add hardware acceleration

This commit is contained in:
2025-02-11 11:45:28 +01:00
parent 3b5b7bf15b
commit ecfe6b1452

View File

@@ -23,7 +23,7 @@ void renderer_init(RenderData* const render_dat, game_data 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); SDL_Window* const window = SDL_CreateWindow("tetris clone", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
if (window == NULL) error(ERROR_SDL_RENDERER_INIT, "Window failed to be created! SDL Error: %s", SDL_GetError()); if (window == NULL) error(ERROR_SDL_RENDERER_INIT, "Window failed to be created! SDL Error: %s", SDL_GetError());
SDL_Renderer* const renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC); SDL_Renderer* const renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
if (renderer == NULL) error(ERROR_SDL_RENDERER_INIT, "Renderer failed to be created! SDL Error: %s", SDL_GetError()); if (renderer == NULL) error(ERROR_SDL_RENDERER_INIT, "Renderer failed to be created! SDL Error: %s", SDL_GetError());
TTF_Font* const font = TTF_OpenFont("pixeldroid_botic-regular.ttf", PX_DENS); TTF_Font* const font = TTF_OpenFont("pixeldroid_botic-regular.ttf", PX_DENS);
@@ -54,7 +54,7 @@ static void draw_score_text(SDL_Renderer* const renderer, TTF_Font* const font,
SDL_Surface* const txt_surface = TTF_RenderText_Solid(font, score_text, (SDL_Colour){colour8_red32(COLOUR_SCORE), colour8_green32(COLOUR_SCORE), colour8_blue32(COLOUR_SCORE), 0xFF}); SDL_Surface* const txt_surface = TTF_RenderText_Solid(font, score_text, (SDL_Colour){colour8_red32(COLOUR_SCORE), colour8_green32(COLOUR_SCORE), colour8_blue32(COLOUR_SCORE), 0xFF});
SDL_Texture* const txt_texture = SDL_CreateTextureFromSurface(renderer, txt_surface); SDL_Texture* const txt_texture = SDL_CreateTextureFromSurface(renderer, txt_surface);
SDL_Rect text_rect = {get_column_pos(COLUMNS + 1), get_row_pos(0), txt_surface->w, txt_surface->h}; SDL_Rect text_rect = {get_column_pos(COLUMNS + 1), get_row_pos(0), txt_surface->w, txt_surface->h};
SDL_RenderCopy(renderer, txt_texture, NULL, &text_rect); SDL_RenderCopy(renderer, txt_texture, NULL, &text_rect);
// free data // free data