Refactor menu rendering and state management

- Introduced _AsciiMenuTypography and _AsciiMenuRowFont enums to manage typography settings for menu rendering.
- Updated AsciiRenderer to utilize new typography settings for main menu and game select screens.
- Enhanced SixelRenderer and SoftwareRenderer to support new menu rendering logic, including sidebars for options labels.
- Added disabled text color handling in WolfMenuPalette for better visual feedback on menu entries.
- Implemented a new method _drawSelectableMenuRows to streamline the drawing of menu rows based on selection state.
- Created a comprehensive test suite for level state carry-over and pause menu functionality, ensuring player state is preserved across levels and menus.
- Adjusted footer rendering to account for layout changes and improved visual consistency across different renderers.

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-20 09:58:48 +01:00
parent 536a10d99e
commit 9b053e1c02
8 changed files with 1198 additions and 135 deletions

View File

@@ -50,6 +50,7 @@ abstract class WolfMenuPic {
abstract class WolfMenuPalette {
static const int selectedTextIndex = 19;
static const int unselectedTextIndex = 23;
static const int disabledTextIndex = 4;
static const int _headerTargetRgb = 0xFFF700;
static int? _cachedHeaderTextIndex;
@@ -62,6 +63,8 @@ abstract class WolfMenuPalette {
static int get unselectedTextColor =>
ColorPalette.vga32Bit[unselectedTextIndex];
static int get disabledTextColor => ColorPalette.vga32Bit[disabledTextIndex];
static int get headerTextColor => ColorPalette.vga32Bit[headerTextIndex];
static int _nearestPaletteIndex(int rgb) {