Refactor menu rendering and improve projection sampling

- Updated AsciiRasterizer to support game and episode selection menus with improved layout and cursor handling.
- Enhanced SixelRasterizer and SoftwareRasterizer to modularize menu drawing logic for game and episode selection.
- Introduced new methods for drawing menus and applying fade effects across rasterizers.
- Adjusted wall texture sampling in Rasterizer to anchor to projection height center for consistent rendering.
- Added tests for wall texture sampling behavior to ensure legacy compatibility and new functionality.
- Modified Flutter audio adapter to use nullable access for active game and adjusted game selection logic in the main class.
- Cleaned up input handling in Wolf3dFlutterInput by removing unused menu tap variables.

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-18 20:06:18 +01:00
parent d93f467163
commit 0e143892f0
15 changed files with 1090 additions and 204 deletions

View File

@@ -51,28 +51,9 @@ class _GameScreenState extends State<GameScreen> {
child: Scaffold(
body: LayoutBuilder(
builder: (context, constraints) {
final viewportRect = _menuViewportRect(
Size(constraints.maxWidth, constraints.maxHeight),
);
return Listener(
onPointerDown: (event) {
widget.wolf3d.input.onPointerDown(event);
if (_engine.difficulty == null &&
viewportRect.width > 0 &&
viewportRect.height > 0 &&
viewportRect.contains(event.localPosition)) {
final normalizedX =
(event.localPosition.dx - viewportRect.left) /
viewportRect.width;
final normalizedY =
(event.localPosition.dy - viewportRect.top) /
viewportRect.height;
widget.wolf3d.input.queueMenuTap(
x: normalizedX,
y: normalizedY,
);
}
},
onPointerUp: widget.wolf3d.input.onPointerUp,
onPointerMove: widget.wolf3d.input.onPointerMove,
@@ -148,32 +129,4 @@ class _GameScreenState extends State<GameScreen> {
),
);
}
Rect _menuViewportRect(Size availableSize) {
if (availableSize.width <= 0 || availableSize.height <= 0) {
return Rect.zero;
}
const double aspect = 4 / 3;
final double outerPadding = _useAsciiMode ? 0.0 : 16.0;
final double maxWidth = (availableSize.width - (outerPadding * 2)).clamp(
1.0,
double.infinity,
);
final double maxHeight = (availableSize.height - (outerPadding * 2)).clamp(
1.0,
double.infinity,
);
double viewportWidth = maxWidth;
double viewportHeight = viewportWidth / aspect;
if (viewportHeight > maxHeight) {
viewportHeight = maxHeight;
viewportWidth = viewportHeight * aspect;
}
final double left = (availableSize.width - viewportWidth) / 2;
final double top = (availableSize.height - viewportHeight) / 2;
return Rect.fromLTWH(left, top, viewportWidth, viewportHeight);
}
}