implement new code, and remove deprecated old code. Overal optimisation.

this code is currently broken, but this'll be fixed in a subsequent
commit
This commit is contained in:
2025-06-25 15:51:27 +02:00
parent a202442853
commit 937ecedfe3
12 changed files with 252 additions and 550 deletions

View File

@@ -7,81 +7,63 @@
#include <SDL_surface.h>
#include <SDL_ttf.h>
#include <SDL_video.h>
#include <assert.h>
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include "../error.h"
#include "../game/game.h"
#include "../game/tetromino/shapes.h"
#include "../util/types.h"
#include "../util/vec.h"
#include "colour/colour32.h"
#include "colour/colour8.h"
#define COLOUR_SCORE COLOUR32_YELLOW
void render_init(renderdata* const render_dat, gamedata const* const game_dat) {
SDL_Window* const window = SDL_CreateWindow("tetris clone", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
if (window == NULL) fatal(ERROR_SDL_RENDERING_INIT, "Window failed to be created! SDL Error: %s", SDL_GetError());
SDL_Renderer* rend = NULL;
TTF_Font* font = NULL;
struct gamedata const* gdat = NULL;
SDL_Renderer* const renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
if (renderer == NULL) fatal(ERROR_SDL_RENDERING_INIT, "Renderer failed to be created! SDL Error: %s", SDL_GetError());
static SDL_Surface* score_surface = NULL;
static SDL_Texture* score_texture = NULL;
TTF_Font* const font = TTF_OpenFont("pixeldroid_botic-regular.ttf", PX_DENS);
void render_init(SDL_Window* win, struct gamedata const* game_data) {
rend = SDL_CreateRenderer(win, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
if (rend == NULL) fatal(ERROR_SDL_RENDERING_INIT, "Renderer failed to be created! SDL Error: %s", SDL_GetError());
font = TTF_OpenFont("pixeldroid_botic-regular.ttf", PX_DENS);
if (font == NULL) error("Failed to open font! TTF Error: %s", TTF_GetError());
// initialize the render data
*render_dat = (renderdata){
game_dat,
window,
renderer,
font,
calloc(1, sizeof(struct render_cache)), // zero-initialize the memory as we read from it
};
gdat = game_data;
}
static inline int32_t get_column_pos(uint8_t column) {
static inline int32_t get_column_pos(uint column) {
return column * BLOCK_WIDTH + 1 + TET_PADDING;
}
static inline int32_t get_row_pos(uint8_t row) {
static inline int32_t get_row_pos(uint row) {
return row * BLOCK_HEIGHT + 1 + TET_PADDING;
}
static void draw_score_text(renderdata const* dat) {
struct render_cache* const cache = dat->cache;
uint16_t const score = dat->game_dat->score;
static void draw_score_text(void) {
static u16 prev_pts = 0xFFFF;
SDL_Renderer* const renderer = dat->renderer;
TTF_Font* const font = dat->font;
if (prev_pts ^ gdat->pnts) {
char score_text[6] = "0"; // max digits of a u16 + null terminator
prev_pts = gdat->pnts;
if (gdat->pnts) sprintf(score_text, "%hu0", gdat->pnts);
if (cache->prevscore != score || cache->score_texture == NULL) {
char score_text[6]; // max digits of a uint16 + \0 terminator
if (!score) sprintf(score_text, "0");
else sprintf(score_text, "%hu0", score);
SDL_Surface* const txt_surface = TTF_RenderText_Solid(font, score_text, (SDL_Colour){COLOUR_SCORE.r, COLOUR_SCORE.g, COLOUR_SCORE.b, COLOUR_SCORE.a});
SDL_Texture* const txt_texture = SDL_CreateTextureFromSurface(renderer, txt_surface);
if (cache->score_texture != NULL || cache->score_surface != NULL) {
// free old data
SDL_FreeSurface(cache->score_surface);
SDL_DestroyTexture(cache->score_texture);
}
// write data to cache
cache->score_surface = txt_surface;
cache->score_texture = txt_texture;
SDL_FreeSurface(score_surface);
SDL_DestroyTexture(score_texture);
score_surface = TTF_RenderText_Solid(font, score_text, (SDL_Colour){COLOUR_SCORE.r, COLOUR_SCORE.g, COLOUR_SCORE.b, COLOUR_SCORE.a});
score_texture = SDL_CreateTextureFromSurface(rend, score_surface);
}
if (cache->score_surface == NULL || cache->score_texture == NULL) {
error("the score texture was unavailable!", );
return;
}
SDL_Rect text_rect = {get_column_pos(COLUMNS + 1), get_row_pos(0), cache->score_surface->w, cache->score_surface->h};
SDL_RenderCopy(renderer, cache->score_texture, NULL, &text_rect);
assert(score_surface && score_texture);
SDL_Rect text_rect = {get_column_pos(COLUMNS + 1), get_row_pos(0), score_surface->w, score_surface->h};
SDL_RenderCopy(rend, score_texture, NULL, &text_rect);
}
// TODO: this is suboptimal, since each block will be 2 triangles, wasting perf. Consider using switch...case hard-coded drawing
@@ -92,72 +74,61 @@ static inline int draw_block(SDL_Renderer* const renderer, int8_t const x, int8_
}
// draws a shape at the specified position
static void draw_shape(SDL_Renderer* const renderer, u8 const id, int8_t const pos_x, int8_t const pos_y) {
static void draw_shape(u8 const id, i8vec2 pos) {
u16 shape = shape_from_id(id);
set_colour8(renderer, colour_from_id(id));
set_colour8(rend, colour_from_id(id));
for (int8_t y = 0; y < SHAPE_HEIGHT; y++) {
u8 shape_row = shape_get_row(shape, y);
if (shape_row == 0)
continue;
if (shape_row == 0) continue;
for (int8_t x = 0; x < SHAPE_WIDTH; x++)
if (shape_is_set(shape_row, x))
draw_block(renderer, pos_x + x, pos_y + y);
draw_block(rend, pos[0] + x, pos[1] + y);
}
}
// draw the block data in the level
static void render_level(SDL_Renderer* const renderer, gamedata const* const data) {
for (int8_t y = 0; y < ROWS; y++) {
row_const const row = data->rows[y];
static void render_level(void) {
for (int y = 0; y < ROWS; y++) {
u8 const* row = gdat->rows[y];
for (int8_t x = 0; x < COLUMNS; x++) {
for (int x = 0; x < COLUMNS; x++) {
if (row[x] != 0) {
set_colour8(renderer, row[x]);
draw_block(renderer, x, y);
set_colour8(rend, row[x]);
draw_block(rend, x, y);
}
}
}
}
void render_update(renderdata const* const dat) {
SDL_Renderer* const renderer = dat->renderer;
gamedata const* const game_data = dat->game_dat;
int success = 0; // if an error occurs, this value is <0
// clear render
set_colour32(renderer, COLOUR32_BLACK); // using colour32 is more efficient, as it sets the colours directly
success |= SDL_RenderClear(renderer);
set_colour32(renderer, COLOUR32_WHITE);
void render_update(void) {
set_colour32(rend, COLOUR32_BLACK);
SDL_RenderClear(rend);
set_colour32(rend, COLOUR32_WHITE);
static SDL_Rect const field_size = {TET_PADDING, TET_PADDING, TET_WIDTH + 1, TET_HEIGHT + 1};
SDL_RenderDrawRect(renderer, &field_size);
draw_shape(renderer, game_data->nxt[game_data->curr_idx + 1], COLUMNS + 1, 3); // draw the next shape
SDL_RenderDrawRect(rend, &field_size);
if (dat->font)
draw_score_text(dat);
if (font) draw_score_text();
render_level(renderer, dat->game_dat);
draw_shape(renderer, game_data->nxt[game_data->curr_idx], game_data->sel_x, game_data->sel_y); // draw the current shape
render_level();
draw_shape(gdat->pdat.nxt[gdat->pdat.idx], gdat->pdat.sel);
draw_shape(gdat->pdat.nxt[gdat->pdat.idx + 1], (i8vec2){COLUMNS + 1, 3});
if (success < 0) {
warn("something went wrong whilst renderering! SDL Error: %s\n", SDL_GetError());
return;
}
SDL_RenderPresent(renderer);
SDL_RenderPresent(rend);
}
void render_free(renderdata* const render_data) {
SDL_DestroyRenderer(render_data->renderer);
SDL_DestroyWindow(render_data->window);
TTF_CloseFont(render_data->font);
SDL_FreeSurface(render_data->cache->score_surface);
SDL_DestroyTexture(render_data->cache->score_texture);
free(render_data->cache);
*render_data = (renderdata){0};
void render_free(void) {
assert(rend);
SDL_DestroyRenderer(rend);
rend = NULL;
TTF_CloseFont(font);
SDL_FreeSurface(score_surface);
SDL_DestroyTexture(score_texture);
font = NULL;
score_surface = NULL;
score_texture = NULL;
}

View File

@@ -1,10 +1,8 @@
#pragma once
#include <SDL_render.h>
#include <SDL_surface.h>
#include <SDL_ttf.h>
#include <SDL_video.h>
#include <stdint.h>
#include <sys/cdefs.h>
#include "../game/game.h"
@@ -17,22 +15,6 @@
#define BLOCK_WIDTH (TET_WIDTH / COLUMNS) // width of a block
#define BLOCK_HEIGHT (TET_HEIGHT / ROWS) // height of a block
// contains the data that's cached between renders
struct render_cache {
SDL_Texture* score_texture;
SDL_Surface* score_surface;
uint16_t prevscore;
};
// contains the data necessary for rendering
typedef struct {
gamedata const* game_dat;
SDL_Window* window;
SDL_Renderer* renderer;
TTF_Font* font;
struct render_cache* cache;
} renderdata;
void render_init(renderdata*, gamedata const*); // initializes the renderer, outputs to render_data
void render_update(renderdata const*); // causes a draw to occur, will also determine update rate
void render_free(renderdata*); // frees the memory allocated to the renderer in render_data
__nonnull((1, 2)) void render_init(SDL_Window*, struct gamedata const*);
void render_update(void); // causes a draw to occur, will also determine update rate
void render_free(void); // frees the memory allocated to the renderer in render_data

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@@ -5,17 +5,20 @@
#include <SDL_error.h>
#include <SDL_video.h>
#include <assert.h>
#include <time.h>
#include "../error.h"
#include "../game/game.h"
#include "../game/time.h"
#include "audio.h"
#include "input.h"
#include "render.h"
static SDL_Window* win = NULL;
static bool close = false;
static audiodata music;
void window_init(void) {
static void window_init(struct gamedata const* gdat) {
assert(!win && !close);
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0)
fatal(ERROR_SDL_INIT, "SDL could not initialize! SDL Error: %s", SDL_GetError());
@@ -24,27 +27,37 @@ void window_init(void) {
if (window == NULL)
fatal(ERROR_SDL_RENDERING_INIT, "Window failed to be created! SDL Error: %s", SDL_GetError());
render_init(win);
render_init(win, gdat);
audio_device_init(32000, AUDIO_S16, 1, 4096);
music = audio_wav_load("korobeiniki.wav");
}
static void window_free(void) {
assert(win);
// render_free();
SDL_DestroyWindow(win);
win = NULL;
close = false;
audio_wav_unload(&music);
audio_device_free();
}
void window_open(struct gamedata const* gdat) {
window_init(gdat);
while (!close) {
game_update(input_getdat());
render_update();
static time_t timeout = 0;
if (time_poll(time_pull(), music.ms, &timeout))
audio_play(&music);
}
window_free();
}
void window_close(void) {
close = true;
}
void window_loop(void) {
assert(win);
while (!close) {
game_update(input_getdat());
render_update();
}
}
void window_free(void) {
assert(win);
render_free();
SDL_DestroyWindow(win);
win = NULL;
close = false;
}

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@@ -6,7 +6,5 @@
#define SCREEN_WIDTH ((COLUMNS + 6) * PX_DENS) // window width
#define SCREEN_HEIGHT ((COLUMNS) * PX_DENS / COLUMNS * ROWS) // window height
void window_init(void);
void window_open(struct gamedata const*);
void window_close(void);
void window_loop(void);
void window_free(void);