect(r, &fr);
SDL_RenderFillRect(r, &rc);
}
static void StrokeRect(SDL_Renderer* r, SDL_FRect rc, SDL_Color c) {
SDL_SetRenderDrawBlendMode(r, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(r, c.r, c.g, c.b, c.a);
SDL_RenderRect(r, &rc);
}
static void Line(SDL_Renderer* r, float x1, float y1, float x2, float y2, SDL_Color c) {
SDL_SetRenderDrawBlendMode(r, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(r, c.r, c.g, c.b, c.a);
SDL_RenderLine(r, x1, y1, x2, y2);
}
// Bitmap-like digits for cell numbers (keeps consistent look without relying on font inside cells)
static void DrawDigit(SDL_Renderer* r, int num, float cx, float cy) {
SDL_SetRenderDrawColor(r, COL_NUM.r, COL_NUM.g, COL_NUM.b, COL_NUM.a);
auto glyph = [&](int d, float ox) {
static const int map[10][15] = {
{1,1,1, 1,0,1, 1,0,1, 1,0,1, 1,1,1},
{0,1,0, 1,1,0, 0,1,0, 0,1,0, 1,1,1},
{1,1,1, 0,0,1, 1,1,1, 1,0,0, 1,1,1},
{1,1,1, 0,0,1, 0,1,1, 0,0,1, 1,1,1},
{1,0,1, 1,0,1, 1,1,1, 0,0,1, 0,0,1},
{1,1,1, 1,0,0, 1,1,1, 0,0,1, 1,1,1},
{1,1,1, 1,0,0, 1,1,1, 1,0,1, 1,1,1},
{1,1,1, 0,0,1, 0,1,0, 0,1,0, 0,1,0},
{1,1,1, 1,0,1, 1,1,1, 1,0,1, 1,1,1},
{1,1,1, 1,0,1, 1,1,1, 0,0,1, 1,1,1}
};
float s = 5.f; float gx = cx + ox - 6.f, gy = cy - 12.f;
for (int y = 0; y < 5; y++) for (int x = 0; x < 3; x++)
if (map[d][y * 3 + x]) {
SDL_FRect p{gx + x * s, gy + y * s, s - 1.f, s - 1.f};
SDL_RenderFillRect(r, &p);
}
};
if (num < 10) glyph(num, 0);
else { glyph(num / 10, -8); glyph(num % 10, 8); }
}
// Centered text using project Font, with optional shadow
static void DrawText(SDL_Renderer* r, FontAtlas* font, const std::string& s,
float x, float y, float scale, SDL_Color col,
bool center = true, bool shadow = true) {
if (!font) return;
int w = 0, h = 0; font->measure(s, scale, w, h);
float tx = x, ty = y;
if (center) tx -= (float)w / 2.0f;
if (shadow) {
font->draw(r, tx + 2.0f, ty + 2.0f, s, scale, {0, 0, 0, 200});
}
font->draw(r, tx, ty, s, scale, col);
}
static void Vignette(SDL_Renderer* r, int w, int h) {
int pad = w / 10;
FillRect(r, SDL_FRect{0, 0, (float)w, (float)pad}, SDL_Color{0, 0, 0, 140});
FillRect(r, SDL_FRect{0, (float)h - pad, (float)w, (float)pad}, SDL_Color{0, 0, 0, 140});
FillRect(r, SDL_FRect{0, 0, (float)pad, (float)h}, SDL_Color{0, 0, 0, 140});
FillRect(r, SDL_FRect{(float)w - pad, 0, (float)pad, (float)h}, SDL_Color{0, 0, 0, 140});
}
static SDL_FRect DrawPanel(SDL_Renderer* r, float w, float h, bool draw = true, float offX = 0.f, float offY = 0.f) {
float PW = std::min(520.f, w * 0.65f);
float PH = std::min(360.f, h * 0.7f);
SDL_FRect p{ (w - PW) / 2.f + offX, (h - PH) / 2.f + 10.f + offY, PW, PH };
if (!draw) return p; // geometry only
// drop shadow
FillRect(r, SDL_FRect{p.x + 6, p.y + 10, p.w, p.h}, SDL_Color{0, 0, 0, 120});
// glow aura
for (int i = 0; i < 6; i++) {
SDL_FRect g{ p.x - (float)(i * 2), p.y - (float)(i * 2), p.w + (float)(i * 4), p.h + (float)(i * 4) };
SDL_Color c = COL_CYAN_SO; c.a = (Uint8)(36 - i * 6);
StrokeRect(r, g, c);
}
// outer body + border
FillRect(r, p, COL_PANEL);
StrokeRect(r, p, COL_CYAN);
// inner face
FillRect(r, SDL_FRect{p.x + 12, p.y + 56, p.w - 24, p.h - 68}, COL_PANEL_IN);
StrokeRect(r, SDL_FRect{p.x + 12, p.y + 56, p.w - 24, p.h - 68}, SDL_Color{24, 31, 41, 180});
return p;
}
struct Grid {
int cols = 4, rows = 5;
float cellW = 0.f, cellH = 0.f, gapX = 12.f, gapY = 12.f;
SDL_FRect area{0, 0, 0, 0};
SDL_FRect cell(int i) const {
int r = i / cols, c = i % cols;
return SDL_FRect{ area.x + c * (cellW + gapX), area.y + r * (cellH + gapY), cellW, cellH };
}
};
static Grid MakeGrid(const SDL_FRect& panel) {
Grid g;
float marginX = 34, marginY = 76;
g.area = SDL_FRect{ panel.x + marginX, panel.y + marginY, panel.w - 2 * marginX, panel.h - marginY - 28 };
g.cellW = (g.area.w - (g.cols - 1) * g.gapX) / g.cols;
g.cellH = (g.area.h - (g.rows - 1) * g.gapY) / g.rows;
return g;
}
static void DrawCell(SDL_Renderer* r, SDL_FRect rc, int idx, bool hovered, bool selected) {
FillRect(r, rc, selected ? COL_ACCENT : (hovered ? COL_TILE_H : COL_TILE));
StrokeRect(r, rc, COL_TILE_B);
Line(r, rc.x + 2, rc.y + 2, rc.x + rc.w - 2, rc.y + 2, SDL_Color{255, 255, 255, 18});
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});
DrawDigit(r, idx, rc.x + rc.w / 2.f, rc.y + rc.h / 2.f);
}
static int HitTest(const Grid& g, int mx, int my) {
for (int i = 0; i < 20; i++) {
SDL_FRect rc = g.cell(i);
if (mx >= rc.x && mx < rc.x + rc.w && my >= rc.y && my < rc.y + rc.h) return i;
}
return -1;
}
LevelSelectorState::LevelSelectorState(StateContext& ctx) : State(ctx) {
@ -32,42 +167,54 @@ void LevelSelectorState::onExit() {
void LevelSelectorState::handleEvent(const SDL_Event& e) {
if (e.type == SDL_EVENT_KEY_DOWN && !e.key.repeat) {
// Arrow key navigation
if (e.key.scancode == SDL_SCANCODE_LEFT) {
hoveredLevel = (hoveredLevel - 1 + 20) % 20;
if (ctx.startLevelSelection) *ctx.startLevelSelection = hoveredLevel;
} else if (e.key.scancode == SDL_SCANCODE_RIGHT) {
hoveredLevel = (hoveredLevel + 1) % 20;
if (ctx.startLevelSelection) *ctx.startLevelSelection = hoveredLevel;
} else if (e.key.scancode == SDL_SCANCODE_UP) {
hoveredLevel = (hoveredLevel - 4 + 20) % 20;
if (ctx.startLevelSelection) *ctx.startLevelSelection = hoveredLevel;
} else if (e.key.scancode == SDL_SCANCODE_DOWN) {
hoveredLevel = (hoveredLevel + 4) % 20;
if (ctx.startLevelSelection) *ctx.startLevelSelection = hoveredLevel;
} else if (e.key.scancode == SDL_SCANCODE_RETURN || e.key.scancode == SDL_SCANCODE_KP_ENTER) {
selectLevel(hoveredLevel);
} else if (e.key.scancode == SDL_SCANCODE_ESCAPE) {
closePopup();
// Arrow key navigation (clamped within grid like the sample)
int c = hoveredLevel < 0 ? 0 : hoveredLevel;
switch (e.key.scancode) {
case SDL_SCANCODE_LEFT: if (c % 4 > 0) c--; break;
case SDL_SCANCODE_RIGHT: if (c % 4 < 3) c++; break;
case SDL_SCANCODE_UP: if (c / 4 > 0) c -= 4; break;
case SDL_SCANCODE_DOWN: if (c / 4 < 4) c += 4; break;
case SDL_SCANCODE_RETURN:
case SDL_SCANCODE_KP_ENTER:
selectLevel(hoveredLevel < 0 ? 0 : hoveredLevel);
return;
case SDL_SCANCODE_ESCAPE:
closePopup();
return;
default: break;
}
hoveredLevel = c;
if (ctx.startLevelSelection) *ctx.startLevelSelection = hoveredLevel;
} else if (e.type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
float mx = (float)e.button.x, my = (float)e.button.y;
// Convert to logical coordinates
// Note: This is simplified - in practice we'd need the same coordinate conversion as main.cpp
float popupX, popupY, popupW, popupH;
if (isMouseInPopup(mx, my, popupX, popupY, popupW, popupH)) {
int clickedLevel = getLevelFromMouse(mx, my, popupX, popupY, popupW, popupH);
if (clickedLevel >= 0 && clickedLevel < 20) {
selectLevel(clickedLevel);
if (e.button.button == SDL_BUTTON_LEFT) {
// compute visible logical viewport
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);
// convert mouse to logical coords
float lx = (float(e.button.x) - float(lastLogicalVP.x)) / (lastLogicalScale > 0.f ? lastLogicalScale : 1.f);
float ly = (float(e.button.y) - float(lastLogicalVP.y)) / (lastLogicalScale > 0.f ? lastLogicalScale : 1.f);
SDL_FRect panel = DrawPanel(nullptr, vw, vh, /*draw=*/false, offX, 0.f);
Grid g = MakeGrid(panel);
int hit = HitTest(g, int(lx), int(ly));
if (hit != -1) {
selectLevel(hit);
} else {
closePopup();
}
} else {
// Click outside popup - close it
closePopup();
}
} else if (e.type == SDL_EVENT_MOUSE_MOTION) {
float mx = (float)e.motion.x, my = (float)e.motion.y;
updateHoverFromMouse(mx, my);
// compute visible logical viewport and convert mouse coords once
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);
float lx = (float(e.motion.x) - float(lastLogicalVP.x)) / (lastLogicalScale > 0.f ? lastLogicalScale : 1.f);
float ly = (float(e.motion.y) - float(lastLogicalVP.y)) / (lastLogicalScale > 0.f ? lastLogicalScale : 1.f);
SDL_FRect panel = DrawPanel(nullptr, vw, vh, /*draw=*/false, offX, 0.f);
Grid g = MakeGrid(panel);
hoveredLevel = HitTest(g, int(lx), int(ly));
}
}
@ -77,182 +224,91 @@ void LevelSelectorState::update(double frameMs) {
}
void LevelSelectorState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logicalVP) {
(void)logicalScale;
(void)logicalVP;
// Cache for input conversion
lastLogicalScale = logicalScale;
lastLogicalVP = logicalVP;
drawLevelSelectionPopup(renderer);
}
void LevelSelectorState::drawLevelSelectionPopup(SDL_Renderer* renderer) {
if (!ctx.font) return;
// Popup dims scale with logical size for responsiveness
float popupW = 400, popupH = 300;
float popupX = (LOGICAL_W - popupW) / 2;
float popupY = (LOGICAL_H - popupH) / 2;
if (!renderer) return;
// Compute content offset so popup centers the same way as other UI code
if (SDL_Window* win = SDL_GetRenderWindow(renderer)) {
int vw = 0, vh = 0;
SDL_GetWindowSize(win, &vw, &vh);
if (vw > 0 && vh > 0) {
float contentScale = std::min((float)vw / (float)LOGICAL_W, (float)vh / (float)LOGICAL_H);
float contentOffsetX = (vw - LOGICAL_W * contentScale) / (2.0f * contentScale);
float contentOffsetY = (vh - LOGICAL_H * contentScale) / (2.0f * contentScale);
popupX += contentOffsetX;
popupY += contentOffsetY;
}
// Important: main sets viewport + logical scale before calling us.
// Draw in logical coordinates to avoid artifacts in fullscreen.
// Use the actual visible logical size (viewport in logical coords) instead of hardcoded constants
float vw = (lastLogicalScale > 0.f) ? float(lastLogicalVP.w) / lastLogicalScale : float(LOGICAL_W);
float vh = (lastLogicalScale > 0.f) ? float(lastLogicalVP.h) / lastLogicalScale : float(LOGICAL_H);
// Dim overlay over whatever background main already drew.
//FillRect(renderer, SDL_FRect{0, 0, (float)vw, (float)vh}, SDL_Color{0, 0, 0, 120});
//Vignette(renderer, vw, vh);
// compute horizontal offset so content centers within the visible logical viewport
float offX = 0.f;
if (lastLogicalScale > 0.f) {
float visibleLogicalW = float(lastLogicalVP.w) / lastLogicalScale;
offX = (visibleLogicalW / 2.f) - (vw / 2.f);
}
// Draw the background picture stretched to full renderer viewport if available
SDL_Rect vp{0,0,LOGICAL_W,LOGICAL_H};
if (SDL_Window* win = SDL_GetRenderWindow(renderer)) {
int vw = 0, vh = 0;
SDL_GetWindowSize(win, &vw, &vh);
if (vw > 0 && vh > 0) { vp.w = vw; vp.h = vh; }
}
if (ctx.backgroundTex) {
// Dim the background by rendering it then overlaying a semi-transparent black rect
SDL_FRect dst{0, 0, (float)vp.w, (float)vp.h};
SDL_RenderTexture(renderer, ctx.backgroundTex, nullptr, &dst);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 160);
SDL_FRect dim{0,0,(float)vp.w,(float)vp.h};
SDL_RenderFillRect(renderer, &dim);
} else {
// Fallback to semi-transparent overlay
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 180);
SDL_FRect overlay{0, 0, (float)vp.w, (float)vp.h};
SDL_RenderFillRect(renderer, &overlay);
}
// 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) {

View File

@ -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);