Updated bottom menu

This commit is contained in:
2025-12-17 20:12:06 +01:00
parent 122de2b36f
commit fe6c5e3c8a
7 changed files with 240 additions and 83 deletions

View File

@ -45,6 +45,7 @@
#include "core/Config.h"
#include "core/Settings.h"
#include "ui/MenuLayout.h"
#include "ui/BottomMenu.h"
// Debug logging removed: no-op in this build (previously LOG_DEBUG)
@ -981,24 +982,30 @@ int main(int, char **)
showSettingsPopup = false;
} else {
ui::MenuLayoutParams params{ LOGICAL_W, LOGICAL_H, winW, winH, logicalScale };
auto buttonRects = ui::computeMenuButtonRects(params);
auto pointInRect = [&](const SDL_FRect& r) {
return lx >= r.x && lx <= r.x + r.w && ly >= r.y && ly <= r.y + r.h;
};
auto menuInput = ui::handleBottomMenuInput(params, e, lx, ly, hoveredButton, true);
hoveredButton = menuInput.hoveredIndex;
if (pointInRect(buttonRects[0])) {
startMenuPlayTransition();
} else if (pointInRect(buttonRects[1])) {
requestStateFade(AppState::LevelSelector);
} else if (pointInRect(buttonRects[2])) {
requestStateFade(AppState::Options);
} else if (pointInRect(buttonRects[3])) {
// HELP - show inline help HUD in the MenuState
if (menuState) menuState->showHelpPanel(true);
} else if (pointInRect(buttonRects[4])) {
showExitConfirmPopup = true;
exitPopupSelectedButton = 1;
if (menuInput.activated) {
switch (*menuInput.activated) {
case ui::BottomMenuItem::Play:
startMenuPlayTransition();
break;
case ui::BottomMenuItem::Level:
requestStateFade(AppState::LevelSelector);
break;
case ui::BottomMenuItem::Options:
requestStateFade(AppState::Options);
break;
case ui::BottomMenuItem::Help:
// HELP - show inline help HUD in the MenuState
if (menuState) menuState->showHelpPanel(true);
break;
case ui::BottomMenuItem::Exit:
showExitConfirmPopup = true;
exitPopupSelectedButton = 1;
break;
}
}
// Settings button (gear icon area - top right)
@ -1099,7 +1106,8 @@ int main(int, char **)
float contentOffsetX = (winW - contentW) * 0.5f / logicalScale;
float contentOffsetY = (winH - contentH) * 0.5f / logicalScale;
ui::MenuLayoutParams params{ LOGICAL_W, LOGICAL_H, winW, winH, logicalScale };
hoveredButton = ui::hitTestMenuButtons(params, lx, ly);
auto menuInput = ui::handleBottomMenuInput(params, e, lx, ly, hoveredButton, true);
hoveredButton = menuInput.hoveredIndex;
}
}
}

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@ -26,6 +26,7 @@
#include "../graphics/renderers/UIRenderer.h"
#include "../graphics/renderers/GameRenderer.h"
#include "../ui/MenuLayout.h"
#include "../ui/BottomMenu.h"
#include <SDL3_image/SDL_image.h>
// Frosted tint helper: draw a safe, inexpensive frosted overlay for the panel area.
@ -145,69 +146,16 @@ void MenuState::renderMainButtonTop(SDL_Renderer* renderer, float logicalScale,
logicalVP.h,
logicalScale
};
auto rects = ui::computeMenuButtonRects(params);
// Compose same button definition used in render()
char levelBtnText[32];
int startLevel = ctx.startLevelSelection ? *ctx.startLevelSelection : 0;
std::snprintf(levelBtnText, sizeof(levelBtnText), "LEVEL %d", startLevel);
ui::BottomMenu menu = ui::buildBottomMenu(params, startLevel);
struct MenuButtonDef { SDL_Color bg; SDL_Color border; std::string label; };
std::array<MenuButtonDef,5> buttons = {
MenuButtonDef{ SDL_Color{60,180,80,255}, SDL_Color{30,120,40,255}, "PLAY" },
MenuButtonDef{ SDL_Color{40,140,240,255}, SDL_Color{20,100,200,255}, levelBtnText },
MenuButtonDef{ SDL_Color{130,80,210,255}, SDL_Color{90,40,170,255}, "OPTIONS" },
MenuButtonDef{ SDL_Color{200,200,60,255}, SDL_Color{150,150,40,255}, "HELP" },
MenuButtonDef{ SDL_Color{200,70,70,255}, SDL_Color{150,40,40,255}, "EXIT" }
};
std::array<SDL_Texture*,5> icons = { playIcon, levelIcon, optionsIcon, helpIcon, exitIcon };
// Draw PLAY as a real glowing button, and the four bottom items as HUD buttons.
for (int i = 0; i < 5; ++i) {
const SDL_FRect& r = rects[i];
float cxCenter = r.x + r.w * 0.5f;
float cyCenter = r.y + r.h * 0.5f;
float btnW = r.w;
float btnH = r.h;
const bool isHovered = (ctx.hoveredButton && *ctx.hoveredButton == i);
const bool isSelected = (selectedButton == i);
double aMul = std::clamp(buttonGroupAlpha + buttonFlash * buttonFlashAmount, 0.0, 1.0);
if (i == 0) {
SDL_Color bgCol{ 18, 22, 28, static_cast<Uint8>(std::round(180.0 * aMul)) };
SDL_Color bdCol{ 255, 200, 70, static_cast<Uint8>(std::round(220.0 * aMul)) };
UIRenderer::drawButton(renderer, ctx.pixelFont, cxCenter, cyCenter, btnW, btnH,
buttons[i].label, isHovered, isSelected,
bgCol, bdCol, false, nullptr);
} else {
SDL_Color bgCol{ 20, 30, 42, static_cast<Uint8>(std::round(160.0 * aMul)) };
SDL_Color bdCol{ 120, 220, 255, static_cast<Uint8>(std::round(200.0 * aMul)) };
UIRenderer::drawButton(renderer, ctx.pixelFont, cxCenter, cyCenter, btnW, btnH,
buttons[i].label, isHovered, isSelected,
bgCol, bdCol, true, nullptr);
}
}
// Draw small '+' separators between the bottom HUD buttons (matches the reference vibe).
{
SDL_BlendMode prevBlend = SDL_BLENDMODE_NONE;
SDL_GetRenderDrawBlendMode(renderer, &prevBlend);
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer, 120, 220, 255, 180);
float y = rects[1].y + rects[1].h * 0.5f;
for (int i = 1; i < 4; ++i) {
float x = (rects[i].x + rects[i].w + rects[i + 1].x) * 0.5f;
SDL_RenderLine(renderer, x - 4.0f, y, x + 4.0f, y);
SDL_RenderLine(renderer, x, y - 4.0f, x, y + 4.0f);
}
SDL_SetRenderDrawBlendMode(renderer, prevBlend);
}
const int hovered = (ctx.hoveredButton ? *ctx.hoveredButton : -1);
const double baseAlpha = 1.0;
// Pulse is encoded as a signed delta so PLAY can dim/brighten while focused.
const double pulseDelta = (buttonPulseAlpha - 1.0);
const double flashDelta = buttonFlash * buttonFlashAmount;
ui::renderBottomMenu(renderer, ctx.pixelFont, menu, hovered, selectedButton, baseAlpha, pulseDelta + flashDelta);
}
void MenuState::onExit() {
@ -226,6 +174,11 @@ void MenuState::onExit() {
void MenuState::handleEvent(const SDL_Event& e) {
// Keyboard navigation for menu buttons
if (e.type == SDL_EVENT_KEY_DOWN && !e.key.repeat) {
// When the player uses the keyboard, don't let an old mouse hover keep focus on a button.
if (ctx.hoveredButton) {
*ctx.hoveredButton = -1;
}
auto triggerPlay = [&]() {
if (ctx.startPlayTransition) {
ctx.startPlayTransition();
@ -622,7 +575,7 @@ void MenuState::update(double frameMs) {
}
}
// Update button group pulsing animation
// Update pulsing animation (used for PLAY emphasis)
if (buttonPulseEnabled) {
buttonPulseTime += frameMs;
double t = (buttonPulseTime * 0.001) * buttonPulseSpeed; // seconds * speed
@ -652,11 +605,14 @@ void MenuState::update(double frameMs) {
default:
s = (std::sin(t * 2.0 * 3.14159265358979323846) * 0.5) + 0.5;
}
buttonGroupAlpha = buttonPulseMinAlpha + s * (buttonPulseMaxAlpha - buttonPulseMinAlpha);
buttonPulseAlpha = buttonPulseMinAlpha + s * (buttonPulseMaxAlpha - buttonPulseMinAlpha);
} else {
buttonGroupAlpha = 1.0;
buttonPulseAlpha = 1.0;
}
// Keep the base group alpha stable; pulsing is applied selectively in the renderer.
buttonGroupAlpha = 1.0;
// Update flash decay
if (buttonFlash > 0.0) {
buttonFlash -= frameMs * buttonFlashDecay;

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@ -56,8 +56,9 @@ private:
double levelHighlightGlowAlpha = 0.70; // 0..1 base glow alpha
int levelHighlightThickness = 3; // inner outline thickness (px)
SDL_Color levelHighlightColor = SDL_Color{80, 200, 255, 200};
// Button group pulsing/fade parameters (applies to all four main buttons)
double buttonGroupAlpha = 1.0; // current computed alpha (0..1)
// Button pulsing/fade parameters (used for PLAY emphasis)
double buttonGroupAlpha = 1.0; // base alpha for the whole group (kept stable)
double buttonPulseAlpha = 1.0; // pulsing alpha (0..1), applied to PLAY only
double buttonPulseTime = 0.0; // accumulator in ms
bool buttonPulseEnabled = true; // enable/disable pulsing
double buttonPulseSpeed = 1.0; // multiplier for pulse frequency

126
src/ui/BottomMenu.cpp Normal file
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@ -0,0 +1,126 @@
#include "ui/BottomMenu.h"
#include <algorithm>
#include <cmath>
#include <cstdio>
#include "graphics/renderers/UIRenderer.h"
#include "graphics/Font.h"
namespace ui {
static bool pointInRect(const SDL_FRect& r, float x, float y) {
return x >= r.x && x <= (r.x + r.w) && y >= r.y && y <= (r.y + r.h);
}
BottomMenu buildBottomMenu(const MenuLayoutParams& params, int startLevel) {
BottomMenu menu{};
auto rects = computeMenuButtonRects(params);
char levelBtnText[32];
std::snprintf(levelBtnText, sizeof(levelBtnText), "LEVEL %d", startLevel);
menu.buttons[0] = Button{ BottomMenuItem::Play, rects[0], "PLAY", false };
menu.buttons[1] = Button{ BottomMenuItem::Level, rects[1], levelBtnText, true };
menu.buttons[2] = Button{ BottomMenuItem::Options, rects[2], "OPTIONS", true };
menu.buttons[3] = Button{ BottomMenuItem::Help, rects[3], "HELP", true };
menu.buttons[4] = Button{ BottomMenuItem::Exit, rects[4], "EXIT", true };
return menu;
}
void renderBottomMenu(SDL_Renderer* renderer,
FontAtlas* font,
const BottomMenu& menu,
int hoveredIndex,
int selectedIndex,
double baseAlphaMul,
double flashAddMul) {
if (!renderer || !font) return;
const double baseMul = std::clamp(baseAlphaMul, 0.0, 1.0);
const double flashMul = flashAddMul;
const int focusIndex = (hoveredIndex != -1) ? hoveredIndex : selectedIndex;
for (int i = 0; i < MENU_BTN_COUNT; ++i) {
const Button& b = menu.buttons[i];
const SDL_FRect& r = b.rect;
float cx = r.x + r.w * 0.5f;
float cy = r.y + r.h * 0.5f;
bool isHovered = (hoveredIndex == i);
bool isSelected = (selectedIndex == i);
// Requested behavior: flash only the PLAY button, and only when it's the active/focused item.
const bool playIsActive = (i == 0) && (focusIndex == 0);
const double aMul = std::clamp(baseMul + (playIsActive ? flashMul : 0.0), 0.0, 1.0);
if (!b.textOnly) {
SDL_Color bgCol{ 18, 22, 28, static_cast<Uint8>(std::round(180.0 * aMul)) };
SDL_Color bdCol{ 255, 200, 70, static_cast<Uint8>(std::round(220.0 * aMul)) };
UIRenderer::drawButton(renderer, font, cx, cy, r.w, r.h,
b.label, isHovered, isSelected,
bgCol, bdCol, false, nullptr);
} else {
SDL_Color bgCol{ 20, 30, 42, static_cast<Uint8>(std::round(160.0 * aMul)) };
SDL_Color bdCol{ 120, 220, 255, static_cast<Uint8>(std::round(200.0 * aMul)) };
UIRenderer::drawButton(renderer, font, cx, cy, r.w, r.h,
b.label, isHovered, isSelected,
bgCol, bdCol, true, nullptr);
}
}
// '+' separators between the bottom HUD buttons (indices 1..4)
{
SDL_BlendMode prevBlend = SDL_BLENDMODE_NONE;
SDL_GetRenderDrawBlendMode(renderer, &prevBlend);
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer, 120, 220, 255, static_cast<Uint8>(std::round(180.0 * baseMul)));
float y = menu.buttons[1].rect.y + menu.buttons[1].rect.h * 0.5f;
for (int i = 1; i < 4; ++i) {
float x = (menu.buttons[i].rect.x + menu.buttons[i].rect.w + menu.buttons[i + 1].rect.x) * 0.5f;
SDL_RenderLine(renderer, x - 4.0f, y, x + 4.0f, y);
SDL_RenderLine(renderer, x, y - 4.0f, x, y + 4.0f);
}
SDL_SetRenderDrawBlendMode(renderer, prevBlend);
}
}
BottomMenuInputResult handleBottomMenuInput(const MenuLayoutParams& params,
const SDL_Event& e,
float x,
float y,
int prevHoveredIndex,
bool inputEnabled) {
BottomMenuInputResult result{};
result.hoveredIndex = prevHoveredIndex;
if (!inputEnabled) {
return result;
}
if (e.type == SDL_EVENT_MOUSE_MOTION) {
result.hoveredIndex = hitTestMenuButtons(params, x, y);
return result;
}
if (e.type == SDL_EVENT_MOUSE_BUTTON_DOWN && e.button.button == SDL_BUTTON_LEFT) {
auto rects = computeMenuButtonRects(params);
for (int i = 0; i < MENU_BTN_COUNT; ++i) {
if (pointInRect(rects[i], x, y)) {
result.activated = static_cast<BottomMenuItem>(i);
result.hoveredIndex = i;
break;
}
}
}
return result;
}
} // namespace ui

63
src/ui/BottomMenu.h Normal file
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@ -0,0 +1,63 @@
#pragma once
#include <array>
#include <optional>
#include <string>
#include <SDL3/SDL.h>
#include "ui/MenuLayout.h"
#include "ui/UIConstants.h"
struct FontAtlas;
namespace ui {
enum class BottomMenuItem : int {
Play = 0,
Level = 1,
Options = 2,
Help = 3,
Exit = 4,
};
struct Button {
BottomMenuItem item{};
SDL_FRect rect{};
std::string label;
bool textOnly = true;
};
struct BottomMenu {
std::array<Button, MENU_BTN_COUNT> buttons{};
};
BottomMenu buildBottomMenu(const MenuLayoutParams& params, int startLevel);
// Draws the cockpit HUD menu (PLAY + 4 bottom items) using existing UIRenderer primitives.
// hoveredIndex: -1..4
// selectedIndex: 0..4 (keyboard selection)
// alphaMul: 0..1 (overall group alpha)
void renderBottomMenu(SDL_Renderer* renderer,
FontAtlas* font,
const BottomMenu& menu,
int hoveredIndex,
int selectedIndex,
double baseAlphaMul,
double flashAddMul);
struct BottomMenuInputResult {
int hoveredIndex = -1;
std::optional<BottomMenuItem> activated;
};
// Interprets mouse motion/button input for the bottom menu.
// Expects x/y in the same logical coordinate space used by MenuLayout (the current main loop already provides this).
BottomMenuInputResult handleBottomMenuInput(const MenuLayoutParams& params,
const SDL_Event& e,
float x,
float y,
int prevHoveredIndex,
bool inputEnabled);
} // namespace ui

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@ -38,7 +38,9 @@ std::array<SDL_FRect, 5> computeMenuButtonRects(const MenuLayoutParams& p) {
float centerX = LOGICAL_W * 0.5f + contentOffsetX;
float bottomY = LOGICAL_H + contentOffsetY - marginBottom;
float smallCY = bottomY - smallH * 0.5f;
float playCY = smallCY - smallH * 0.5f - 16.0f - playH * 0.5f;
// Extra breathing room between PLAY and the bottom row (requested).
const float rowGap = 34.0f;
float playCY = smallCY - smallH * 0.5f - rowGap - playH * 0.5f;
std::array<SDL_FRect, MENU_BTN_COUNT> rects{};
rects[0] = SDL_FRect{ centerX - playW * 0.5f, playCY - playH * 0.5f, playW, playH };