#include "render.h" #include #include #include #include #include #include #include #include #include #include #include #include "../error.h" #include "../game/game.h" #include "../game/tetromino/shapes.h" #include "../util/types.h" #include "../util/vec.h" #include "colour/colour32.h" #include "colour/colour8.h" #define COLOUR_SCORE COLOUR32_YELLOW SDL_Renderer* rend = NULL; TTF_Font* font = NULL; struct gamedata const* gdat = NULL; static SDL_Surface* score_surface = NULL; static SDL_Texture* score_texture = NULL; void render_init(SDL_Window* win, struct gamedata const* game_data) { rend = SDL_CreateRenderer(win, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED); if (rend == NULL) fatal(ERROR_SDL_RENDERING_INIT, "Renderer failed to be created! SDL Error: %s", SDL_GetError()); font = TTF_OpenFont("pixeldroid_botic-regular.ttf", PX_DENS); if (font == NULL) error("Failed to open font! TTF Error: %s", TTF_GetError()); gdat = game_data; } static inline int32_t get_column_pos(uint column) { return column * BLOCK_WIDTH + 1 + TET_PADDING; } static inline int32_t get_row_pos(uint row) { return row * BLOCK_HEIGHT + 1 + TET_PADDING; } static void draw_score_text(void) { static u16 prev_pts = 0xFFFF; if (prev_pts ^ gdat->pnts) { char score_text[6] = "0"; // max digits of a u16 + null terminator prev_pts = gdat->pnts; if (gdat->pnts) sprintf(score_text, "%hu0", gdat->pnts); SDL_FreeSurface(score_surface); SDL_DestroyTexture(score_texture); score_surface = TTF_RenderText_Solid(font, score_text, (SDL_Colour){COLOUR_SCORE.r, COLOUR_SCORE.g, COLOUR_SCORE.b, COLOUR_SCORE.a}); score_texture = SDL_CreateTextureFromSurface(rend, score_surface); } assert(score_surface && score_texture); SDL_Rect text_rect = {get_column_pos(COLUMNS + 1), get_row_pos(0), score_surface->w, score_surface->h}; SDL_RenderCopy(rend, score_texture, NULL, &text_rect); } // TODO: this is suboptimal, since each block will be 2 triangles, wasting perf. Consider using switch...case hard-coded drawing // 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); } // draws a shape at the specified position static void draw_shape(u8 const id, i8vec2 pos) { u16 shape = shape_from_id(id); set_colour8(rend, colour_from_id(id)); for (int8_t y = 0; y < SHAPE_HEIGHT; y++) { u8 shape_row = shape_get_row(shape, y); if (shape_row == 0) continue; for (int8_t x = 0; x < SHAPE_WIDTH; x++) if (shape_is_set(shape_row, x)) draw_block(rend, pos[VX] + x, pos[VY] + y); } } // draw the block data in the level static void render_level(void) { for (int y = 0; y < ROWS; y++) { u8 const* row = gdat->rows[y]; for (int x = 0; x < COLUMNS; x++) { if (row[x] != 0) { set_colour8(rend, row[x]); draw_block(rend, x, y); } } } } void render_update(void) { set_colour32(rend, COLOUR32_BLACK); SDL_RenderClear(rend); set_colour32(rend, COLOUR32_WHITE); static SDL_Rect const field_size = {TET_PADDING, TET_PADDING, TET_WIDTH + 1, TET_HEIGHT + 1}; SDL_RenderDrawRect(rend, &field_size); if (font) draw_score_text(); render_level(); draw_shape(gdat->pdat.nxt[gdat->pdat.idx], gdat->pdat.sel); draw_shape(gdat->pdat.nxt[gdat->pdat.idx + 1], (i8vec2){COLUMNS + 1, 3}); SDL_RenderPresent(rend); } void render_free(void) { assert(rend); SDL_DestroyRenderer(rend); rend = NULL; TTF_CloseFont(font); SDL_FreeSurface(score_surface); SDL_DestroyTexture(score_texture); font = NULL; score_surface = NULL; score_texture = NULL; }