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https://github.com/thepigeongenerator/tetris_clone.git
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synchronise with the template
- use the version of audio management which doesn't crash the application if something goes wrong - include colour32 - update error management to be more reflective of the one defined in the template - modify the renderer functions to be more reflective of the template - modify the game functions to be more reflective of the template (& use a more failproof method of initializing) - add gametime - remove set_gamestatus logic and just use a run boolean in gamedata - remove emscripten preprocessors as those haven't really been used
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@@ -1,9 +1,8 @@
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#pragma once
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#include <SDL_render.h>
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#include <SDL_surface.h>
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#include <SDL_ttf.h>
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#include <SDL_video.h>
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#include <stdint.h>
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#include "../game/game.h"
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@@ -16,20 +15,22 @@
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#define BLOCK_WIDTH (TET_WIDTH / COLUMNS) // width of a block
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#define BLOCK_HEIGHT (TET_HEIGHT / ROWS) // height of a block
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// contains the data that's cached between renders
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struct render_cache {
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SDL_Texture* score_texture;
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SDL_Surface* score_surface;
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uint16_t prevscore;
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};
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// contains the data necessary for rendering
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typedef struct {
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game_data const* game_dat;
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gamedata const* game_dat;
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SDL_Window* window;
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SDL_Renderer* renderer;
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TTF_Font* font;
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struct render_cache* cache;
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} render_data;
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} renderdata;
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void renderer_init(render_data* render_dat, game_data const* game_dat);
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void renderer_update(render_data const* dat);
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void renderer_free(render_data* dat);
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void render_init(renderdata*, gamedata const*); // initializes the renderer, outputs to render_data
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void render_update(renderdata const*); // causes a draw to occur, will also determine update rate
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void render_free(renderdata*); // frees the memory allocated to the renderer in render_data
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