mirror of
https://github.com/thepigeongenerator/tetris_clone.git
synced 2025-12-17 05:55:46 +01:00
refactor: comments and small semantic fixes
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@@ -5,7 +5,6 @@
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#include "../game.h"
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// TODO: this singular function does too much, break it up via different returns and such.
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/* updates the movement of the pdat structure, updating the rows when colliding downwards.
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* closes window when the next shape intersects with the current one */
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void place_update(struct gamedata* gdat, int movdat);
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@@ -29,29 +29,19 @@ struct gamedata const* gdat = NULL;
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static SDL_Surface* score_surface = NULL;
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static SDL_Texture* score_texture = NULL;
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void render_init(SDL_Window* win, struct gamedata const* game_data) {
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rend = SDL_CreateRenderer(win, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
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if (rend == NULL) fatal(ERROR_SDL_RENDERING_INIT, "Renderer failed to be created! SDL Error: %s", SDL_GetError());
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font = TTF_OpenFont("pixeldroid_botic-regular.ttf", PX_DENS);
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if (font == NULL) error("Failed to open font! TTF Error: %s", TTF_GetError());
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gdat = game_data;
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}
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static inline i32 colpos(uint column) {
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return column * BLOCK_WIDTH + 1 + TET_PADDING;
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}
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static inline int32_t get_row_pos(uint row) {
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static inline i32 rowpos(uint row) {
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return row * BLOCK_HEIGHT + 1 + TET_PADDING;
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}
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static void draw_score_text(void) {
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static u16 prev_pts = 0xFFFF;
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static u16 prev_pts = 0xFFFF; // initialise to maximum, so the code below is triggered on first run
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if (prev_pts ^ gdat->pnts) {
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char score_text[6] = "0"; // max digits of a u16 + null terminator
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char score_text[6] = "0"; // max (base 10) digits of a u16 + null terminator
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prev_pts = gdat->pnts;
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if (gdat->pnts) sprintf(score_text, "%hu0", gdat->pnts);
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@@ -66,14 +56,11 @@ static void draw_score_text(void) {
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SDL_RenderCopy(rend, score_texture, NULL, &text_rect);
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}
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// TODO: this is suboptimal, since each block will be 2 triangles, wasting perf. Consider using switch...case hard-coded drawing
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// draws a block at the specified position
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static inline int draw_block(SDL_Renderer* const renderer, i8vec2 pos) {
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SDL_Rect const block = {colpos(pos[VX]), rowpos(pos[VY]), BLOCK_WIDTH - 1, BLOCK_HEIGHT - 1};
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return SDL_RenderFillRect(renderer, &block);
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}
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// draws a shape at the specified position
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static void draw_shape(u8 const id, i8vec2 pos) {
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set_colour8(rend, colour_from_id(id));
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i8vec2 bpos[4];
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@@ -84,7 +71,6 @@ static void draw_shape(u8 const id, i8vec2 pos) {
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draw_block(rend, pos + bpos[3]);
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}
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// draw the block data in the level
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static void render_level(void) {
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for (int y = 0; y < ROWS; y++) {
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u8 const* row = gdat->rows[y];
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@@ -98,6 +84,16 @@ static void render_level(void) {
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}
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}
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void render_init(SDL_Window* win, struct gamedata const* game_data) {
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rend = SDL_CreateRenderer(win, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
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if (rend == NULL) fatal(ERROR_SDL_RENDERING_INIT, "Renderer failed to be created! SDL Error: %s", SDL_GetError());
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font = TTF_OpenFont("pixeldroid_botic-regular.ttf", PX_DENS);
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if (font == NULL) error("Failed to open font! TTF Error: %s", TTF_GetError());
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gdat = game_data;
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}
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void render_update(void) {
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set_colour32(rend, COLOUR32_BLACK);
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SDL_RenderClear(rend);
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