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spacetris/REFACTORING_TODO.md

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# Tetris Refactoring TODO List
## 🚀 Phase 1: Foundation (Week 1-2) - CRITICAL ✅ 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
**✅ 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
### 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
## 🎨 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
## ⚙️ 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
## 📡 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
## 🔌 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
## 🧪 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