108 lines
4.4 KiB
C++
108 lines
4.4 KiB
C++
#pragma once
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#include <SDL3/SDL.h>
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#include <vector>
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#include <string>
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#include "../../gameplay/core/Game.h"
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#include "../../gameplay/coop/CoopGame.h"
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// Forward declarations
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class FontAtlas;
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class LineEffect;
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/**
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* GameRenderer - Utility class for rendering the Tetris game board and HUD.
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*
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* This class encapsulates all the game-specific rendering logic that was
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* previously in main.cpp, making it reusable across different contexts.
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*/
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class GameRenderer {
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public:
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// Render the complete playing state including game board, HUD, and effects
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static void renderPlayingState(
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SDL_Renderer* renderer,
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Game* game,
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FontAtlas* pixelFont,
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LineEffect* lineEffect,
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SDL_Texture* blocksTex,
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SDL_Texture* asteroidsTex,
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SDL_Texture* statisticsPanelTex,
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SDL_Texture* scorePanelTex,
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SDL_Texture* nextPanelTex,
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SDL_Texture* holdPanelTex,
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bool countdownActive,
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float logicalW,
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float logicalH,
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float logicalScale,
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float winW,
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float winH,
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bool challengeClearFxActive = false,
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const std::vector<int>* challengeClearFxOrder = nullptr,
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double challengeClearFxElapsedMs = 0.0,
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double challengeClearFxDurationMs = 0.0,
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const std::string* challengeStoryText = nullptr,
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float challengeStoryAlpha = 0.0f
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);
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// Render the pause overlay (full screen)
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static void renderPauseOverlay(
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SDL_Renderer* renderer,
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FontAtlas* pixelFont,
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float winW,
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float winH,
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float logicalScale
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);
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// Render the exit confirmation popup
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static void renderExitPopup(
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SDL_Renderer* renderer,
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FontAtlas* pixelFont,
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float winW,
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float winH,
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float logicalScale,
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int selectedButton
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);
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static void renderCoopPlayingState(
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SDL_Renderer* renderer,
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CoopGame* game,
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FontAtlas* pixelFont,
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LineEffect* lineEffect,
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SDL_Texture* blocksTex,
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SDL_Texture* statisticsPanelTex,
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SDL_Texture* scorePanelTex,
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SDL_Texture* nextPanelTex,
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SDL_Texture* holdPanelTex,
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bool paused,
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float logicalW,
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float logicalH,
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float logicalScale,
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float winW,
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float winH
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);
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// Public wrapper that forwards to the private tile-drawing helper. Use this if
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// calling from non-member helper functions (e.g. visual effects) that cannot
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// access private class members.
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static void drawBlockTexturePublic(SDL_Renderer* renderer, SDL_Texture* blocksTex, float x, float y, float size, int blockType);
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// Transport/teleport visual effect API (public): start a sci-fi "transport" animation
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// moving a visual copy of `piece` from screen pixel origin (startX,startY) to
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// target pixel origin (targetX,targetY). `tileSize` should be the same cell size
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// used for the grid. Duration is seconds.
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static void startTransportEffect(const Game::Piece& piece, float startX, float startY, float targetX, float targetY, float tileSize, float durationSeconds = 0.6f);
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// Convenience: compute the preview & grid positions using the same layout math
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// used by `renderPlayingState` and start the transport effect for the current
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// `game` using renderer layout parameters.
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static void startTransportEffectForGame(Game* game, SDL_Texture* blocksTex, float logicalW, float logicalH, float logicalScale, float winW, float winH, float durationSeconds = 0.6f);
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static bool isTransportActive();
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private:
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// Helper functions for drawing game elements
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static void drawBlockTexture(SDL_Renderer* renderer, SDL_Texture* blocksTex, float x, float y, float size, int blockType);
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static void drawPiece(SDL_Renderer* renderer, SDL_Texture* blocksTex, const Game::Piece& piece, float ox, float oy, float tileSize, bool isGhost = false, float pixelOffsetX = 0.0f, float pixelOffsetY = 0.0f);
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static void drawSmallPiece(SDL_Renderer* renderer, SDL_Texture* blocksTex, PieceType pieceType, float x, float y, float tileSize);
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static void renderNextPanel(SDL_Renderer* renderer, FontAtlas* pixelFont, SDL_Texture* blocksTex, SDL_Texture* nextPanelTex, const Game::Piece& nextPiece, float panelX, float panelY, float panelW, float panelH, float tileSize);
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// Helper function for drawing rectangles
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static void drawRect(SDL_Renderer* renderer, float x, float y, float w, float h, SDL_Color c);
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};
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