mirror of
https://github.com/thepigeongenerator/tetris_clone.git
synced 2025-12-17 14:05:45 +01:00
fix: remove bitfield from union
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@@ -10,7 +10,7 @@
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static bool is_filled(row_const const row) {
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for (int8_t x = 0; x < COLUMNS; x++) {
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if (row[x].packed == 0) {
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if (row[x] == 0) {
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return false;
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}
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}
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@@ -53,7 +53,7 @@ static void clear_rows(row* const rows, uint16_t* const score) {
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// zero out the filled row
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for (int8_t x = 0; x < COLUMNS; x++)
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cache[dat.filled][x].packed = 0;
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cache[dat.filled][x] = 0;
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} while (dat.filled > 0);
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}
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@@ -82,16 +82,16 @@ static bool shape_intersects(row const* const rows, shape_id const id, int8_t co
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for (int8_t y0 = 0; y0 < SHAPE_HEIGHT; y0++) {
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shape_row const shape_row = shape_get_row(shape, y0); // get the shape row
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if (shape_row == 0) continue; // if the row doesn't contain data; continue
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if (shape_row == 0) continue; // if the row doesn't contain data; continue
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for (int8_t x0 = 0; x0 < SHAPE_WIDTH; x0++) {
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if (shape_is_set(shape_row, x0) == false) continue; // if the bit isn't set at this index; continue
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int8_t const x1 = x + x0;
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int8_t const y1 = y + y0;
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if (x1 < 0 || x1 >= COLUMNS) return true; // if X is out of bounds
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if (y1 < 0 || y1 >= ROWS) return true; // if Y is out of bounds
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if (rows[y1][x1].packed != 0) return true; // if there is a block here
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if (x1 < 0 || x1 >= COLUMNS) return true; // if X is out of bounds
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if (y1 < 0 || y1 >= ROWS) return true; // if Y is out of bounds
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if (rows[y1][x1] != 0) return true; // if there is a block here
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}
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}
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return false;
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@@ -1,39 +1,53 @@
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#pragma once
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#include <stdint.h>
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// fits colours with each channel having a width of 2 bits
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typedef union {
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uint8_t packed;
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struct {
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uint8_t b : 2;
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uint8_t g : 3;
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uint8_t r : 3;
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};
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} colour8;
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#define color8 colour8
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#include "SDL_render.h"
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/* rrrg ggbb */
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#define COLOUR_BLACK ((colour8){0x00}) // 0000 0000
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#define COLOUR_RED ((colour8){0xE0}) // 1110 0000
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#define COLOUR_YELLOW ((colour8){0xFC}) // 1111 1100
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#define COLOUR_ORANGE ((colour8){0xEC}) // 1111 1100
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#define COLOUR_GREEN ((colour8){0x1C}) // 0001 1100
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#define COLOUR_CYAN ((colour8){0x1F}) // 0001 1111
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#define COLOUR_BLUE ((colour8){0x03}) // 0000 0011
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#define COLOUR_MAGENTA ((colour8){0xE3}) // 1110 0011
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#define COLOUR_WHITE ((colour8){0xFF}) // 1111 1111
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// stores colour in a rrrgggbb format, which maps exactly to 8 bits
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typedef uint8_t colour8;
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/* rrrg ggbb */
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#define COLOUR_BLACK ((colour8)0x00) // 0000 0000
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#define COLOUR_RED ((colour8)0xE0) // 1110 0000
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#define COLOUR_YELLOW ((colour8)0xFC) // 1111 1100
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#define COLOUR_ORANGE ((colour8)0xEC) // 1111 1100
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#define COLOUR_GREEN ((colour8)0x1C) // 0001 1100
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#define COLOUR_CYAN ((colour8)0x1F) // 0001 1111
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#define COLOUR_BLUE ((colour8)0x03) // 0000 0011
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#define COLOUR_MAGENTA ((colour8)0xE3) // 1110 0011
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#define COLOUR_WHITE ((colour8)0xFF) // 1111 1111
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// gets the red channel in 32 bit colour space
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static inline uint8_t colour8_red32(colour8 const colour) {
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return colour.r * (255 / 7);
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return (colour >> 5) * (255 / 7);
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}
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// gets the green channel in 32 bit colour space
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static inline uint8_t colour8_green32(colour8 const colour) {
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return colour.g * (255 / 7);
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return ((colour >> 2) & 7) * (255 / 7);
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}
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// gets the blue channel in 32 bit colour space
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static inline uint8_t colour8_blue32(colour8 const colour) {
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return colour.b * (255 / 3);
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return (colour & 3) * (255 / 3);
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}
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// sets the render colour to a colour8 value
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static inline void set_colour8(SDL_Renderer* const renderer, colour8 const c) {
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(void)SDL_SetRenderDrawColor(renderer, colour8_red32(c), colour8_green32(c), colour8_blue32(c), 0xFF);
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}
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// american macros:
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#define color8 colour8
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#define color8_red32 colour8_red32
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#define color8_green32 colour8_green32
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#define color8_blue32 colour8_blue32
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#define COLOR_BLACK COLOUR_BLACK
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#define COLOR_RED COLOUR_RED
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#define COLOR_YELLOW COLOUR_YELLOW
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#define COLOR_ORANGE COLOUR_ORANGE
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#define COLOR_GREEN COLOUR_GREEN
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#define COLOR_CYAN COLOUR_CYAN
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#define COLOR_BLUE COLOUR_BLUE
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#define COLOR_MAGENTA COLOUR_MAGENTA
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#define COLOR_WHITE COLOUR_WHITE
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@@ -97,7 +97,7 @@ static void render_level(SDL_Renderer* const renderer, game_data const* const da
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row_const const row = data->rows[y];
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for (int8_t x = 0; x < COLUMNS; x++) {
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if (row[x].packed != 0) {
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if (row[x] != 0) {
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set_colour(renderer, row[x]);
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draw_block(renderer, x, y);
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}
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