fixed statistics panel

This commit is contained in:
2025-12-07 18:25:13 +01:00
parent 12bc4870b1
commit e27d1b60b1
2 changed files with 53 additions and 36 deletions

View File

@ -616,28 +616,27 @@ void GameRenderer::renderPlayingState(
GRID_H + blocksPanelPadY * 2.0f
};
if (statisticsPanelTex) {
// Use the dedicated statistics panel image for the left panel when available.
// Preserve aspect ratio by scaling to the panel width and center/crop vertically if needed.
// Use the dedicated statistics panel image; scale it to fit the panel while
// preserving aspect ratio (no crop) so very tall source images don't overflow.
float texWf = 0.0f, texHf = 0.0f;
if (SDL_GetTextureSize(statisticsPanelTex, &texWf, &texHf) == 0) {
if (SDL_GetTextureSize(statisticsPanelTex, &texWf, &texHf)) {
if (texWf > 0.0f && texHf > 0.0f) {
const float destW = blocksPanelBg.w;
const float destH = blocksPanelBg.h;
const float scale = destW / texWf;
const float scale = std::min(destW / texWf, destH / texHf);
const float scaledW = texWf * scale;
const float scaledH = texHf * scale;
if (scaledH <= destH) {
// Fits vertically: draw full texture centered vertically
SDL_FRect srcF{0.0f, 0.0f, texWf, texHf};
SDL_RenderTexture(renderer, statisticsPanelTex, &srcF, &blocksPanelBg);
} else {
// Texture is taller when scaled to width: crop vertically from texture
float srcHf = destH / scale;
float srcYf = std::max(0.0f, (texHf - srcHf) * 0.5f);
SDL_FRect srcF{0.0f, srcYf, texWf, srcHf};
SDL_RenderTexture(renderer, statisticsPanelTex, &srcF, &blocksPanelBg);
// Center the scaled texture inside the panel
SDL_FRect dstF{
blocksPanelBg.x + (destW - scaledW) * 0.5f,
blocksPanelBg.y + (destH - scaledH) * 0.5f,
scaledW,
scaledH
};
SDL_RenderTexture(renderer, statisticsPanelTex, nullptr, &dstF);
}
} else {
// Fallback: render entire texture if query failed
// Fallback: render entire texture stretched to panel
SDL_RenderTexture(renderer, statisticsPanelTex, nullptr, &blocksPanelBg);
}
} else if (scorePanelTex) {
@ -1090,19 +1089,26 @@ void GameRenderer::renderPlayingState(
const SDL_Color headerColor{255, 220, 0, 255};
const SDL_Color textColor{200, 220, 235, 200};
const SDL_Color mutedColor{150, 180, 200, 180};
pixelFont->draw(renderer, statsX + 12.0f, statsY + 8.0f, "STATISTICS", 0.46f, headerColor);
// Small vertical shift to push text further into the statistics panel
// Increased from 20 to 80 to move text down by ~60px more (within 50-100px range)
const float statsTextShift = 80.0f;
pixelFont->draw(renderer, statsX + 12.0f, statsY + 8.0f + statsTextShift, "STATISTICS", 0.70f, headerColor);
// Tighter spacing and smaller icons/text for compact analytics console
float yCursor = statsY + 34.0f;
float yCursor = statsY + 34.0f + statsTextShift;
const float leftPad = 2.0f;
const float rightPad = 14.0f;
// Horizontal shift to nudge the count/percent group closer to the right edge
const float statsNumbersShift = 20.0f;
// Horizontal shift to move the progress bar slightly left
const float statsBarShift = -10.0f;
// Increase row gap to avoid icon overlap on smaller scales (bumped up)
const float rowGap = 28.0f;
const float barHeight = 2.0f;
// Text scales for per-row numbers (slightly larger than before)
const float countScale = 0.45f;
const float percScale = 0.43f;
const float countScale = 0.60f;
const float percScale = 0.60f;
// Determine max percent to highlight top used piece
int maxPerc = 0;
@ -1157,7 +1163,7 @@ void GameRenderer::renderPlayingState(
int maxTextH = std::max(countH, percH);
float numbersW = numbersPadX * 2.0f + countW + numbersGap + percW;
float numbersH = numbersPadY * 2.0f + static_cast<float>(maxTextH);
float numbersX = rowRight - numbersW;
float numbersX = rowRight - numbersW + statsNumbersShift;
float numbersY = yCursor - (numbersH - static_cast<float>(maxTextH)) * 0.5f;
float textY = numbersY + (numbersH - static_cast<float>(maxTextH)) * 0.5f;
@ -1168,7 +1174,7 @@ void GameRenderer::renderPlayingState(
pixelFont->draw(renderer, percX, textY, percStr, percScale, mutedColor);
// Progress bar anchored to the numbers width
float barX = numbersX;
float barX = numbersX + statsBarShift;
float barW = numbersW;
float barY = numbersY + numbersH + 8.0f;
@ -1196,8 +1202,11 @@ void GameRenderer::renderPlayingState(
yCursor = barY + barHeight + rowGap + 6.0f;
}
// Bottom summary stats
float summaryY = statsY + statsH - 90.0f; // move summary slightly up
// Bottom summary stats: prefer to place summary right after last row
// but clamp it so it never goes below the reserved bottom area.
float preferredSummaryY = yCursor + 24.0f; // space below last row
float maxSummaryY = statsY + statsH - 90.0f; // original lower bound
float summaryY = std::min(preferredSummaryY, maxSummaryY);
const SDL_Color summaryValueColor{220, 235, 250, 255};
const SDL_Color labelMuted{160, 180, 200, 200};
@ -1210,20 +1219,20 @@ void GameRenderer::renderPlayingState(
const float valueRightPad = 12.0f; // pad from right edge
int valW=0, valH=0;
pixelFont->measure(totalStr, 0.41f, valW, valH);
pixelFont->measure(totalStr, 0.55f, valW, valH);
float totalX = statsX + statsW - valueRightPad - (float)valW;
pixelFont->draw(renderer, labelX, summaryY + 0.0f, "TOTAL PIECES", 0.36f, labelMuted);
pixelFont->draw(renderer, totalX, summaryY + 0.0f, totalStr, 0.41f, summaryValueColor);
pixelFont->draw(renderer, labelX, summaryY + 0.0f, "TOTAL PIECES", 0.46f, labelMuted);
pixelFont->draw(renderer, totalX, summaryY + 0.0f, totalStr, 0.55f, summaryValueColor);
pixelFont->measure(tetrisesStr, 0.41f, valW, valH);
pixelFont->measure(tetrisesStr, 0.55f, valW, valH);
float tetrisesX = statsX + statsW - valueRightPad - (float)valW;
pixelFont->draw(renderer, labelX, summaryY + 22.0f, "TETRISES MADE", 0.36f, labelMuted);
pixelFont->draw(renderer, tetrisesX, summaryY + 22.0f, tetrisesStr, 0.41f, summaryValueColor);
pixelFont->draw(renderer, labelX, summaryY + 22.0f, "TETRISES MADE", 0.46f, labelMuted);
pixelFont->draw(renderer, tetrisesX, summaryY + 22.0f, tetrisesStr, 0.55f, summaryValueColor);
pixelFont->measure(maxComboStr, 0.41f, valW, valH);
pixelFont->measure(maxComboStr, 0.55f, valW, valH);
float comboX = statsX + statsW - valueRightPad - (float)valW;
pixelFont->draw(renderer, labelX, summaryY + 44.0f, "MAX COMBO", 0.36f, labelMuted);
pixelFont->draw(renderer, comboX, summaryY + 44.0f, maxComboStr, 0.41f, summaryValueColor);
pixelFont->draw(renderer, labelX, summaryY + 44.0f, "MAX COMBO", 0.46f, labelMuted);
pixelFont->draw(renderer, comboX, summaryY + 44.0f, maxComboStr, 0.55f, summaryValueColor);
// Draw score panel (right side)
const float contentTopOffset = 0.0f;