use tabs over spaces

This commit is contained in:
2025-06-18 15:48:56 +02:00
parent 3b306288e9
commit b446a43738
19 changed files with 599 additions and 605 deletions

View File

@@ -21,141 +21,141 @@
#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_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* 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());
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());
TTF_Font* const font = TTF_OpenFont("pixeldroid_botic-regular.ttf", PX_DENS);
if (font == NULL) error("Failed to open font! TTF Error: %s", TTF_GetError());
TTF_Font* const 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
};
// 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
};
}
static inline int32_t get_column_pos(uint8_t column) {
return column * BLOCK_WIDTH + 1 + TET_PADDING;
return column * BLOCK_WIDTH + 1 + TET_PADDING;
}
static inline int32_t get_row_pos(uint8_t row) {
return row * BLOCK_HEIGHT + 1 + TET_PADDING;
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;
struct render_cache* const cache = dat->cache;
uint16_t const score = dat->game_dat->score;
SDL_Renderer* const renderer = dat->renderer;
TTF_Font* const font = dat->font;
SDL_Renderer* const renderer = dat->renderer;
TTF_Font* const font = dat->font;
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);
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);
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);
}
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;
}
// write data to cache
cache->score_surface = txt_surface;
cache->score_texture = txt_texture;
}
if (cache->score_surface == NULL || cache->score_texture == NULL) {
error("the score texture was unavailable!",);
return;
}
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);
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);
}
// draws a block at the specified position
static inline int draw_block(SDL_Renderer* const renderer, int8_t const x, int8_t const y) {
SDL_Rect const block = {get_column_pos(x), get_row_pos(y), BLOCK_WIDTH - 1, BLOCK_HEIGHT - 1};
return SDL_RenderFillRect(renderer, &block);
SDL_Rect const block = {get_column_pos(x), get_row_pos(y), BLOCK_WIDTH - 1, BLOCK_HEIGHT - 1};
return SDL_RenderFillRect(renderer, &block);
}
// draws a shape at the specified position
static void draw_shape(SDL_Renderer* const renderer, shape_id const id, int8_t const pos_x, int8_t const pos_y) {
shape const shape = shape_from_id(id);
set_colour8(renderer, colour_from_id(id));
shape const shape = shape_from_id(id);
set_colour8(renderer, colour_from_id(id));
for (int8_t y = 0; y < SHAPE_HEIGHT; y++) {
shape_row const shape_row = shape_get_row(shape, y);
for (int8_t y = 0; y < SHAPE_HEIGHT; y++) {
shape_row const 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);
}
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 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];
for (int8_t y = 0; y < ROWS; y++) {
row_const const row = data->rows[y];
for (int8_t x = 0; x < COLUMNS; x++) {
if (row[x] != 0) {
set_colour8(renderer, row[x]);
draw_block(renderer, x, y);
}
}
}
for (int8_t x = 0; x < COLUMNS; x++) {
if (row[x] != 0) {
set_colour8(renderer, row[x]);
draw_block(renderer, x, y);
}
}
}
}
void render_update(renderdata const* const dat) {
SDL_Renderer* const renderer = dat->renderer;
gamedata const* const game_data = dat->game_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
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);
// 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);
set_colour32(renderer, 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
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
if (dat->font)
draw_score_text(dat);
if (dat->font)
draw_score_text(dat);
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(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
if (success < 0) {
warn("something went wrong whilst renderering! SDL Error: %s\n", SDL_GetError());
return;
}
if (success < 0) {
warn("something went wrong whilst renderering! SDL Error: %s\n", SDL_GetError());
return;
}
SDL_RenderPresent(renderer);
SDL_RenderPresent(renderer);
}
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};
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};
}