implement logic-based function in rendering

This commit is contained in:
2025-07-03 09:38:16 +02:00
parent edcd5d30d3
commit 3cbb090a29

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@@ -68,25 +68,20 @@ static void draw_score_text(void) {
// TODO: this is suboptimal, since each block will be 2 triangles, wasting perf. Consider using switch...case hard-coded drawing // TODO: this is suboptimal, since each block will be 2 triangles, wasting perf. Consider using switch...case hard-coded drawing
// draws a block at the specified position // draws a block at the specified position
static inline int draw_block(SDL_Renderer* const renderer, int8_t const x, int8_t const y) { static inline int draw_block(SDL_Renderer* const renderer, i8vec2 pos) {
SDL_Rect const block = {get_column_pos(x), get_row_pos(y), BLOCK_WIDTH - 1, BLOCK_HEIGHT - 1}; SDL_Rect const block = {get_column_pos(pos[VX]), get_row_pos(pos[VY]), BLOCK_WIDTH - 1, BLOCK_HEIGHT - 1};
return SDL_RenderFillRect(renderer, &block); return SDL_RenderFillRect(renderer, &block);
} }
// draws a shape at the specified position // draws a shape at the specified position
static void draw_shape(u8 const id, i8vec2 pos) { static void draw_shape(u8 const id, i8vec2 pos) {
u16 shape = shape_from_id(id);
set_colour8(rend, colour_from_id(id)); set_colour8(rend, colour_from_id(id));
i8vec2 bpos[4];
for (int8_t y = 0; y < SHAPE_HEIGHT; y++) { shape_getblocks(id, bpos);
u8 shape_row = shape_get_row(shape, y); draw_block(rend, pos + bpos[0]);
draw_block(rend, pos + bpos[1]);
if (shape_row == 0) continue; draw_block(rend, pos + bpos[2]);
draw_block(rend, pos + bpos[3]);
for (int8_t x = 0; x < SHAPE_WIDTH; x++)
if (shape_is_set(shape_row, x))
draw_block(rend, pos[VX] + x, pos[VY] + y);
}
} }
// draw the block data in the level // draw the block data in the level
@@ -97,7 +92,7 @@ static void render_level(void) {
for (int x = 0; x < COLUMNS; x++) { for (int x = 0; x < COLUMNS; x++) {
if (row[x] != 0) { if (row[x] != 0) {
set_colour8(rend, row[x]); set_colour8(rend, row[x]);
draw_block(rend, x, y); draw_block(rend, (i8vec2){x, y});
} }
} }
} }