9.3 KiB
Tetris Refactoring TODO List
🚀 Phase 1: Foundation (Week 1-2) - CRITICAL ✅ COMPLETED
Core Architecture Setup
-
Create
ApplicationManagerclass- Design interface and basic structure
- Implement initialize(), run(), shutdown() methods
- Move SDL initialization from main() to ApplicationManager
- Add proper error handling and cleanup
- Test basic application lifecycle
-
Extract
RenderManagerclass- Create rendering abstraction layer
- Move SDL_Window and SDL_Renderer management
- Implement viewport and scaling logic
- Add texture and primitive rendering methods
- Test rendering pipeline isolation
-
Implement basic
StateManagerimprovements- Enhance current StateManager with stack support
- Add state validation and error handling
- Implement proper state lifecycle management
- Test state transitions thoroughly
✅ 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
🔧 Phase 2: Core Systems (Week 3-4) - HIGH PRIORITY ✅ COMPLETED
Input Management ✅ COMPLETED
-
Create
InputManagerclass- Implement keyboard state tracking
- Add mouse input handling
- Create event handler registration system
- Implement DAS/ARR logic in InputManager
- Test input responsiveness and accuracy
-
Refactor event handling in main()
- Move SDL event polling to InputManager
- Replace inline event handlers with registered callbacks
- Simplify main loop event processing
- Test all input scenarios (keyboard, mouse, gamepad)
Asset Management ✅ COMPLETED
-
Create
AssetManagerclass- 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
IGameStateinterface- Define clear state contract
- Add update(), render(), handleEvent() methods
- Implement proper state lifecycle
- Add state type identification
-
Create
StateFactorypattern- Design state creation interface
- Implement factory registration system
- Add state parameter passing
- Test dynamic state creation
🎨 Phase 3: Rendering Systems (Week 5-6) - MEDIUM PRIORITY
UI Rendering Separation
-
Create
UIRendererclass- 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
GameRendererclass- 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
BackgroundManagerclass- Implement level-based backgrounds
- Add background caching system
- Create smooth transitions
- Test background loading performance
⚙️ Phase 4: Configuration (Week 7) - MEDIUM PRIORITY
Configuration System
-
Implement
ConfigManagerclass- 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
📡 Phase 5: Event System (Week 8) - MEDIUM PRIORITY
Event Bus Implementation
-
Create
EventBustemplate 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
🔌 Phase 6: Dependency Injection (Week 9) - LOW PRIORITY
Service Container
-
Implement
ServiceContainerclass- 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
🧪 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
🔧 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
📊 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
📝 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