rogged/src/render.c
NotAShelf f85d28e932
various: implement fog of war; make enemy AI slightly more intelligent
Signed-off-by: NotAShelf <raf@notashelf.dev>
Change-Id: I3e22dbc5e10690871255980c52a24c226a6a6964
2026-04-09 21:28:17 +03:00

674 lines
23 KiB
C

#include "render.h"
#include "common.h"
#include "items.h"
#include "raylib.h"
#include "settings.h"
#include <stddef.h>
#include <stdio.h>
#include <string.h>
void render_map(const Map *map) {
for (int y = 0; y < MAP_HEIGHT; y++) {
for (int x = 0; x < MAP_WIDTH; x++) {
Rectangle rect = {(float)(x * TILE_SIZE), (float)(y * TILE_SIZE), (float)TILE_SIZE, (float)TILE_SIZE};
int visible = map->visible[y][x];
int remembered = map->remembered[y][x];
if (!visible && !remembered) {
DrawRectangleRec(rect, (Color){5, 5, 10, 255});
continue;
}
Color wall_color = visible ? DARKGRAY : (Color){25, 25, 30, 255};
Color floor_color = visible ? BLACK : (Color){15, 15, 20, 255};
Color stairs_color = visible ? (Color){100, 100, 100, 255} : (Color){40, 40, 45, 255};
switch (map->tiles[y][x]) {
case TILE_WALL:
DrawRectangleRec(rect, wall_color);
break;
case TILE_FLOOR:
DrawRectangleRec(rect, floor_color);
break;
case TILE_STAIRS:
DrawRectangleRec(rect, stairs_color);
if (visible)
DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, WHITE);
else
DrawText(">", x * TILE_SIZE + 4, y * TILE_SIZE + 2, 12, (Color){60, 60, 65, 255});
break;
}
}
}
}
void render_player(const Player *p) {
Rectangle rect = {(float)(p->position.x * TILE_SIZE), (float)(p->position.y * TILE_SIZE), (float)TILE_SIZE,
(float)TILE_SIZE};
DrawRectangleRec(rect, BLUE);
}
void render_enemies(const Enemy *enemies, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]) {
for (int i = 0; i < count; i++) {
if (!enemies[i].alive)
continue;
if (!visible[enemies[i].position.y][enemies[i].position.x])
continue;
Rectangle rect = {(float)(enemies[i].position.x * TILE_SIZE), (float)(enemies[i].position.y * TILE_SIZE),
(float)TILE_SIZE, (float)TILE_SIZE};
// Different colors based on enemy type
Color enemy_color;
switch (enemies[i].type) {
case ENEMY_GOBLIN:
enemy_color = COLOR_ENEMY_GOBLIN; // dark red
break;
case ENEMY_SKELETON:
enemy_color = COLOR_ENEMY_SKELETON; // light gray
break;
case ENEMY_ORC:
enemy_color = COLOR_ENEMY_ORC; // dark green
break;
default:
enemy_color = RED;
break;
}
DrawRectangleRec(rect, enemy_color);
// Draw hp bar above enemy, color-coded by health remaining
int hp_pixels = (enemies[i].hp * TILE_SIZE) / enemies[i].max_hp;
if (hp_pixels > 0) {
float hp_ratio = (float)enemies[i].hp / (float)enemies[i].max_hp;
Color bar_color;
if (hp_ratio > 0.5f)
bar_color = (Color){60, 180, 60, 255}; // green
else if (hp_ratio > 0.25f)
bar_color = (Color){200, 180, 40, 255}; // yellow
else
bar_color = (Color){200, 60, 60, 255}; // red
Rectangle hp_bar = {(float)(enemies[i].position.x * TILE_SIZE), (float)(enemies[i].position.y * TILE_SIZE - 4),
(float)hp_pixels, 3};
DrawRectangleRec(hp_bar, bar_color);
}
}
}
void render_items(const Item *items, int count, const unsigned char visible[MAP_HEIGHT][MAP_WIDTH]) {
for (int i = 0; i < count; i++) {
if (items[i].picked_up)
continue;
if (!visible[items[i].y][items[i].x])
continue;
Rectangle rect = {(float)(items[i].x * TILE_SIZE), (float)(items[i].y * TILE_SIZE), (float)TILE_SIZE,
(float)TILE_SIZE};
// Different colors based on item type
Color item_color;
switch (items[i].type) {
case ITEM_POTION:
item_color = COLOR_ITEM_POTION; // red/pink
break;
case ITEM_WEAPON:
item_color = COLOR_ITEM_WEAPON; // yellow
break;
case ITEM_ARMOR:
item_color = COLOR_ITEM_ARMOR; // blue
break;
default:
item_color = GREEN;
break;
}
DrawRectangleRec(rect, item_color);
}
}
void render_ui(const Player *p) {
// HUD Panel
const int hud_y = MAP_HEIGHT * TILE_SIZE;
const int hud_height = 60;
const Color hud_bg = {25, 20, 15, 255}; // dark parchment
const Color hud_border = {139, 119, 89, 255}; // bronze/brown border
const Color text_dim = {160, 150, 140, 255}; // dimmed text
const Color text_bright = {240, 230, 220, 255}; // bright text
// Main HUD background with border
Rectangle ui_bg = {0, (float)hud_y, (float)SCREEN_WIDTH, (float)hud_height};
DrawRectangleRec(ui_bg, hud_bg);
DrawRectangleLines(0, hud_y, SCREEN_WIDTH, hud_height, hud_border);
DrawLine(0, hud_y + 1, SCREEN_WIDTH, hud_y + 1, (Color){60, 55, 50, 255});
DrawLine(0, hud_y + hud_height - 2, SCREEN_WIDTH, hud_y + hud_height - 2, (Color){15, 12, 10, 255});
// Section dividers
int section1_end = 180; // after portrait + HP bar
int section2_end = 310; // after stats
int section3_end = 480; // after equipment
DrawLine(section1_end, hud_y + 5, section1_end, hud_y + hud_height - 5, (Color){60, 55, 50, 255});
DrawLine(section1_end + 1, hud_y + 5, section1_end + 1, hud_y + hud_height - 5, (Color){15, 12, 10, 255});
DrawLine(section2_end, hud_y + 5, section2_end, hud_y + hud_height - 5, (Color){60, 55, 50, 255});
DrawLine(section2_end + 1, hud_y + 5, section2_end + 1, hud_y + hud_height - 5, (Color){15, 12, 10, 255});
int portrait_x = 8;
int portrait_y = hud_y + 8;
int portrait_size = 44;
// FIXME: for now this is just a blue square indicating the player. Once we
// model the player, add classes, sprites, etc. this will need to be revisited.
DrawRectangle(portrait_x, portrait_y, portrait_size, portrait_size, (Color){30, 30, 45, 255});
DrawRectangle(portrait_x + 2, portrait_y + 2, portrait_size - 4, portrait_size - 4, BLUE);
DrawRectangleLines(portrait_x, portrait_y, portrait_size, portrait_size, (Color){139, 119, 89, 255});
// HP Bar, to the right of portrait
int bar_x = portrait_x + portrait_size + 8;
int bar_y = hud_y + 20;
int bar_width = 100;
int bar_height = 16;
// HP Label, above bar
DrawText("HP", bar_x, bar_y - 11, 9, text_dim);
// HP Bar background
DrawRectangle(bar_x, bar_y, bar_width, bar_height, (Color){20, 15, 15, 255});
DrawRectangleLines(bar_x, bar_y, bar_width, bar_height, (Color){80, 70, 60, 255});
// HP Bar fill
float hp_percent = (float)p->hp / p->max_hp;
int fill_width = (int)(bar_width * hp_percent);
Color hp_color;
if (hp_percent > 0.6f) {
hp_color = (Color){60, 180, 60, 255};
} else if (hp_percent > 0.3f) {
hp_color = (Color){200, 180, 40, 255};
} else {
hp_color = (Color){200, 60, 60, 255};
}
if (fill_width > 0) {
DrawRectangle(bar_x + 1, bar_y + 1, fill_width - 2, bar_height - 2, hp_color);
}
// HP text, centered in bar
char hp_text[32];
snprintf(hp_text, sizeof(hp_text), "%d/%d", p->hp, p->max_hp);
int hp_text_w = MeasureText(hp_text, 10);
DrawText(hp_text, bar_x + (bar_width - hp_text_w) / 2, bar_y + 2, 10, WHITE);
// Status effects
int effect_x = bar_x;
int effect_y = bar_y + bar_height + 5;
for (int i = 0; i < p->effect_count && i < MAX_EFFECTS; i++) {
Color eff_color;
const char *eff_label = "";
switch (p->effects[i].type) {
case EFFECT_POISON:
eff_color = (Color){50, 200, 50, 255};
eff_label = "PSN";
break;
case EFFECT_BLEED:
eff_color = (Color){200, 50, 50, 255};
eff_label = "BLD";
break;
case EFFECT_STUN:
eff_color = (Color){200, 200, 50, 255};
eff_label = "STN";
break;
case EFFECT_WEAKEN:
eff_color = (Color){120, 120, 120, 255};
eff_label = "WKN";
break;
case EFFECT_BURN:
eff_color = (Color){230, 130, 30, 255};
eff_label = "BRN";
break;
default:
continue;
}
if (p->effects[i].duration > 0) {
char eff_text[16];
snprintf(eff_text, sizeof(eff_text), "%s%d", eff_label, p->effects[i].duration);
DrawText(eff_text, effect_x, effect_y, 9, eff_color);
effect_x += 28;
}
}
int stats_x = section1_end + 15;
int stats_y = hud_y + 12;
int stat_spacing = 40;
// Floor
char floor_text[16];
snprintf(floor_text, sizeof(floor_text), "F%d", p->floor);
DrawText(floor_text, stats_x, stats_y, 14, text_bright);
DrawText("Floor", stats_x, stats_y + 16, 9, text_dim);
// ATK
char atk_text[16];
snprintf(atk_text, sizeof(atk_text), "%d", p->attack);
DrawText(atk_text, stats_x + stat_spacing, stats_y, 14, YELLOW);
DrawText("ATK", stats_x + stat_spacing, stats_y + 16, 9, text_dim);
// DEF
char def_text[16];
snprintf(def_text, sizeof(def_text), "%d", p->defense);
DrawText(def_text, stats_x + stat_spacing * 2, stats_y, 14, (Color){100, 150, 255, 255});
DrawText("DEF", stats_x + stat_spacing * 2, stats_y + 16, 9, text_dim);
int equip_x = section2_end + 15;
int equip_y = hud_y + 8;
// Weapon slot
DrawText("WEAPON", equip_x, equip_y, 9, text_dim);
if (p->has_weapon) {
const char *weapon_name = item_get_name(&p->equipped_weapon);
if (weapon_name) {
char weapon_text[64];
snprintf(weapon_text, sizeof(weapon_text), "%s +%d [%s]", weapon_name, p->equipped_weapon.power,
dmg_class_get_short(p->equipped_weapon.dmg_class));
DrawText(weapon_text, equip_x, equip_y + 11, 10, (Color){255, 220, 100, 255});
}
} else {
DrawText("None [IMP]", equip_x, equip_y + 11, 10, (Color){80, 75, 70, 255});
}
// Armor slot
DrawText("ARMOR", equip_x, equip_y + 26, 9, text_dim);
if (p->has_armor) {
const char *armor_name = item_get_name(&p->equipped_armor);
if (armor_name) {
char armor_text[48];
snprintf(armor_text, sizeof(armor_text), "%s +%d", armor_name, p->equipped_armor.power);
DrawText(armor_text, equip_x, equip_y + 37, 10, (Color){100, 150, 255, 255});
}
} else {
DrawText("None", equip_x, equip_y + 37, 10, (Color){80, 75, 70, 255});
}
int ctrl_x = section3_end + 20;
int ctrl_y = hud_y + 14;
DrawText("[WASD] Move [G] Pickup [I] Inventory [U] Use", ctrl_x, ctrl_y, 11, (Color){139, 119, 89, 255});
DrawText("[E] Equip [D] Drop [Q] Quit", ctrl_x, ctrl_y + 16, 11, (Color){139, 119, 89, 255});
// INV count in top-right corner of HUD
char inv_text[16];
snprintf(inv_text, sizeof(inv_text), "INV: %d/%d", p->inventory_count, MAX_INVENTORY);
int inv_width = MeasureText(inv_text, 10);
DrawText(inv_text, SCREEN_WIDTH - inv_width - 10, hud_y + 5, 10, GREEN);
}
void render_action_log(const char log[5][128], int count, int head) {
// Roguelike scroll/log panel styling
const int log_width = 250;
const int log_height = 90;
const int log_x = 2;
const int log_y = MAP_HEIGHT * TILE_SIZE - log_height - 5;
const Color log_bg = {15, 12, 10, 230}; // dark parchment
const Color log_border = {100, 85, 65, 255}; // bronze border
const Color log_border_dark = {60, 50, 40, 255}; // shadow
// Background panel with border
Rectangle log_rect = {(float)log_x, (float)log_y, (float)log_width, (float)log_height};
DrawRectangleRec(log_rect, log_bg);
DrawRectangleLines(log_x, log_y, log_width, log_height, log_border);
// Inner shadow line
DrawLine(log_x + 1, log_y + log_height - 1, log_x + log_width - 1, log_y + log_height - 1, log_border_dark);
DrawLine(log_x + log_width - 1, log_y + 1, log_x + log_width - 1, log_y + log_height - 1, log_border_dark);
// Title bar
DrawRectangle(log_x + 4, log_y + 4, log_width - 8, 16, (Color){30, 25, 20, 255});
DrawText("MESSAGE LOG", log_x + 8, log_y + 6, 10, (Color){180, 160, 130, 255});
// Separator line under title
DrawLine(log_x + 4, log_y + 22, log_x + log_width - 5, log_y + 22, log_border_dark);
// Log entries
int text_x = log_x + 8;
int text_start_y = log_y + 28;
int line_height = 12;
for (int i = 0; i < count && i < 5; i++) {
int idx = (head - count + i + 5) % 5;
if (log[idx][0] != '\0') {
// Fade older messages
int age = count - i - 1;
Color text_color;
if (age == 0) {
text_color = (Color){220, 210, 200, 255}; // newest: bright
} else if (age == 1) {
text_color = (Color){180, 170, 160, 255}; // recent
} else if (age == 2) {
text_color = (Color){150, 140, 130, 230}; // older
} else {
text_color = (Color){120, 110, 100, 200}; // oldest: dim
}
DrawText(log[idx], text_x, text_start_y + i * line_height, 10, text_color);
}
}
}
void render_inventory_overlay(const Player *p, int selected) {
// Overlay dimensions
int ov_width = 360;
int ov_height = 300;
Rectangle overlay = {(float)(SCREEN_WIDTH - ov_width) / 2, (float)(SCREEN_HEIGHT - ov_height) / 2 - 60,
(float)ov_width, (float)ov_height};
DrawRectangleRec(overlay, (Color){12, 12, 12, 252});
DrawRectangleLines((int)overlay.x, (int)overlay.y, (int)overlay.width, (int)overlay.height, (Color){70, 70, 70, 255});
// Title
const char *title = "INVENTORY";
int title_w = MeasureText(title, 24);
DrawText(title, overlay.x + (overlay.width - title_w) / 2, overlay.y + 12, 24, WHITE);
// Draw each inventory slot
char slot_text[64];
int row_height = 26;
int start_y = overlay.y + 50;
for (int i = 0; i < MAX_INVENTORY; i++) {
int y_pos = start_y + (i * row_height);
if (i < p->inventory_count && !p->inventory[i].picked_up) {
const Item *item = &p->inventory[i];
// Selection highlight
if (i == selected) {
DrawRectangle((int)overlay.x + 6, y_pos, (int)overlay.width - 12, row_height - 2, (Color){45, 45, 45, 255});
DrawRectangleLines((int)overlay.x + 6, y_pos, (int)overlay.width - 12, row_height - 2,
(Color){180, 160, 80, 255});
}
// Slot number
snprintf(slot_text, sizeof(slot_text), "%d.", i + 1);
DrawText(slot_text, overlay.x + 16, y_pos + 4, 14, (Color){80, 80, 80, 255});
// Item name
const char *name = item_get_name(item);
if (name) {
Color name_color = (item->type == ITEM_POTION) ? (Color){255, 140, 140, 255}
: (item->type == ITEM_WEAPON) ? (Color){255, 255, 140, 255}
: (Color){140, 140, 255, 255};
DrawText(name, overlay.x + 45, y_pos + 4, 14, name_color);
}
// Power
snprintf(slot_text, sizeof(slot_text), "+%d", item->power);
DrawText(slot_text, overlay.x + 150, y_pos + 4, 14, YELLOW);
// Action
if (item->type == ITEM_POTION) {
DrawText("[U]se", overlay.x + 200, y_pos + 4, 14, GREEN);
} else {
DrawText("[E]quip [D]rop", overlay.x + 200, y_pos + 4, 14, GOLD);
}
} else {
// Empty slot
snprintf(slot_text, sizeof(slot_text), "%d.", i + 1);
DrawText(slot_text, overlay.x + 16, y_pos + 4, 14, (Color){40, 40, 40, 255});
}
}
// Instructions at bottom
const char *hint = "[1-0] Select [E] Equip [U] Use [D] Drop [I/ESC] Close";
int hint_w = MeasureText(hint, 12);
DrawText(hint, overlay.x + (overlay.width - hint_w) / 2, overlay.y + overlay.height - 22, 12,
(Color){65, 65, 65, 255});
}
static Color label_color(FloatingText *ft, int alpha) {
if (ft->label == LABEL_NONE)
return FLOAT_DAMAGE; // numeric damage default
switch (ft->label) {
case LABEL_DODGE:
return FLOAT_DODGE;
case LABEL_BLOCK:
return FLOAT_BLOCK;
case LABEL_CRIT:
return FLOAT_CRIT;
case LABEL_SLAIN:
return FLOAT_SLAIN;
case LABEL_PROC:
// Proc label, color driven by effect_type stored in the struct
switch (ft->effect_type) {
case EFFECT_POISON:
return (Color){50, 200, 50, alpha};
case EFFECT_BLEED:
return (Color){200, 50, 50, alpha};
case EFFECT_BURN:
return (Color){230, 130, 30, alpha};
case EFFECT_STUN:
return (Color){200, 200, 50, alpha};
case EFFECT_WEAKEN:
return (Color){120, 120, 120, alpha};
default:
return FLOAT_DEFAULT;
}
default:
return FLOAT_DAMAGE;
}
}
static const char *label_text(FloatingLabel label) {
switch (label) {
case LABEL_DODGE:
return "DODGE";
case LABEL_BLOCK:
return "BLOCK";
case LABEL_CRIT:
return "CRIT!";
case LABEL_SLAIN:
return "SLAIN";
case LABEL_PROC:
return "PROC";
default:
return "";
}
}
static int label_font_size(FloatingLabel label) {
return (label == LABEL_CRIT) ? FONT_SIZE_FLOAT_CRIT : FONT_SIZE_FLOAT_LABEL;
}
void render_floating_texts(FloatingText *texts, int count, int shake_x, int shake_y) {
for (int i = 0; i < count; i++) {
if (texts[i].lifetime <= 0)
continue;
int x = texts[i].x + shake_x;
int y = texts[i].y + shake_y - (60 - texts[i].lifetime); // rise over time
float alpha = (float)texts[i].lifetime / 60.0f;
int a = (int)(255 * alpha);
if (texts[i].label != LABEL_NONE) {
// Label text (DODGE, BLOCK, CRIT!, SLAIN, or PROC)
// CRIT! gets larger font size
int font_size = label_font_size(texts[i].label);
Color color = label_color(&texts[i], a);
const char *text = label_text(texts[i].label);
int text_w = MeasureText(text, font_size);
DrawText(text, x - text_w / 2, y, font_size, color);
} else {
// Numeric damage
Color color = texts[i].is_critical ? (Color){255, 200, 50, a} : (Color){255, 100, 100, a};
char text[16];
snprintf(text, sizeof(text), "%d", texts[i].value);
int text_w = MeasureText(text, 18);
DrawText(text, x - text_w / 2, y, 18, color);
}
}
}
void render_end_screen(int is_victory, int kills, int items, int damage_dealt, int damage_taken, int crits,
int times_hit, int potions, int floors, int turns, int score) {
// Semi-transparent overlay
Rectangle overlay = {0, 0, (float)SCREEN_WIDTH, (float)SCREEN_HEIGHT};
DrawRectangleRec(overlay, (Color){0, 0, 0, 210});
// Title
const char *title = is_victory ? "YOU ESCAPED!" : "GAME OVER";
int title_font_size = 60;
Color title_color = is_victory ? GOLD : RED;
int title_width = MeasureText(title, title_font_size);
DrawText(title, (SCREEN_WIDTH - title_width) / 2, 30, title_font_size, title_color);
// Stats box
int box_x = SCREEN_WIDTH / 2 - 200;
int box_y = 110;
int box_w = 400;
int box_h = 320;
DrawRectangle(box_x, box_y, box_w, box_h, (Color){20, 20, 20, 240});
DrawRectangleLines(box_x, box_y, box_w, box_h, (Color){100, 100, 100, 255});
// Stats content
char line[64];
int col1_x = box_x + 20;
int col2_x = box_x + 210;
int row_y = box_y + 20;
int line_height = 24;
Color label_color = LIGHTGRAY;
Color value_color = WHITE;
// Column 1
DrawText("Kills:", col1_x, row_y, 18, label_color);
snprintf(line, sizeof(line), "%d", kills);
DrawText(line, col1_x + 80, row_y, 18, value_color);
row_y += line_height;
DrawText("Items:", col1_x, row_y, 18, label_color);
snprintf(line, sizeof(line), "%d", items);
DrawText(line, col1_x + 80, row_y, 18, value_color);
row_y += line_height;
DrawText("Damage Dealt:", col1_x, row_y, 18, label_color);
snprintf(line, sizeof(line), "%d", damage_dealt);
DrawText(line, col1_x + 140, row_y, 18, value_color);
row_y += line_height;
DrawText("Damage Taken:", col1_x, row_y, 18, label_color);
snprintf(line, sizeof(line), "%d", damage_taken);
DrawText(line, col1_x + 140, row_y, 18, value_color);
row_y += line_height;
DrawText("Crits:", col1_x, row_y, 18, label_color);
snprintf(line, sizeof(line), "%d", crits);
DrawText(line, col1_x + 80, row_y, 18, value_color);
row_y += line_height;
DrawText("Times Hit:", col1_x, row_y, 18, label_color);
snprintf(line, sizeof(line), "%d", times_hit);
DrawText(line, col1_x + 80, row_y, 18, value_color);
row_y += line_height;
// Column 2
int col2_row_y = box_y + 20;
DrawText("Potions:", col2_x, col2_row_y, 18, label_color);
snprintf(line, sizeof(line), "%d", potions);
DrawText(line, col2_x + 80, col2_row_y, 18, value_color);
col2_row_y += line_height;
DrawText("Floors:", col2_x, col2_row_y, 18, label_color);
snprintf(line, sizeof(line), "%d", floors);
DrawText(line, col2_x + 80, col2_row_y, 18, value_color);
col2_row_y += line_height;
DrawText("Turns:", col2_x, col2_row_y, 18, label_color);
snprintf(line, sizeof(line), "%d", turns);
DrawText(line, col2_x + 80, col2_row_y, 18, value_color);
col2_row_y += line_height;
// Score: placed below the last row of the longer column (6 items, row_y is already there)
row_y += 10;
DrawText("SCORE:", col1_x, row_y, 22, GOLD);
snprintf(line, sizeof(line), "%d", score);
DrawText(line, col1_x + 90, row_y, 22, GOLD);
if (is_victory) {
const char *subtitle = "Press R to play again or Q to quit";
int sub_width = MeasureText(subtitle, 20);
DrawText(subtitle, (SCREEN_WIDTH - sub_width) / 2, SCREEN_HEIGHT - 50, 20, LIGHTGRAY);
} else {
const char *subtitle = "Press R to restart or Q to quit";
int sub_width = MeasureText(subtitle, 20);
DrawText(subtitle, (SCREEN_WIDTH - sub_width) / 2, SCREEN_HEIGHT - 50, 20, LIGHTGRAY);
}
}
void render_message(const char *message) {
if (message == NULL)
return;
const int font_size = 20;
const int line_height = font_size + 4;
const int padding_x = 20;
const int padding_y = 15;
const int max_box_width = (int)(SCREEN_WIDTH * 0.75f);
const int max_line_width = max_box_width - (padding_x * 2);
// Calculate line breaks by iterating through message
int line_count = 1;
int current_line_width = 0;
int longest_line_width = 0;
const char *msg_ptr = message;
while (*msg_ptr && line_count <= 10) {
// Estimate character width (average ~10px for 20pt font)
int char_width = 10;
current_line_width += char_width;
if (current_line_width > max_line_width && *msg_ptr == ' ') {
if (current_line_width > longest_line_width)
longest_line_width = current_line_width;
line_count++;
current_line_width = 0;
}
msg_ptr++;
}
if (current_line_width > longest_line_width)
longest_line_width = current_line_width;
// Measure full message
int total_msg_width = MeasureText(message, font_size);
int box_width = total_msg_width + (padding_x * 2);
// If message is too long, use wrapped width
if (box_width > max_box_width) {
box_width = max_box_width;
}
// Ensure minimum width
if (box_width < 200)
box_width = 200;
// Calculate box height based on line count
int box_height = (line_count * line_height) + (padding_y * 2);
// Center the box
float box_x = (SCREEN_WIDTH - box_width) / 2.0f;
float box_y = (SCREEN_HEIGHT - box_height) / 2.0f;
// Draw message box background
Rectangle msg_bg = {box_x, box_y, (float)box_width, (float)box_height};
DrawRectangleRec(msg_bg, (Color){45, 45, 45, 235});
DrawRectangleLines((int)msg_bg.x, (int)msg_bg.y, (int)msg_bg.width, (int)msg_bg.height, (Color){180, 180, 180, 255});
// Draw text centered
int text_x = (SCREEN_WIDTH - total_msg_width) / 2;
int text_y = (SCREEN_HEIGHT - font_size) / 2;
// For wrapped text, draw at box center with padding
if (line_count > 1) {
text_x = (int)box_x + padding_x;
text_y = (int)box_y + padding_y;
}
DrawText(message, text_x, text_y, font_size, WHITE);
}