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 <noreply@anthropic.com>
428 lines
17 KiB
C++
428 lines
17 KiB
C++
#include "ui_manager.h"
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#include <SDL3/SDL.h>
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#include <string>
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#include "../ball.h" // for Ball
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#include "../defines.h" // for TEXT_DURATION, NOTIFICATION_DURATION, AppMode, SimulationMode
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#include "../engine.h" // for Engine (info de sistema)
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#include "../scene/scene_manager.h" // for SceneManager
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#include "../shapes/shape.h" // for Shape
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#include "../text/textrenderer.h" // for TextRenderer
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#include "../theme_manager.h" // for ThemeManager
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#include "notifier.h" // for Notifier
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#include "help_overlay.h" // for HelpOverlay
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UIManager::UIManager()
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: text_renderer_(nullptr)
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, text_renderer_debug_(nullptr)
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, text_renderer_notifier_(nullptr)
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, notifier_(nullptr)
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, help_overlay_(nullptr)
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, show_debug_(false)
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, show_text_(true)
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, text_()
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, text_pos_(0)
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, text_init_time_(0)
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, fps_last_time_(0)
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, fps_frame_count_(0)
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, fps_current_(0)
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, fps_text_("FPS: 0")
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, vsync_text_("VSYNC ON")
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, renderer_(nullptr)
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, theme_manager_(nullptr)
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, physical_window_width_(0)
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, physical_window_height_(0)
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, current_font_size_(18) { // Tamaño por defecto (medium)
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}
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UIManager::~UIManager() {
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// Limpieza: Los objetos creados con new deben ser eliminados
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delete text_renderer_;
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delete text_renderer_debug_;
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delete text_renderer_notifier_;
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delete notifier_;
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delete help_overlay_;
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}
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void UIManager::initialize(SDL_Renderer* renderer, ThemeManager* theme_manager,
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int physical_width, int physical_height) {
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renderer_ = renderer;
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theme_manager_ = theme_manager;
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physical_window_width_ = physical_width;
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physical_window_height_ = physical_height;
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// Calcular tamaño de fuente apropiado según dimensiones físicas
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current_font_size_ = calculateFontSize(physical_width, physical_height);
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// Crear renderers de texto
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text_renderer_ = new TextRenderer();
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text_renderer_debug_ = new TextRenderer();
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text_renderer_notifier_ = new TextRenderer();
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// Inicializar renderers con tamaño dinámico
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text_renderer_->init(renderer, "data/fonts/FunnelSans-Regular.ttf", current_font_size_, true);
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text_renderer_debug_->init(renderer, "data/fonts/FunnelSans-Regular.ttf", current_font_size_, true);
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text_renderer_notifier_->init(renderer, "data/fonts/FunnelSans-Regular.ttf", current_font_size_, true);
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// Crear y configurar sistema de notificaciones
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notifier_ = new Notifier();
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notifier_->init(renderer, text_renderer_notifier_, theme_manager_,
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physical_width, physical_height);
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// Crear y configurar sistema de ayuda (overlay)
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help_overlay_ = new HelpOverlay();
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help_overlay_->initialize(renderer, theme_manager_, physical_width, physical_height, current_font_size_);
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// Inicializar FPS counter
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fps_last_time_ = SDL_GetTicks();
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fps_frame_count_ = 0;
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fps_current_ = 0;
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}
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void UIManager::update(Uint64 current_time, float delta_time) {
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// Calcular FPS
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fps_frame_count_++;
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if (current_time - fps_last_time_ >= 1000) { // Actualizar cada segundo
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fps_current_ = fps_frame_count_;
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fps_frame_count_ = 0;
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fps_last_time_ = current_time;
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fps_text_ = "fps: " + std::to_string(fps_current_);
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}
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// Actualizar texto obsoleto (DEPRECATED)
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if (show_text_) {
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show_text_ = !(SDL_GetTicks() - text_init_time_ > TEXT_DURATION);
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}
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// Actualizar sistema de notificaciones
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notifier_->update(current_time);
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}
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void UIManager::render(SDL_Renderer* renderer,
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const Engine* engine,
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const SceneManager* scene_manager,
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SimulationMode current_mode,
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AppMode current_app_mode,
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const Shape* active_shape,
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float shape_convergence,
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int physical_width,
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int physical_height,
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int current_screen_width) {
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// Actualizar dimensiones físicas (puede cambiar en fullscreen)
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physical_window_width_ = physical_width;
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physical_window_height_ = physical_height;
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// Renderizar texto obsoleto centrado (DEPRECATED - mantener temporalmente)
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if (show_text_) {
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renderObsoleteText(current_screen_width);
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}
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// Renderizar debug HUD si está activo
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if (show_debug_) {
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renderDebugHUD(engine, scene_manager, current_mode, current_app_mode,
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active_shape, shape_convergence);
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}
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// Renderizar notificaciones (siempre al final, sobre todo lo demás)
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notifier_->render();
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// Renderizar ayuda (siempre última, sobre todo incluso notificaciones)
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if (help_overlay_) {
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help_overlay_->render(renderer);
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}
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}
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void UIManager::toggleDebug() {
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show_debug_ = !show_debug_;
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}
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void UIManager::toggleHelp() {
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if (help_overlay_) {
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help_overlay_->toggle();
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}
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}
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void UIManager::showNotification(const std::string& text, Uint64 duration) {
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if (duration == 0) {
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duration = NOTIFICATION_DURATION;
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}
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notifier_->show(text, duration);
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}
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void UIManager::updateVSyncText(bool enabled) {
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vsync_text_ = enabled ? "V-Sync: On" : "V-Sync: Off";
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}
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void UIManager::updatePhysicalWindowSize(int width, int height) {
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physical_window_width_ = width;
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physical_window_height_ = height;
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// Calcular nuevo tamaño de fuente apropiado
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int new_font_size = calculateFontSize(width, height);
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// Si el tamaño cambió, reinicializar todos los text renderers
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if (new_font_size != current_font_size_) {
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current_font_size_ = new_font_size;
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// Reinicializar text renderers con nuevo tamaño
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if (text_renderer_) {
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text_renderer_->reinitialize(current_font_size_);
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}
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if (text_renderer_debug_) {
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text_renderer_debug_->reinitialize(current_font_size_);
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}
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if (text_renderer_notifier_) {
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text_renderer_notifier_->reinitialize(current_font_size_);
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}
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}
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// Actualizar help overlay con font size actual Y nuevas dimensiones (atómicamente)
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if (help_overlay_) {
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help_overlay_->updateAll(current_font_size_, width, height);
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}
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// Actualizar otros componentes de UI con nuevas dimensiones
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notifier_->updateWindowSize(width, height);
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}
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void UIManager::setTextObsolete(const std::string& text, int pos, int current_screen_width) {
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text_ = text;
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text_pos_ = pos;
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text_init_time_ = SDL_GetTicks();
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show_text_ = true;
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}
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// === Métodos privados ===
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void UIManager::renderDebugHUD(const Engine* engine,
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const SceneManager* scene_manager,
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SimulationMode current_mode,
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AppMode current_app_mode,
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const Shape* active_shape,
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float shape_convergence) {
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// Obtener altura de línea para espaciado dinámico
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int line_height = text_renderer_debug_->getTextHeight();
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int margin = 8; // Margen constante en píxeles físicos
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// Obtener viewport actual (en modo letterbox F3 tiene dimensiones más pequeñas)
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// CRÍTICO: Usar dimensiones del VIEWPORT para alineación, no de la ventana física
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SDL_Rect viewport;
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SDL_GetRenderViewport(renderer_, &viewport);
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// ===========================
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// COLUMNA LEFT (Sistema)
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// ===========================
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int left_y = margin;
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// AppMode (antes estaba centrado, ahora va a la izquierda)
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std::string appmode_text;
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SDL_Color appmode_color = {255, 255, 255, 255}; // Blanco por defecto
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if (current_app_mode == AppMode::LOGO) {
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appmode_text = "AppMode: LOGO";
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appmode_color = {255, 128, 0, 255}; // Naranja
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} else if (current_app_mode == AppMode::DEMO) {
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appmode_text = "AppMode: DEMO";
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appmode_color = {255, 165, 0, 255}; // Naranja
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} else if (current_app_mode == AppMode::DEMO_LITE) {
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appmode_text = "AppMode: DEMO LITE";
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appmode_color = {255, 200, 0, 255}; // Amarillo-naranja
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} else {
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appmode_text = "AppMode: SANDBOX";
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appmode_color = {0, 255, 128, 255}; // Verde claro
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}
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text_renderer_debug_->printAbsolute(margin, left_y, appmode_text.c_str(), appmode_color);
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left_y += line_height;
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// SimulationMode
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std::string simmode_text;
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if (current_mode == SimulationMode::PHYSICS) {
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simmode_text = "SimMode: PHYSICS";
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} else if (current_mode == SimulationMode::SHAPE) {
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if (active_shape) {
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simmode_text = std::string("SimMode: SHAPE (") + active_shape->getName() + ")";
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} else {
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simmode_text = "SimMode: SHAPE";
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}
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} else if (current_mode == SimulationMode::BOIDS) {
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simmode_text = "SimMode: BOIDS";
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}
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text_renderer_debug_->printAbsolute(margin, left_y, simmode_text.c_str(), {0, 255, 255, 255}); // Cian
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left_y += line_height;
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// V-Sync
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text_renderer_debug_->printAbsolute(margin, left_y, vsync_text_.c_str(), {0, 255, 255, 255}); // Cian
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left_y += line_height;
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// Modo de escalado (INTEGER/LETTERBOX/STRETCH o WINDOWED si no está en fullscreen)
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std::string scaling_text;
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if (engine->getFullscreenEnabled() || engine->getRealFullscreenEnabled()) {
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ScalingMode scaling = engine->getCurrentScalingMode();
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if (scaling == ScalingMode::INTEGER) {
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scaling_text = "Scaling: INTEGER";
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} else if (scaling == ScalingMode::LETTERBOX) {
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scaling_text = "Scaling: LETTERBOX";
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} else if (scaling == ScalingMode::STRETCH) {
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scaling_text = "Scaling: STRETCH";
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}
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} else {
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scaling_text = "Scaling: WINDOWED";
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}
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text_renderer_debug_->printAbsolute(margin, left_y, scaling_text.c_str(), {255, 255, 0, 255}); // Amarillo
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left_y += line_height;
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// Resolución física (píxeles reales de la ventana)
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std::string phys_res_text = "Physical: " + std::to_string(physical_window_width_) + "x" + std::to_string(physical_window_height_);
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text_renderer_debug_->printAbsolute(margin, left_y, phys_res_text.c_str(), {255, 128, 255, 255}); // Magenta claro
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left_y += line_height;
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// Resolución lógica (resolución interna del renderizador)
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std::string logic_res_text = "Logical: " + std::to_string(engine->getCurrentScreenWidth()) + "x" + std::to_string(engine->getCurrentScreenHeight());
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text_renderer_debug_->printAbsolute(margin, left_y, logic_res_text.c_str(), {255, 128, 255, 255}); // Magenta claro
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left_y += line_height;
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// Display refresh rate (obtener de SDL)
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std::string refresh_text;
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int num_displays = 0;
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SDL_DisplayID* displays = SDL_GetDisplays(&num_displays);
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if (displays && num_displays > 0) {
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const auto* dm = SDL_GetCurrentDisplayMode(displays[0]);
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if (dm) {
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refresh_text = "Refresh: " + std::to_string(static_cast<int>(dm->refresh_rate)) + " Hz";
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} else {
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refresh_text = "Refresh: N/A";
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}
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SDL_free(displays);
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} else {
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refresh_text = "Refresh: N/A";
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}
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text_renderer_debug_->printAbsolute(margin, left_y, refresh_text.c_str(), {255, 255, 128, 255}); // Amarillo claro
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left_y += line_height;
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// Tema actual (delegado a ThemeManager)
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std::string theme_text = std::string("Theme: ") + theme_manager_->getCurrentThemeNameEN();
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text_renderer_debug_->printAbsolute(margin, left_y, theme_text.c_str(), {128, 255, 255, 255}); // Cian claro
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left_y += line_height;
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// ===========================
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// COLUMNA RIGHT (Primera pelota)
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// ===========================
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int right_y = margin;
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// FPS counter (esquina superior derecha)
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int fps_text_width = text_renderer_debug_->getTextWidthPhysical(fps_text_.c_str());
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int fps_x = viewport.w - fps_text_width - margin;
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text_renderer_debug_->printAbsolute(fps_x, right_y, fps_text_.c_str(), {255, 255, 0, 255}); // Amarillo
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right_y += line_height;
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// Info de la primera pelota (si existe)
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const Ball* first_ball = scene_manager->getFirstBall();
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if (first_ball != nullptr) {
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// Posición X, Y
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SDL_FRect pos = first_ball->getPosition();
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std::string pos_text = "Pos: (" + std::to_string(static_cast<int>(pos.x)) + ", " + std::to_string(static_cast<int>(pos.y)) + ")";
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int pos_width = text_renderer_debug_->getTextWidthPhysical(pos_text.c_str());
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text_renderer_debug_->printAbsolute(viewport.w - pos_width - margin, right_y, pos_text.c_str(), {255, 128, 128, 255}); // Rojo claro
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right_y += line_height;
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// Velocidad X
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int vx_int = static_cast<int>(first_ball->getVelocityX());
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std::string vx_text = "VelX: " + std::to_string(vx_int);
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int vx_width = text_renderer_debug_->getTextWidthPhysical(vx_text.c_str());
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text_renderer_debug_->printAbsolute(viewport.w - vx_width - margin, right_y, vx_text.c_str(), {128, 255, 128, 255}); // Verde claro
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right_y += line_height;
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// Velocidad Y
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int vy_int = static_cast<int>(first_ball->getVelocityY());
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std::string vy_text = "VelY: " + std::to_string(vy_int);
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int vy_width = text_renderer_debug_->getTextWidthPhysical(vy_text.c_str());
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text_renderer_debug_->printAbsolute(viewport.w - vy_width - margin, right_y, vy_text.c_str(), {128, 255, 128, 255}); // Verde claro
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right_y += line_height;
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// Fuerza de gravedad
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int grav_int = static_cast<int>(first_ball->getGravityForce());
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std::string grav_text = "Gravity: " + std::to_string(grav_int);
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int grav_width = text_renderer_debug_->getTextWidthPhysical(grav_text.c_str());
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text_renderer_debug_->printAbsolute(viewport.w - grav_width - margin, right_y, grav_text.c_str(), {255, 255, 128, 255}); // Amarillo claro
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right_y += line_height;
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// Estado superficie
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std::string surface_text = first_ball->isOnSurface() ? "Surface: YES" : "Surface: NO";
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int surface_width = text_renderer_debug_->getTextWidthPhysical(surface_text.c_str());
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text_renderer_debug_->printAbsolute(viewport.w - surface_width - margin, right_y, surface_text.c_str(), {255, 200, 128, 255}); // Naranja claro
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right_y += line_height;
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// Coeficiente de rebote (loss)
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float loss_val = first_ball->getLossCoefficient();
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std::string loss_text = "Loss: " + std::to_string(loss_val).substr(0, 4);
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int loss_width = text_renderer_debug_->getTextWidthPhysical(loss_text.c_str());
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text_renderer_debug_->printAbsolute(viewport.w - loss_width - margin, right_y, loss_text.c_str(), {255, 128, 255, 255}); // Magenta
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right_y += line_height;
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// Dirección de gravedad
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std::string gravity_dir_text = "Dir: " + gravityDirectionToString(static_cast<int>(scene_manager->getCurrentGravity()));
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int dir_width = text_renderer_debug_->getTextWidthPhysical(gravity_dir_text.c_str());
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text_renderer_debug_->printAbsolute(viewport.w - dir_width - margin, right_y, gravity_dir_text.c_str(), {128, 255, 255, 255}); // Cian claro
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right_y += line_height;
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}
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// Convergencia en modo LOGO (solo cuando está activo) - Parte inferior derecha
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if (current_app_mode == AppMode::LOGO && current_mode == SimulationMode::SHAPE) {
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int convergence_percent = static_cast<int>(shape_convergence * 100.0f);
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std::string convergence_text = "Convergence: " + std::to_string(convergence_percent) + "%";
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int conv_width = text_renderer_debug_->getTextWidthPhysical(convergence_text.c_str());
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text_renderer_debug_->printAbsolute(viewport.w - conv_width - margin, right_y, convergence_text.c_str(), {255, 128, 0, 255}); // Naranja
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right_y += line_height;
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}
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}
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void UIManager::renderObsoleteText(int current_screen_width) {
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// DEPRECATED: Sistema antiguo de texto centrado
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// Mantener por compatibilidad temporal hasta migrar todo a Notifier
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// Calcular escala dinámica basada en resolución física
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float text_scale_x = static_cast<float>(physical_window_width_) / 426.0f;
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float text_scale_y = static_cast<float>(physical_window_height_) / 240.0f;
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// Obtener color del tema actual (LERP interpolado)
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int margin = 8;
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Color text_color = theme_manager_->getInterpolatedColor(0);
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int text_color_r = text_color.r;
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int text_color_g = text_color.g;
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int text_color_b = text_color.b;
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// Renderizar texto centrado usando coordenadas físicas
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|
text_renderer_->printPhysical(text_pos_, margin, text_.c_str(),
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|
text_color_r, text_color_g, text_color_b,
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|
text_scale_x, text_scale_y);
|
|
}
|
|
|
|
std::string UIManager::gravityDirectionToString(int direction) const {
|
|
switch (direction) {
|
|
case 0: return "Abajo"; // DOWN
|
|
case 1: return "Arriba"; // UP
|
|
case 2: return "Izquierda"; // LEFT
|
|
case 3: return "Derecha"; // RIGHT
|
|
default: return "Desconocida";
|
|
}
|
|
}
|
|
|
|
int UIManager::calculateFontSize(int physical_width, int physical_height) const {
|
|
// Calcular área física de la ventana
|
|
int area = physical_width * physical_height;
|
|
|
|
// Stepped scaling con 3 tamaños:
|
|
// - SMALL: < 800x600 (480,000 pixels) → 14px
|
|
// - MEDIUM: 800x600 a 1920x1080 (2,073,600 pixels) → 18px
|
|
// - LARGE: > 1920x1080 → 24px
|
|
|
|
if (area < 480000) {
|
|
return 14; // Ventanas pequeñas
|
|
} else if (area < 2073600) {
|
|
return 18; // Ventanas medianas (default)
|
|
} else {
|
|
return 24; // Ventanas grandes
|
|
}
|
|
}
|