Initial release: SDL Windows Tetris

This commit is contained in:
2025-08-15 11:01:48 +02:00
commit d161b2c550
196 changed files with 5944 additions and 0 deletions

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// LoadingState.cpp
#include "LoadingState.h"
#include "../Game.h"
#include <SDL3/SDL.h>
#include <cstdio>
LoadingState::LoadingState(StateContext& ctx) : State(ctx) {}
void LoadingState::onEnter() {
loadStart = SDL_GetTicks();
loadingProgress = 0.0;
musicLoaded = false;
currentTrackLoading = 0;
totalTracks = 0;
// Kick off audio loading if available
if (ctx.game) {
// audio initialization handled elsewhere (main still creates Audio)
}
}
void LoadingState::onExit() {
}
void LoadingState::handleEvent(const SDL_Event& e) {
(void)e; // no direct event handling in loading screen
}
void LoadingState::update(double frameMs) {
// Progress calculation is done in main; keep this simple
// This stub allows later migration of Audio::background loading
loadingProgress = std::min(1.0, loadingProgress + frameMs / 1000.0);
}
void LoadingState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logicalVP) {
(void)renderer; (void)logicalScale; (void)logicalVP;
// Rendering is still performed in main for now; this placeholder keeps the API.
}

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src/states/LoadingState.h Normal file
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// LoadingState.h
#pragma once
#include "State.h"
class LoadingState : public State {
public:
LoadingState(StateContext& ctx);
void onEnter() override;
void onExit() override;
void handleEvent(const SDL_Event& e) override;
void update(double frameMs) override;
void render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logicalVP) override;
private:
double loadingProgress = 0.0;
Uint64 loadStart = 0;
bool musicLoaded = false;
int currentTrackLoading = 0;
int totalTracks = 0;
};

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src/states/MenuState.cpp Normal file
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// MenuState.cpp
#include "MenuState.h"
#include "../Scores.h"
#include "../Font.h"
#include <SDL3/SDL.h>
#include <cstdio>
MenuState::MenuState(StateContext& ctx) : State(ctx) {}
void MenuState::onEnter() {
// nothing for now
}
void MenuState::onExit() {
}
void MenuState::handleEvent(const SDL_Event& e) {
// Menu-specific key handling moved from main; main still handles mouse for now
if (e.type == SDL_EVENT_KEY_DOWN && !e.key.repeat) {
if (ctx.startLevelSelection && *ctx.startLevelSelection >= 0) {
// keep simple: allow L/S toggles handled globally in main for now
}
}
}
void MenuState::update(double frameMs) {
(void)frameMs;
}
void MenuState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logicalVP) {
(void)renderer; (void)logicalScale; (void)logicalVP;
// Main still performs actual rendering for now; this placeholder keeps the API.
}

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src/states/MenuState.h Normal file
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// MenuState.h
#pragma once
#include "State.h"
class MenuState : public State {
public:
MenuState(StateContext& ctx);
void onEnter() override;
void onExit() override;
void handleEvent(const SDL_Event& e) override;
void update(double frameMs) override;
void render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logicalVP) override;
};

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src/states/State.h Normal file
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// State.h - base class and shared context for app states
#pragma once
#include <SDL3/SDL.h>
#include <memory>
#include <vector>
// Forward declarations for frequently used types
class Game;
class ScoreManager;
class Starfield;
class Starfield3D;
class FontAtlas;
class LineEffect;
// Shared context passed to states so they can access common resources
struct StateContext {
// Core subsystems (may be null if not available)
Game* game = nullptr;
ScoreManager* scores = nullptr;
Starfield* starfield = nullptr;
Starfield3D* starfield3D = nullptr;
FontAtlas* font = nullptr;
FontAtlas* pixelFont = nullptr;
LineEffect* lineEffect = nullptr;
// Textures
SDL_Texture* logoTex = nullptr;
SDL_Texture* backgroundTex = nullptr;
SDL_Texture* blocksTex = nullptr;
// Audio / SFX - forward declared types in main
// Pointers to booleans/flags used by multiple states
bool* musicEnabled = nullptr;
int* startLevelSelection = nullptr;
int* hoveredButton = nullptr;
};
class State {
public:
explicit State(StateContext& ctx) : ctx(ctx) {}
virtual ~State() = default;
virtual void onEnter() {}
virtual void onExit() {}
virtual void handleEvent(const SDL_Event& e) {}
virtual void update(double frameMs) {}
virtual void render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logicalVP) {}
protected:
StateContext& ctx;
};