# Tetris Refactoring TODO List ## ๐Ÿš€ Phase 1: Foundation (Week 1-2) - CRITICAL โœ… COMPLETED ### Core Architecture Setup - [x] Create `ApplicationManager` class - [x] Design interface and basic structure - [x] Implement initialize(), run(), shutdown() methods - [x] Move SDL initialization from main() to ApplicationManager - [x] Add proper error handling and cleanup - [x] Test basic application lifecycle - [x] Extract `RenderManager` class - [x] Create rendering abstraction layer - [x] Move SDL_Window and SDL_Renderer management - [x] Implement viewport and scaling logic - [x] Add texture and primitive rendering methods - [x] Test rendering pipeline isolation - [x] Implement basic `StateManager` improvements - [x] Enhance current StateManager with stack support - [x] Add state validation and error handling - [x] Implement proper state lifecycle management - [x] Test state transitions thoroughly **โœ… MILESTONE ACHIEVED**: Core architecture foundation is complete! We now have: - Clean separation between main() and application logic - Abstracted rendering system - Enhanced state management with proper lifecycle - Working refactored application (`tetris_refactored.exe`) alongside original - Proper error handling and logging throughout ### Immediate Code Cleanup - [ ] Remove global variables from main.cpp - [ ] Move static variables to appropriate managers - [ ] Remove global texture and font variables - [ ] Eliminate global state flags - [ ] Clean up static function declarations - [ ] Extract constants to configuration - [ ] Create Config namespace with all constants - [ ] Remove magic numbers from main.cpp - [ ] Define window size constants - [ ] Set up gameplay timing constants ## ๐Ÿ”ง Phase 2: Core Systems (Week 3-4) - HIGH PRIORITY ### Input Management - [x] Create `InputManager` class - [x] Implement keyboard state tracking - [x] Add mouse input handling - [x] Create event handler registration system - [x] Implement DAS/ARR logic in InputManager - [x] Test input responsiveness and accuracy - [x] Refactor event handling in main() - [x] Move SDL event polling to InputManager - [x] Replace inline event handlers with registered callbacks - [x] Simplify main loop event processing - [x] Test all input scenarios (keyboard, mouse, gamepad) ### Asset Management - [ ] Create `AssetManager` class - [ ] Design resource loading interface - [ ] Implement texture management - [ ] Add font loading and management - [ ] Create sound asset handling - [ ] Add resource cleanup and error handling - [ ] Migrate existing asset loading - [ ] Move texture loading from main() to AssetManager - [ ] Convert font initialization to use AssetManager - [ ] Update StateContext to use AssetManager - [ ] Test asset loading and memory management ### State System Enhancement - [ ] Implement `IGameState` interface - [ ] Define clear state contract - [ ] Add update(), render(), handleEvent() methods - [ ] Implement proper state lifecycle - [ ] Add state type identification - [ ] Create `StateFactory` pattern - [ ] Design state creation interface - [ ] Implement factory registration system - [ ] Add state parameter passing - [ ] Test dynamic state creation ## ๐ŸŽจ Phase 3: Rendering Systems (Week 5-6) - MEDIUM PRIORITY ### UI Rendering Separation - [ ] Create `UIRenderer` class - [ ] Extract button rendering logic - [ ] Implement popup rendering system - [ ] Add progress bar rendering - [ ] Create menu rendering components - [ ] Test UI rendering consistency - [ ] Refactor state rendering - [ ] Update LoadingState to use UIRenderer - [ ] Modify MenuState rendering - [ ] Enhance LevelSelectorState visuals - [ ] Test all state rendering paths ### Game Rendering Optimization - [ ] Create `GameRenderer` class - [ ] Extract game board rendering - [ ] Implement piece rendering system - [ ] Add background management - [ ] Create HUD rendering components - [ ] Optimize rendering performance - [ ] Enhance visual effects - [ ] Improve line clearing effects - [ ] Add piece drop animations - [ ] Enhance particle systems - [ ] Implement screen transitions ### Background System - [ ] Create `BackgroundManager` class - [ ] Implement level-based backgrounds - [ ] Add background caching system - [ ] Create smooth transitions - [ ] Test background loading performance ## โš™๏ธ Phase 4: Configuration (Week 7) - MEDIUM PRIORITY ### Configuration System - [ ] Implement `ConfigManager` class - [ ] Design configuration storage - [ ] Add file loading/saving - [ ] Implement runtime configuration updates - [ ] Add configuration validation - [ ] Test configuration persistence - [ ] Migrate constants - [ ] Move window size settings - [ ] Convert gameplay constants - [ ] Update UI layout values - [ ] Set up default configurations ### Settings Management - [ ] Create settings persistence - [ ] Save audio preferences - [ ] Store control mappings - [ ] Remember window settings - [ ] Test settings across restarts ## ๐Ÿ“ก Phase 5: Event System (Week 8) - MEDIUM PRIORITY ### Event Bus Implementation - [ ] Create `EventBus` template class - [ ] Implement subscription system - [ ] Add event publishing mechanism - [ ] Create handler management - [ ] Test event delivery reliability - [ ] Define Game Events - [ ] Create LevelUp event - [ ] Implement LineCleared event - [ ] Add GameOver event - [ ] Define PieceSpawned event - [ ] Test event system integration ### Audio System Decoupling - [ ] Convert audio callbacks to events - [ ] Replace sound callbacks with event handlers - [ ] Implement music management events - [ ] Add audio configuration events - [ ] Test audio system responsiveness ## ๐Ÿ”Œ Phase 6: Dependency Injection (Week 9) - LOW PRIORITY ### Service Container - [ ] Implement `ServiceContainer` class - [ ] Design service registration - [ ] Add dependency resolution - [ ] Implement service lifecycle - [ ] Test service dependencies - [ ] Migrate to dependency injection - [ ] Update manager constructors - [ ] Implement service interfaces - [ ] Add service configuration - [ ] Test dependency resolution ## ๐Ÿงช Phase 7: Testing & Quality (Week 10) - LOW PRIORITY ### Unit Testing Setup - [ ] Set up testing framework - [ ] Configure Google Test or Catch2 - [ ] Create test project structure - [ ] Add basic test utilities - [ ] Set up automated test running - [ ] Write core tests - [ ] Test ApplicationManager lifecycle - [ ] Validate StateManager transitions - [ ] Test InputManager functionality - [ ] Verify AssetManager operations - [ ] Test ConfigManager persistence ### Integration Testing - [ ] Create integration test suite - [ ] Test manager interactions - [ ] Validate state transitions - [ ] Test complete game scenarios - [ ] Run performance regression tests ### Code Quality - [ ] Add static analysis - [ ] Configure clang-tidy - [ ] Set up cppcheck - [ ] Add memory leak detection - [ ] Run code coverage analysis ## ๐Ÿ”ง Optimization Tasks - ONGOING ### Performance Optimization - [ ] Profile rendering performance - [ ] Identify rendering bottlenecks - [ ] Optimize texture usage - [ ] Improve draw call batching - [ ] Test frame rate consistency - [ ] Memory optimization - [ ] Analyze memory usage patterns - [ ] Optimize asset loading - [ ] Implement memory pooling where needed - [ ] Test for memory leaks ### Code Quality Improvements - [ ] Documentation - [ ] Add comprehensive class documentation - [ ] Document API interfaces - [ ] Create usage examples - [ ] Write development guidelines - [ ] Error Handling - [ ] Implement consistent error handling - [ ] Add logging system - [ ] Create error recovery mechanisms - [ ] Test error scenarios ### Platform Compatibility - [ ] Cross-platform testing - [ ] Test on Windows - [ ] Validate Linux compatibility - [ ] Check macOS support - [ ] Test different screen resolutions ## ๐Ÿ“Š Progress Tracking ### Metrics to Monitor - [ ] **Code Complexity**: Reduce main() from 1,678 to <100 lines - [ ] **Test Coverage**: Achieve >90% code coverage - [ ] **Build Time**: Maintain fast compilation - [ ] **Performance**: No regression in frame rate - [ ] **Memory Usage**: Stable memory consumption ### Milestones - [ ] **Milestone 1**: Basic managers extracted and working - [ ] **Milestone 2**: State system fully refactored - [ ] **Milestone 3**: Rendering system modularized - [ ] **Milestone 4**: Configuration system implemented - [ ] **Milestone 5**: Event system integrated - [ ] **Milestone 6**: All tests passing, full documentation ### Success Criteria - [ ] Main function reduced to application setup only - [ ] All components unit testable - [ ] Easy to add new features without modifying core code - [ ] Clear separation of concerns throughout codebase - [ ] Comprehensive documentation and examples --- ## ๐Ÿ“ Notes - **Priority levels**: CRITICAL = Must complete, HIGH = Important for maintainability, MEDIUM = Quality improvements, LOW = Nice to have - **Estimated timeline**: 10 weeks for complete refactoring - **Risk mitigation**: Each phase should maintain working application - **Testing strategy**: Test after each major change to ensure no regressions - **Documentation**: Update as you go, don't leave it for the end