mirror of
https://github.com/thepigeongenerator/tetris_clone.git
synced 2025-12-17 14:05:45 +01:00
update pointer alignment rule
This commit is contained in:
@@ -13,7 +13,7 @@
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#include "../util/types.h"
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struct audioplayer {
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u8 const* buf;
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const u8 *buf;
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int len;
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};
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@@ -25,13 +25,13 @@ static struct audiodevice {
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struct audiodata audio_dat[AUDIO_ID_COUNT] = {0}; // contains pointers to audio buffers.
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static char const* const audio_path[AUDIO_ID_COUNT] = {
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static const char *const audio_path[AUDIO_ID_COUNT] = {
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"korobeiniki.wav",
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"place.wav",
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};
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/* mixes the audio output stream, using the different audio as sources */
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static void audiomixer(void* const userdata, u8* const stream, int const len) {
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static void audiomixer(void *const userdata, u8 *const stream, const int len) {
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(void)userdata;
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memset(stream, 0, len); // clear the playing audio
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@@ -50,7 +50,7 @@ static void audiomixer(void* const userdata, u8* const stream, int const len) {
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* `len` is a pointer to the current size, the new size will be written to this location.
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* returns the pointer to the audio buffer to use, or NULL, when something went wrong.
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* NULL will never be returned after the conversion */
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static u8* audio_cvt(SDL_AudioSpec const* spec, u8* bufptr, unsigned* len) {
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static u8 *audio_cvt(const SDL_AudioSpec *spec, u8 *bufptr, unsigned *len) {
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if (!bufptr) return NULL;
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// init the converter
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@@ -91,7 +91,7 @@ static inline u32 audio_btoms(u32 len) {
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}
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/* loads a `struct audiodata` from `fpat` to `out`. */
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static void audio_wav_load(char const* restrict fpat, struct audiodata* restrict out) {
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static void audio_wav_load(const char *restrict fpat, struct audiodata *restrict out) {
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debug("loading audio file '%s'...", fpat);
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if (faccess(fpat, FA_R)) {
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error("audio file either isn't readable or doesn't exist. path: '%s'!", fpat);
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@@ -146,5 +146,5 @@ void audio_free(void) {
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dev = (struct audiodevice){0};
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for (size_t i = 0; i < AUDIO_ID_COUNT; i++)
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free((void*)audio_dat[i].buf);
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free((void *)audio_dat[i].buf);
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}
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@@ -8,7 +8,7 @@
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#define AUDIO_MAX 4 // maximum number of sound effects that are allowed to play at once
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struct audiodata {
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u8 const* buf; // pointer to the audio buffer
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const u8 *buf; // pointer to the audio buffer
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u32 len; // length in bytes of the audio buffer
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u32 ms; // length in miliseconds of the audio buffer
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};
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@@ -25,7 +25,7 @@ typedef union {
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#define COLOUR32_WHITE ((colour32){0xFFFFFFFF})
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// sets the render colour to a colour32 value
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static inline void set_colour32(SDL_Renderer* const renderer, colour32 const c) {
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static inline void set_colour32(SDL_Renderer *const renderer, const colour32 c) {
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(void)SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, c.a);
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}
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@@ -18,22 +18,22 @@ typedef uint8_t colour8;
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#define COLOUR8_WHITE ((colour8)0xFF) // 1111 1111
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// gets the red channel in 32 bit colour space
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static inline uint8_t colour8_red32(colour8 const colour) {
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static inline uint8_t colour8_red32(const colour8 colour) {
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return (colour >> 5) * (255 / 7);
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}
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// gets the green channel in 32 bit colour space
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static inline uint8_t colour8_green32(colour8 const colour) {
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static inline uint8_t colour8_green32(const colour8 colour) {
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return ((colour >> 2) & 7) * (255 / 7);
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}
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// gets the blue channel in 32 bit colour space
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static inline uint8_t colour8_blue32(colour8 const colour) {
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static inline uint8_t colour8_blue32(const colour8 colour) {
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return (colour & 3) * (255 / 3);
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}
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// sets the render colour to a colour8 value
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static inline void set_colour8(SDL_Renderer* const renderer, colour8 const c) {
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static inline void set_colour8(SDL_Renderer *const renderer, const colour8 c) {
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(void)SDL_SetRenderDrawColor(renderer, colour8_red32(c), colour8_green32(c), colour8_blue32(c), 0xFF);
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}
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@@ -22,12 +22,12 @@
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#define COLOUR_SCORE COLOUR32_YELLOW
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SDL_Renderer* rend = NULL;
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TTF_Font* font = NULL;
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struct gamedata const* gdat = NULL;
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SDL_Renderer *rend = NULL;
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TTF_Font *font = NULL;
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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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static SDL_Surface *score_surface = NULL;
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static SDL_Texture *score_texture = NULL;
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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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@@ -56,12 +56,12 @@ 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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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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static inline int draw_block(SDL_Renderer *const renderer, i8vec2 pos) {
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const SDL_Rect 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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static void draw_shape(u8 const id, i8vec2 pos) {
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static void draw_shape(const u8 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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shape_getblocks(id, bpos);
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@@ -73,7 +73,7 @@ static void draw_shape(u8 const id, i8vec2 pos) {
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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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const u8 *row = gdat->rows[y];
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for (int x = 0; x < COLUMNS; x++) {
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if (row[x] != 0) {
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@@ -84,7 +84,7 @@ 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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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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@@ -99,7 +99,7 @@ void render_update(void) {
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SDL_RenderClear(rend);
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set_colour32(rend, COLOUR32_WHITE);
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static SDL_Rect const field_size = {TET_PADDING, TET_PADDING, TET_WIDTH + 1, TET_HEIGHT + 1};
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static const SDL_Rect field_size = {TET_PADDING, TET_PADDING, TET_WIDTH + 1, TET_HEIGHT + 1};
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SDL_RenderDrawRect(rend, &field_size);
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if (font) draw_score_text();
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@@ -15,6 +15,6 @@
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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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__nonnull((1, 2)) void render_init(SDL_Window*, struct gamedata const*);
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__nonnull((1, 2)) void render_init(SDL_Window *, struct gamedata const *);
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void render_update(void); // causes a draw to occur, will also determine update rate
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void render_free(void); // frees the memory allocated to the renderer in render_data
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@@ -15,10 +15,10 @@
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#include "input.h"
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#include "render.h"
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static SDL_Window* win = NULL;
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static SDL_Window *win = NULL;
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static bool close = false;
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void window_init(struct gamedata const* gdat) {
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void window_init(struct gamedata const *gdat) {
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assert(!win && !close);
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0)
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fatal(ERROR_SDL_INIT, "SDL could not initialize! SDL Error: %s", SDL_GetError());
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@@ -6,7 +6,7 @@
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#define SCREEN_WIDTH ((COLUMNS + 6) * PX_DENS) // window width
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#define SCREEN_HEIGHT ((COLUMNS) * PX_DENS / COLUMNS * ROWS) // window height
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void window_init(struct gamedata const*);
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void window_init(struct gamedata const *);
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void window_open(void);
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void window_close(void);
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void window_free(void);
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