Files
spacetris/src/graphics/renderers/GameRenderer.h

108 lines
4.4 KiB
C++

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