mirror of
https://github.com/thepigeongenerator/tetris_clone.git
synced 2025-12-17 05:55:46 +01:00
cleanup renderer code
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@@ -33,31 +33,21 @@ int renderer_init(SDL_Window** window, SDL_Renderer** renderer) {
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return 0;
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}
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// draws a block at the specified position
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static inline int draw_block(SDL_Renderer* renderer, uint8_t x, uint8_t y) {
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return SDL_RenderFillRect(renderer, &(SDL_Rect){x * BLOCK_WIDTH + 1, y * BLOCK_HEIGHT + 1, BLOCK_WIDTH - 1, BLOCK_HEIGHT - 1});
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}
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// sets the colour32 from the colour8
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static inline void set_colour(SDL_Renderer* renderer, Colour c) {
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(void)SDL_SetRenderDrawColor(renderer, colour_red32(c), colour_green32(c), colour_blue32(c), colour_alpha32(c));
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}
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void renderer_update(const RenderData* render_data) {
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SDL_Renderer* renderer = render_data->renderer;
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GameData* data = render_data->game_data;
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int success = 0; // if an error occurs, this value is <0
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// clear render
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success |= SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
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success |= SDL_RenderClear(renderer);
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SelectedShape selected = render_data->game_data->selected;
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// draw the selected block
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static void render_selected(SDL_Renderer* renderer, SelectedShape selected) {
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Shape selected_shape = shape_from_id(selected.id);
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Colour selected_colour = colour_from_id(selected.id);
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set_colour(renderer, colour_from_id(selected.id));
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set_colour(renderer, selected_colour);
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// draw the selected block
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for (uint8_t y = 0; y < SHAPE_HEIGHT; y++) {
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ShapeRow shape_row = shape_get_row(selected_shape, y);
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@@ -68,21 +58,36 @@ void renderer_update(const RenderData* render_data) {
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if (is_set(shape_row, x))
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draw_block(renderer, selected.x + x, selected.y + y);
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}
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}
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// draw the block data in the level
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// draw the block data in the level
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static void render_level(SDL_Renderer* renderer, GameData* data) {
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for (uint8_t y = 0; y < ROWS; y++) {
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Row row = data->row[y];
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for (uint8_t x = 0; x < COLUMNS; x++) {
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if (row[x].packed != 0) {
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set_colour(renderer, row[x]);
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success |= draw_block(renderer, x, y);
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draw_block(renderer, x, y);
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}
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}
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}
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}
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void renderer_update(const RenderData* render_data) {
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SDL_Renderer* renderer = render_data->renderer;
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int success = 0; // if an error occurs, this value is <0
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// clear render
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success |= SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
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success |= SDL_RenderClear(renderer);
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render_selected(renderer, render_data->game_data->selected);
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render_level(renderer, render_data->game_data);
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if (success < 0) {
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warn("\033[93mW\033[0m: something went wrong whilst renderering! SDL Error: %s\n", SDL_GetError());
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warn("something went wrong whilst renderering! SDL Error: %s\n", SDL_GetError());
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return;
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}
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