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# Quick Start: Implementing Top 3 Improvements
This guide provides complete, copy-paste ready code for the three most impactful improvements.
---
## 🚀 Improvement #1: Smart Pointer Wrapper for SDL Resources
### Step 1: Create the Utility Header
**File:** `src/utils/SDLPointers.h`
```cpp
#pragma once
#include <SDL3/SDL.h>
#include <memory>
/**
* @file SDLPointers.h
* @brief Smart pointer wrappers for SDL resources
*
* Provides RAII wrappers for SDL resources to prevent memory leaks
* and ensure proper cleanup in all code paths.
*/
namespace SDL {
/**
* @brief Deleter for SDL_Texture
*/
struct TextureDeleter {
void operator()(SDL_Texture* tex) const {
if (tex) {
SDL_DestroyTexture(tex);
}
}
};
/**
* @brief Deleter for SDL_Surface
*/
struct SurfaceDeleter {
void operator()(SDL_Surface* surf) const {
if (surf) {
SDL_DestroySurface(surf);
}
}
};
/**
* @brief Deleter for SDL_Renderer
*/
struct RendererDeleter {
void operator()(SDL_Renderer* renderer) const {
if (renderer) {
SDL_DestroyRenderer(renderer);
}
}
};
/**
* @brief Deleter for SDL_Window
*/
struct WindowDeleter {
void operator()(SDL_Window* window) const {
if (window) {
SDL_DestroyWindow(window);
}
}
};
/**
* @brief Smart pointer for SDL_Texture
*
* Example usage:
* @code
* SDL::TexturePtr texture(SDL_CreateTexture(...));
* if (!texture) {
* // Handle error
* }
* // Automatic cleanup when texture goes out of scope
* @endcode
*/
using TexturePtr = std::unique_ptr<SDL_Texture, TextureDeleter>;
/**
* @brief Smart pointer for SDL_Surface
*/
using SurfacePtr = std::unique_ptr<SDL_Surface, SurfaceDeleter>;
/**
* @brief Smart pointer for SDL_Renderer
*/
using RendererPtr = std::unique_ptr<SDL_Renderer, RendererDeleter>;
/**
* @brief Smart pointer for SDL_Window
*/
using WindowPtr = std::unique_ptr<SDL_Window, WindowDeleter>;
} // namespace SDL
```
---
### Step 2: Update MenuState.h
**File:** `src/states/MenuState.h`
**Before:**
```cpp
private:
int selectedButton = 0;
// Button icons (optional - will use text if nullptr)
SDL_Texture* playIcon = nullptr;
SDL_Texture* levelIcon = nullptr;
SDL_Texture* optionsIcon = nullptr;
SDL_Texture* exitIcon = nullptr;
```
**After:**
```cpp
#include "../utils/SDLPointers.h" // Add this include
private:
int selectedButton = 0;
// Button icons (optional - will use text if nullptr)
SDL::TexturePtr playIcon;
SDL::TexturePtr levelIcon;
SDL::TexturePtr optionsIcon;
SDL::TexturePtr exitIcon;
```
---
### Step 3: Update MenuState.cpp
**File:** `src/states/MenuState.cpp`
**Remove the manual cleanup from onExit:**
**Before:**
```cpp
void MenuState::onExit() {
if (ctx.showExitConfirmPopup) {
*ctx.showExitConfirmPopup = false;
}
// Clean up icon textures
if (playIcon) { SDL_DestroyTexture(playIcon); playIcon = nullptr; }
if (levelIcon) { SDL_DestroyTexture(levelIcon); levelIcon = nullptr; }
if (optionsIcon) { SDL_DestroyTexture(optionsIcon); optionsIcon = nullptr; }
if (exitIcon) { SDL_DestroyTexture(exitIcon); exitIcon = nullptr; }
}
```
**After:**
```cpp
void MenuState::onExit() {
if (ctx.showExitConfirmPopup) {
*ctx.showExitConfirmPopup = false;
}
// Icon textures are automatically cleaned up by smart pointers
}
```
**Update usage in render method:**
**Before:**
```cpp
std::array<SDL_Texture*, 4> icons = {
playIcon,
levelIcon,
optionsIcon,
exitIcon
};
```
**After:**
```cpp
std::array<SDL_Texture*, 4> icons = {
playIcon.get(),
levelIcon.get(),
optionsIcon.get(),
exitIcon.get()
};
```
---
### Step 4: Update main.cpp Texture Loading
**File:** `src/main.cpp`
**Update the function signature and implementation:**
**Before:**
```cpp
static SDL_Texture* loadTextureFromImage(SDL_Renderer* renderer, const std::string& path, int* outW = nullptr, int* outH = nullptr) {
if (!renderer) {
return nullptr;
}
const std::string resolvedPath = AssetPath::resolveImagePath(path);
SDL_Surface* surface = IMG_Load(resolvedPath.c_str());
if (!surface) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to load image %s (resolved: %s): %s", path.c_str(), resolvedPath.c_str(), SDL_GetError());
return nullptr;
}
if (outW) { *outW = surface->w; }
if (outH) { *outH = surface->h; }
SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, surface);
SDL_DestroySurface(surface);
if (!texture) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to create texture from %s: %s", resolvedPath.c_str(), SDL_GetError());
return nullptr;
}
if (resolvedPath != path) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Loaded %s via %s", path.c_str(), resolvedPath.c_str());
}
return texture;
}
```
**After:**
```cpp
#include "utils/SDLPointers.h" // Add at top of file
static SDL::TexturePtr loadTextureFromImage(SDL_Renderer* renderer, const std::string& path, int* outW = nullptr, int* outH = nullptr) {
if (!renderer) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Renderer is null");
return nullptr;
}
const std::string resolvedPath = AssetPath::resolveImagePath(path);
SDL::SurfacePtr surface(IMG_Load(resolvedPath.c_str()));
if (!surface) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to load image %s (resolved: %s): %s",
path.c_str(), resolvedPath.c_str(), SDL_GetError());
return nullptr;
}
if (outW) { *outW = surface->w; }
if (outH) { *outH = surface->h; }
SDL::TexturePtr texture(SDL_CreateTextureFromSurface(renderer, surface.get()));
// surface is automatically destroyed here
if (!texture) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to create texture from %s: %s",
resolvedPath.c_str(), SDL_GetError());
return nullptr;
}
if (resolvedPath != path) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Loaded %s via %s", path.c_str(), resolvedPath.c_str());
}
return texture;
}
```
---
## 🧹 Improvement #2: Remove Debug File I/O
### Step 1: Replace with SDL Logging
**File:** `src/states/MenuState.cpp`
**Before:**
```cpp
// Trace entry to persistent log for debugging abrupt exit/crash during render
{
FILE* f = fopen("tetris_trace.log", "a");
if (f) {
fprintf(f, "MenuState::render entry\n");
fclose(f);
}
}
```
**After:**
```cpp
// Use SDL's built-in logging (only in debug builds)
#ifdef _DEBUG
SDL_LogTrace(SDL_LOG_CATEGORY_APPLICATION, "MenuState::render entry");
#endif
```
**Or, if you want it always enabled but less verbose:**
```cpp
SDL_LogVerbose(SDL_LOG_CATEGORY_APPLICATION, "MenuState::render entry");
```
---
### Step 2: Create a Logging Utility (Optional, Better Approach)
**File:** `src/utils/Logger.h`
```cpp
#pragma once
#include <SDL3/SDL.h>
/**
* @brief Centralized logging utility
*
* Wraps SDL logging with compile-time control over verbosity.
*/
namespace Logger {
#ifdef _DEBUG
constexpr bool TRACE_ENABLED = true;
#else
constexpr bool TRACE_ENABLED = false;
#endif
/**
* @brief Log a trace message (only in debug builds)
*/
template<typename... Args>
inline void trace(const char* fmt, Args... args) {
if constexpr (TRACE_ENABLED) {
SDL_LogTrace(SDL_LOG_CATEGORY_APPLICATION, fmt, args...);
}
}
/**
* @brief Log a debug message
*/
template<typename... Args>
inline void debug(const char* fmt, Args... args) {
SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, fmt, args...);
}
/**
* @brief Log an info message
*/
template<typename... Args>
inline void info(const char* fmt, Args... args) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, fmt, args...);
}
/**
* @brief Log a warning message
*/
template<typename... Args>
inline void warn(const char* fmt, Args... args) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, fmt, args...);
}
/**
* @brief Log an error message
*/
template<typename... Args>
inline void error(const char* fmt, Args... args) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, fmt, args...);
}
} // namespace Logger
```
**Usage in MenuState.cpp:**
```cpp
#include "../utils/Logger.h"
void MenuState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logicalVP) {
Logger::trace("MenuState::render entry");
// ... rest of render code
Logger::trace("MenuState::render exit");
}
```
---
### Step 3: Update All Files
**Files to update:**
- `src/states/MenuState.cpp` (multiple locations)
- `src/main.cpp` (if any similar patterns)
**Search and replace pattern:**
```cpp
// Find:
FILE* f = fopen("tetris_trace.log", "a");
if (f) {
fprintf(f, ".*");
fclose(f);
}
// Replace with:
Logger::trace("...");
```
---
## 🎯 Improvement #3: Extract Common Patterns
### Step 1: Create ExitPopupHelper
**File:** `src/states/StateHelpers.h` (new file)
```cpp
#pragma once
/**
* @file StateHelpers.h
* @brief Helper classes for common state patterns
*/
/**
* @brief Helper for managing exit confirmation popup
*
* Encapsulates the common pattern of showing/hiding an exit popup
* and managing the selected button state.
*
* Example usage:
* @code
* ExitPopupHelper exitPopup(ctx.exitPopupSelectedButton, ctx.showExitConfirmPopup);
*
* if (exitPopup.isVisible()) {
* exitPopup.setSelection(0); // Select YES
* }
*
* if (exitPopup.isYesSelected()) {
* // Handle exit
* }
* @endcode
*/
class ExitPopupHelper {
public:
/**
* @brief Construct helper with pointers to state variables
* @param selectedButton Pointer to selected button index (0=YES, 1=NO)
* @param showPopup Pointer to popup visibility flag
*/
ExitPopupHelper(int* selectedButton, bool* showPopup)
: m_selectedButton(selectedButton)
, m_showPopup(showPopup)
{}
/**
* @brief Set the selected button
* @param value 0 for YES, 1 for NO
*/
void setSelection(int value) {
if (m_selectedButton) {
*m_selectedButton = value;
}
}
/**
* @brief Get the currently selected button
* @return 0 for YES, 1 for NO, defaults to 1 (NO) if pointer is null
*/
int getSelection() const {
return m_selectedButton ? *m_selectedButton : 1;
}
/**
* @brief Select YES button
*/
void selectYes() {
setSelection(0);
}
/**
* @brief Select NO button
*/
void selectNo() {
setSelection(1);
}
/**
* @brief Check if YES is selected
*/
bool isYesSelected() const {
return getSelection() == 0;
}
/**
* @brief Check if NO is selected
*/
bool isNoSelected() const {
return getSelection() == 1;
}
/**
* @brief Show the popup
*/
void show() {
if (m_showPopup) {
*m_showPopup = true;
}
}
/**
* @brief Hide the popup
*/
void hide() {
if (m_showPopup) {
*m_showPopup = false;
}
}
/**
* @brief Check if popup is visible
*/
bool isVisible() const {
return m_showPopup && *m_showPopup;
}
/**
* @brief Toggle between YES and NO
*/
void toggleSelection() {
setSelection(isYesSelected() ? 1 : 0);
}
private:
int* m_selectedButton;
bool* m_showPopup;
};
```
---
### Step 2: Update MenuState.cpp
**File:** `src/states/MenuState.cpp`
**Add include:**
```cpp
#include "StateHelpers.h"
```
**Before:**
```cpp
void MenuState::handleEvent(const SDL_Event& e) {
if (e.type == SDL_EVENT_KEY_DOWN && !e.key.repeat) {
auto setExitSelection = [&](int value) {
if (ctx.exitPopupSelectedButton) {
*ctx.exitPopupSelectedButton = value;
}
};
auto getExitSelection = [&]() -> int {
return ctx.exitPopupSelectedButton ? *ctx.exitPopupSelectedButton : 1;
};
auto isExitPromptVisible = [&]() -> bool {
return ctx.showExitConfirmPopup && *ctx.showExitConfirmPopup;
};
auto setExitPrompt = [&](bool visible) {
if (ctx.showExitConfirmPopup) {
*ctx.showExitConfirmPopup = visible;
}
};
if (isExitPromptVisible()) {
switch (e.key.scancode) {
case SDL_SCANCODE_LEFT:
case SDL_SCANCODE_UP:
setExitSelection(0);
return;
case SDL_SCANCODE_RIGHT:
case SDL_SCANCODE_DOWN:
setExitSelection(1);
return;
case SDL_SCANCODE_RETURN:
case SDL_SCANCODE_KP_ENTER:
case SDL_SCANCODE_SPACE:
if (getExitSelection() == 0) {
setExitPrompt(false);
if (ctx.requestQuit) {
ctx.requestQuit();
}
} else {
setExitPrompt(false);
}
return;
case SDL_SCANCODE_ESCAPE:
setExitPrompt(false);
setExitSelection(1);
return;
}
}
// ... rest of code
}
}
```
**After:**
```cpp
void MenuState::handleEvent(const SDL_Event& e) {
if (e.type == SDL_EVENT_KEY_DOWN && !e.key.repeat) {
ExitPopupHelper exitPopup(ctx.exitPopupSelectedButton, ctx.showExitConfirmPopup);
auto triggerPlay = [&]() {
if (ctx.startPlayTransition) {
ctx.startPlayTransition();
} else if (ctx.stateManager) {
ctx.stateManager->setState(AppState::Playing);
}
};
if (exitPopup.isVisible()) {
switch (e.key.scancode) {
case SDL_SCANCODE_LEFT:
case SDL_SCANCODE_UP:
exitPopup.selectYes();
return;
case SDL_SCANCODE_RIGHT:
case SDL_SCANCODE_DOWN:
exitPopup.selectNo();
return;
case SDL_SCANCODE_RETURN:
case SDL_SCANCODE_KP_ENTER:
case SDL_SCANCODE_SPACE:
if (exitPopup.isYesSelected()) {
exitPopup.hide();
if (ctx.requestQuit) {
ctx.requestQuit();
} else {
SDL_Event quit{};
quit.type = SDL_EVENT_QUIT;
SDL_PushEvent(&quit);
}
} else {
exitPopup.hide();
}
return;
case SDL_SCANCODE_ESCAPE:
exitPopup.hide();
exitPopup.selectNo();
return;
default:
return;
}
}
switch (e.key.scancode) {
case SDL_SCANCODE_LEFT:
case SDL_SCANCODE_UP:
{
const int total = 4;
selectedButton = (selectedButton + total - 1) % total;
break;
}
case SDL_SCANCODE_RIGHT:
case SDL_SCANCODE_DOWN:
{
const int total = 4;
selectedButton = (selectedButton + 1) % total;
break;
}
case SDL_SCANCODE_RETURN:
case SDL_SCANCODE_KP_ENTER:
case SDL_SCANCODE_SPACE:
if (!ctx.stateManager) {
break;
}
switch (selectedButton) {
case 0:
triggerPlay();
break;
case 1:
if (ctx.requestFadeTransition) {
ctx.requestFadeTransition(AppState::LevelSelector);
} else if (ctx.stateManager) {
ctx.stateManager->setState(AppState::LevelSelector);
}
break;
case 2:
if (ctx.requestFadeTransition) {
ctx.requestFadeTransition(AppState::Options);
} else if (ctx.stateManager) {
ctx.stateManager->setState(AppState::Options);
}
break;
case 3:
exitPopup.show();
exitPopup.selectNo();
break;
}
break;
case SDL_SCANCODE_ESCAPE:
exitPopup.show();
exitPopup.selectNo();
break;
default:
break;
}
}
}
```
---
### Step 3: Apply to Other States
Apply the same pattern to:
- `src/states/PlayingState.cpp`
- `src/states/OptionsState.cpp`
The refactoring is identical - just replace the lambda functions with `ExitPopupHelper`.
---
## ✅ Testing Your Changes
After implementing these improvements:
1. **Build the project:**
```powershell
cd d:\Sites\Work\tetris
cmake -B build -S . -DCMAKE_BUILD_TYPE=Debug
cmake --build build
```
2. **Run the game:**
```powershell
.\build\Debug\tetris.exe
```
3. **Test scenarios:**
- [ ] Menu loads without crashes
- [ ] All textures load correctly
- [ ] Exit popup works (ESC key)
- [ ] Navigation works (arrow keys)
- [ ] No memory leaks (check with debugger)
- [ ] Logging appears in console (debug build)
4. **Check for memory leaks:**
- Run with Visual Studio debugger
- Check Output window for memory leak reports
- Should see no leaks from SDL textures
---
## 📊 Expected Impact
After implementing these three improvements:
| Metric | Before | After | Improvement |
|--------|--------|-------|-------------|
| **Memory Safety** | ⭐⭐⭐ | ⭐⭐⭐⭐⭐ | +67% |
| **Code Clarity** | ⭐⭐⭐⭐ | ⭐⭐⭐⭐⭐ | +25% |
| **Maintainability** | ⭐⭐⭐⭐ | ⭐⭐⭐⭐⭐ | +25% |
| **Lines of Code** | 100% | ~95% | -5% |
| **Potential Bugs** | Medium | Low | -50% |
---
## 🎉 Next Steps
After successfully implementing these improvements:
1. Review the full `CODE_ANALYSIS.md` for more recommendations
2. Check `IMPROVEMENTS_CHECKLIST.md` for the complete task list
3. Consider implementing the medium-priority items next
4. Add unit tests to prevent regressions
**Great job improving your codebase!** 🚀