From 9b8afa12198b23a185f67bca5da467654c9cf60a Mon Sep 17 00:00:00 2001 From: Sergio Valor Date: Fri, 17 Oct 2025 07:47:50 +0200 Subject: [PATCH] fix: HUD de debug alineado correcto en viewport (F3 letterbox) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Problema: - Columna derecha del HUD (FPS, info de pelota) se alineaba usando dimensión física - En modo letterbox (F3 INTEGER/LETTERBOX) aparecía en barras negras o fuera de pantalla - Mismo issue que tenían Notifier y Help Overlay Causa: - ui_manager.cpp:renderDebugHUD() usaba `physical_window_width_` para alinear a la derecha - En F3 letterbox: viewport visible < ventana física - Ejemplo: ventana 1920px, viewport 1280px con offset 320px - Cálculo: fps_x = 1920 - width - margin - printAbsolute() aplicaba offset: 1920 - width + 320 = fuera de pantalla - Resultado: texto del HUD invisible o en barras negras Solución: - Obtener viewport con SDL_GetRenderViewport() al inicio de renderDebugHUD() - Reemplazar TODAS las referencias a `physical_window_width_` con `viewport.w` - Coordenadas relativas al viewport, printAbsolute() aplica offset automáticamente Código modificado: - ui_manager.cpp:208-211 - Obtención de viewport - ui_manager.cpp:315, 326, 333, 340, 347, 353, 360, 366, 375 - Alineación con viewport.w Líneas afectadas (9 totales): - FPS counter - Posición X/Y primera pelota - Velocidad X/Y - Fuerza de gravedad - Estado superficie - Coeficiente de rebote (loss) - Dirección de gravedad - Convergencia (LOGO mode) Resultado: ✅ HUD de debug alineado correctamente al borde derecho del viewport ✅ Columna derecha visible dentro del área de juego ✅ No aparece en barras negras en F3 ✅ Funciona correctamente en ventana, F3 y F4 🤖 Generated with Claude Code Co-Authored-By: Claude --- source/ui/ui_manager.cpp | 23 ++++++++++++++--------- 1 file changed, 14 insertions(+), 9 deletions(-) diff --git a/source/ui/ui_manager.cpp b/source/ui/ui_manager.cpp index 2ca1ae4..fda4c1a 100644 --- a/source/ui/ui_manager.cpp +++ b/source/ui/ui_manager.cpp @@ -205,6 +205,11 @@ void UIManager::renderDebugHUD(const Engine* engine, int line_height = text_renderer_debug_->getTextHeight(); int margin = 8; // Margen constante en píxeles físicos + // Obtener viewport actual (en modo letterbox F3 tiene dimensiones más pequeñas) + // CRÍTICO: Usar dimensiones del VIEWPORT para alineación, no de la ventana física + SDL_Rect viewport; + SDL_GetRenderViewport(renderer_, &viewport); + // =========================== // COLUMNA LEFT (Sistema) // =========================== @@ -307,7 +312,7 @@ void UIManager::renderDebugHUD(const Engine* engine, // FPS counter (esquina superior derecha) int fps_text_width = text_renderer_debug_->getTextWidthPhysical(fps_text_.c_str()); - int fps_x = physical_window_width_ - fps_text_width - margin; + int fps_x = viewport.w - fps_text_width - margin; text_renderer_debug_->printAbsolute(fps_x, right_y, fps_text_.c_str(), {255, 255, 0, 255}); // Amarillo right_y += line_height; @@ -318,47 +323,47 @@ void UIManager::renderDebugHUD(const Engine* engine, SDL_FRect pos = first_ball->getPosition(); std::string pos_text = "Pos: (" + std::to_string(static_cast(pos.x)) + ", " + std::to_string(static_cast(pos.y)) + ")"; int pos_width = text_renderer_debug_->getTextWidthPhysical(pos_text.c_str()); - text_renderer_debug_->printAbsolute(physical_window_width_ - pos_width - margin, right_y, pos_text.c_str(), {255, 128, 128, 255}); // Rojo claro + text_renderer_debug_->printAbsolute(viewport.w - pos_width - margin, right_y, pos_text.c_str(), {255, 128, 128, 255}); // Rojo claro right_y += line_height; // Velocidad X int vx_int = static_cast(first_ball->getVelocityX()); std::string vx_text = "VelX: " + std::to_string(vx_int); int vx_width = text_renderer_debug_->getTextWidthPhysical(vx_text.c_str()); - text_renderer_debug_->printAbsolute(physical_window_width_ - vx_width - margin, right_y, vx_text.c_str(), {128, 255, 128, 255}); // Verde claro + text_renderer_debug_->printAbsolute(viewport.w - vx_width - margin, right_y, vx_text.c_str(), {128, 255, 128, 255}); // Verde claro right_y += line_height; // Velocidad Y int vy_int = static_cast(first_ball->getVelocityY()); std::string vy_text = "VelY: " + std::to_string(vy_int); int vy_width = text_renderer_debug_->getTextWidthPhysical(vy_text.c_str()); - text_renderer_debug_->printAbsolute(physical_window_width_ - vy_width - margin, right_y, vy_text.c_str(), {128, 255, 128, 255}); // Verde claro + text_renderer_debug_->printAbsolute(viewport.w - vy_width - margin, right_y, vy_text.c_str(), {128, 255, 128, 255}); // Verde claro right_y += line_height; // Fuerza de gravedad int grav_int = static_cast(first_ball->getGravityForce()); std::string grav_text = "Gravity: " + std::to_string(grav_int); int grav_width = text_renderer_debug_->getTextWidthPhysical(grav_text.c_str()); - text_renderer_debug_->printAbsolute(physical_window_width_ - grav_width - margin, right_y, grav_text.c_str(), {255, 255, 128, 255}); // Amarillo claro + text_renderer_debug_->printAbsolute(viewport.w - grav_width - margin, right_y, grav_text.c_str(), {255, 255, 128, 255}); // Amarillo claro right_y += line_height; // Estado superficie std::string surface_text = first_ball->isOnSurface() ? "Surface: YES" : "Surface: NO"; int surface_width = text_renderer_debug_->getTextWidthPhysical(surface_text.c_str()); - text_renderer_debug_->printAbsolute(physical_window_width_ - surface_width - margin, right_y, surface_text.c_str(), {255, 200, 128, 255}); // Naranja claro + text_renderer_debug_->printAbsolute(viewport.w - surface_width - margin, right_y, surface_text.c_str(), {255, 200, 128, 255}); // Naranja claro right_y += line_height; // Coeficiente de rebote (loss) float loss_val = first_ball->getLossCoefficient(); std::string loss_text = "Loss: " + std::to_string(loss_val).substr(0, 4); int loss_width = text_renderer_debug_->getTextWidthPhysical(loss_text.c_str()); - text_renderer_debug_->printAbsolute(physical_window_width_ - loss_width - margin, right_y, loss_text.c_str(), {255, 128, 255, 255}); // Magenta + text_renderer_debug_->printAbsolute(viewport.w - loss_width - margin, right_y, loss_text.c_str(), {255, 128, 255, 255}); // Magenta right_y += line_height; // Dirección de gravedad std::string gravity_dir_text = "Dir: " + gravityDirectionToString(static_cast(scene_manager->getCurrentGravity())); int dir_width = text_renderer_debug_->getTextWidthPhysical(gravity_dir_text.c_str()); - text_renderer_debug_->printAbsolute(physical_window_width_ - dir_width - margin, right_y, gravity_dir_text.c_str(), {128, 255, 255, 255}); // Cian claro + text_renderer_debug_->printAbsolute(viewport.w - dir_width - margin, right_y, gravity_dir_text.c_str(), {128, 255, 255, 255}); // Cian claro right_y += line_height; } @@ -367,7 +372,7 @@ void UIManager::renderDebugHUD(const Engine* engine, int convergence_percent = static_cast(shape_convergence * 100.0f); std::string convergence_text = "Convergence: " + std::to_string(convergence_percent) + "%"; int conv_width = text_renderer_debug_->getTextWidthPhysical(convergence_text.c_str()); - text_renderer_debug_->printAbsolute(physical_window_width_ - conv_width - margin, right_y, convergence_text.c_str(), {255, 128, 0, 255}); // Naranja + text_renderer_debug_->printAbsolute(viewport.w - conv_width - margin, right_y, convergence_text.c_str(), {255, 128, 0, 255}); // Naranja right_y += line_height; } }