better piece scrolling

This commit is contained in:
2025-03-30 20:16:14 +02:00
parent 5d73e751d7
commit 0271b56542

View File

@@ -51,55 +51,67 @@ void GamePiecesAppMenu::drawFrame() const {
if (this->playerCursor.getPosition().y == 0) {
this->placeText(text, this->playerCursor, "PIECES DISTRIBUTION", 5.f, 15.f, sf::Vector2u{0, 0});
// draw pieces line
// TODO draw pieces line
this->drawRow(1, 35.f);
this->drawRow(2, 45.f);
}
else {
// draw pieces line
int firstElem = std::clamp(((int) this->playerCursor.getPosition().y) - 2, 1, MAXIMUM_PIECES_SIZE - 1);
// TODO draw pieces line
int firstElem = std::clamp(((int) this->playerCursor.getPosition().y) - 2, 1, MAXIMUM_PIECES_SIZE - 2);
this->drawRow(firstElem, 25.f);
this->drawRow(firstElem + 1, 35.f);
this->drawRow(firstElem + 2, 45.f);
std::cout << this->playerCursor.getPosition().x << " " << this->playerCursor.getPosition().y << " " << firstElem << std::endl;
}
this->renderWindow->display();
}
void GamePiecesAppMenu::drawRow(int piecesSize, float yPos) const {
int numberOfPieces = this->settings->getMenu().readPiecesList().getNumberOfPieces(piecesSize);
int firstElem = std::clamp(((int) this->playerCursor.getPosition().x) - 3, 0, std::max(numberOfPieces - 6, 0));
int firstElem = std::max(((int) this->playerCursor.getPosition().x) - 7, -4);
sf::Text text(this->pressStartFont, "", this->settings->getWindowSizeMultiplier());
text.setFillColor({0, 0, 0});
text.setOutlineColor({255, 255, 255});
this->placeText(text, {}, "SIZE " + std::to_string(piecesSize), 1.f, yPos, {});
for (int i = 0; i < 7; i++) {
if (i + firstElem >= numberOfPieces) return;
const Piece& piece = this->settings->getMenu().readPiecesList().lookAtPiece({piecesSize, firstElem + i});
int cellSize = (8 * this->settings->getWindowSizeMultiplier()) / (piece.getLength());
sf::FloatRect pos(sf::Vector2f(5.f + (i * 10.f), yPos) * (float) this->settings->getWindowSizeMultiplier(), sf::Vector2f(8 , 8) * (float) this->settings->getWindowSizeMultiplier());
this->drawPiece(piece, cellSize, pos, this->playerCursor.getPosition() == sf::Vector2u{i + firstElem + 4, piecesSize + 2});
if ((i + firstElem) < 0) {
switch (i + firstElem) {
case -4 : {this->placeText(text, this->playerCursor, "ALL", 10.f + (i * 10.f), yPos, sf::Vector2u{0, piecesSize + 1u}); break;}
case -3 : {this->placeText(text, this->playerCursor, "CONVEX", 10.f + (i * 10.f), yPos, sf::Vector2u{1, piecesSize + 1u}); break;}
case -2 : {this->placeText(text, this->playerCursor, "HOLELESS", 10.f + (i * 10.f), yPos, sf::Vector2u{2, piecesSize + 1u}); break;}
case -1 : {this->placeText(text, this->playerCursor, "OTHER", 10.f + (i * 10.f), yPos, sf::Vector2u{3, piecesSize + 1u}); break;}
}
}
void GamePiecesAppMenu::drawPiece(const Piece& piece, int cellSize, const sf::FloatRect& pos, bool selected) const {
sf::RectangleShape cell(sf::Vector2f(cellSize, cellSize));
sf::Color color = this->getColorOfBlock(piece.getBlockType(), (selected) ? +100 : 0);
sf::Color boxColor = sf::Color(180, 180, 180);
for (int y = 0; y < piece.getLength(); y++) {
for (int x = 0; x < piece.getLength(); x++) {
if (piece.getPositions().contains(Position{x, y})) {
cell.setFillColor(color);
}
else {
cell.setFillColor(boxColor);
}
cell.setPosition(sf::Vector2f(pos.position.x + (x * cellSize),
pos.position.y + ((piece.getLength() - y - 1) * cellSize)));
this->renderWindow->draw(cell);
const Piece& piece = this->settings->getMenu().readPiecesList().lookAtPiece({piecesSize, firstElem + i});
int cellSize = (8 * this->settings->getWindowSizeMultiplier()) / (piece.getLength());
sf::FloatRect piecePosition(sf::Vector2f(10.f + (i * 10.f), yPos - 4.f) * (float) this->settings->getWindowSizeMultiplier(), sf::Vector2f(8 , 8) * (float) this->settings->getWindowSizeMultiplier());
this->drawPiece(piece, cellSize, piecePosition, this->playerCursor.getPosition() == sf::Vector2u{i + firstElem + 4u, piecesSize + 1u});
}
}
}
void GamePiecesAppMenu::drawPiece(const Piece& piece, int cellSize, const sf::FloatRect& piecePosition, bool selected) const {
sf::RectangleShape rect(piecePosition.size);
rect.setPosition(piecePosition.position);
rect.setFillColor({180, 180, 180});
if (selected) {
rect.setOutlineColor({0, 0, 0});
rect.setOutlineThickness(this->settings->getWindowSizeMultiplier() / 2);
}
this->renderWindow->draw(rect);
sf::RectangleShape cell(sf::Vector2f(cellSize, cellSize));
cell.setFillColor(this->getColorOfBlock(piece.getBlockType(), 0));
for (const Position& cellPosition : piece.getPositions()) {
cell.setPosition(sf::Vector2f(piecePosition.position.x + (cellPosition.x * cellSize),
piecePosition.position.y + ((piece.getLength() - cellPosition.y - 1) * cellSize)));
this->renderWindow->draw(cell);
}
}