display puzzle title
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@ -322,13 +322,26 @@ auto Renderer::DrawMenu(const std::vector<Vector3> &masses) -> void {
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auto draw_btn = [&](int x, int y, std::string text, Color color) {
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int posx = MENU_PAD + x * (MENU_PAD + btn_width);
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int posy = MENU_PAD + y * (MENU_PAD + btn_height);
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int posy = MENU_PAD + (y + 1) * (MENU_PAD + btn_height);
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DrawRectangle(posx, posy, btn_width, btn_height, Fade(color, 0.7));
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DrawRectangleLines(posx, posy, btn_width, btn_height, color);
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DrawText(text.data(), posx + BUTTON_PAD, posy + BUTTON_PAD,
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btn_height - 2.0 * BUTTON_PAD, WHITE);
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};
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auto draw_subtitle = [&](std::string text, Color color) {
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int posx = MENU_PAD;
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int posy = MENU_PAD;
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DrawRectangle(posx, posy,
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btn_width * MENU_COLS + MENU_PAD * (MENU_COLS - 1),
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btn_height, Fade(color, 0.7));
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DrawRectangleLines(posx, posy,
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btn_width * MENU_COLS + MENU_PAD * (MENU_COLS - 1),
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btn_height, color);
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DrawText(text.data(), posx + BUTTON_PAD, posy + BUTTON_PAD,
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btn_height = 2.0 * BUTTON_PAD, WHITE);
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};
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// Left column
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draw_btn(0, 0,
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std::format("States: {} / Transitions: {} / Winning: {}",
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@ -336,7 +349,7 @@ auto Renderer::DrawMenu(const std::vector<Vector3> &masses) -> void {
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state.winning_states.size()),
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ORANGE);
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draw_btn(0, 1,
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std::format("Preset (M/N): {}, {} (F)", state.current_preset,
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std::format("Preset (M/N) / {} (F)",
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state.current_state.restricted ? "Restricted" : "Free"),
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ORANGE);
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draw_btn(0, 2, std::format("Pan (LMB) / Rotate (RMB) / Zoom (Wheel)"),
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@ -350,27 +363,31 @@ auto Renderer::DrawMenu(const std::vector<Vector3> &masses) -> void {
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draw_btn(1, 0, std::format("Select (LMB) / Move (W, A, S, D) / Target (T)"),
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DARKBLUE);
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draw_btn(1, 1, std::format("Add/Remove Col/Row (Arrow Keys)"), DARKBLUE);
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draw_btn(1, 2, std::format("Add/Remove Block (LMB/RMB), Set Goal (MMB)"),
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draw_btn(1, 2, std::format("Add/Remove Block (LMB/RMB) / Set Goal (MMB)"),
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DARKBLUE);
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draw_btn(1, 3, std::format("Print State (P) / Reset State (R)"), DARKBLUE);
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// Right column
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draw_btn(2, 0, std::format("Populate Graph (G), Clear Graph (C)"),
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draw_btn(2, 0, std::format("Populate Graph (G) / Clear Graph (C)"),
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DARKPURPLE);
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draw_btn(2, 1,
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std::format("Path (U): {} / Goals (I): {} / Connect (O): {}",
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std::format("Path (U): {} / Goals (I): {} / Lines (O): {}",
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input.mark_path, input.mark_solutions,
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input.connect_solutions),
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DARKPURPLE);
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draw_btn(2, 2, std::format("Best move (Space) / Move back (Backspace)"),
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DARKPURPLE);
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draw_btn(2, 3,
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std::format("Worst (V) / Nearest target (B) / Moves remaining: {}",
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std::format("Worst (V) / Target (B) / Distance: {}",
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state.winning_path.size() > 0
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? state.winning_path.size() - 1
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: 0),
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DARKPURPLE);
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draw_subtitle(std::format("Puzzle {}: {}", state.current_preset + 1,
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state.comments.at(state.current_preset)),
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BLACK);
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DrawLine(0, MENU_HEIGHT - 1, GetScreenWidth(), MENU_HEIGHT - 1, BLACK);
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EndTextureMode();
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}
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