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spacetris/src/app/TetrisApp.cpp

1738 lines
73 KiB
C++

// TetrisApp.cpp - Main application runtime split out from main.cpp.
//
// This file is intentionally "orchestration-heavy": it wires together SDL, audio,
// asset loading, and the state machine. Keep gameplay mechanics in the gameplay/
// and states/ modules.
#include "app/TetrisApp.h"
#include <SDL3/SDL.h>
#include <SDL3_ttf/SDL_ttf.h>
#include <algorithm>
#include <array>
#include <atomic>
#include <cmath>
#include <cstdio>
#include <cstdlib>
#include <filesystem>
#include <mutex>
#include <random>
#include <sstream>
#include <string>
#include <thread>
#include <vector>
#include "app/AssetLoader.h"
#include "app/BackgroundManager.h"
#include "app/Fireworks.h"
#include "app/TextureLoader.h"
#include "audio/Audio.h"
#include "audio/MenuWrappers.h"
#include "audio/SoundEffect.h"
#include "core/Config.h"
#include "core/Settings.h"
#include "core/state/StateManager.h"
#include "gameplay/core/Game.h"
#include "gameplay/effects/LineEffect.h"
#include "graphics/effects/SpaceWarp.h"
#include "graphics/effects/Starfield.h"
#include "graphics/effects/Starfield3D.h"
#include "graphics/renderers/GameRenderer.h"
#include "graphics/renderers/RenderPrimitives.h"
#include "graphics/ui/Font.h"
#include "graphics/ui/HelpOverlay.h"
#include "persistence/Scores.h"
#include "states/LevelSelectorState.h"
#include "states/LoadingManager.h"
#include "states/LoadingState.h"
#include "states/MenuState.h"
#include "states/OptionsState.h"
#include "states/PlayingState.h"
#include "states/State.h"
#include "ui/BottomMenu.h"
#include "../resources/AssetPaths.h"
#include "ui/MenuLayout.h"
#include "utils/ImagePathResolver.h"
// ---------- Game config ----------
static constexpr int LOGICAL_W = 1200;
static constexpr int LOGICAL_H = 1000;
static constexpr int WELL_W = Game::COLS * Game::TILE;
static constexpr int WELL_H = Game::ROWS * Game::TILE;
#include "ui/UIConstants.h"
static const std::array<SDL_Color, PIECE_COUNT + 1> COLORS = {{
SDL_Color{20, 20, 26, 255}, // 0 empty
SDL_Color{0, 255, 255, 255}, // I
SDL_Color{255, 255, 0, 255}, // O
SDL_Color{160, 0, 255, 255}, // T
SDL_Color{0, 255, 0, 255}, // S
SDL_Color{255, 0, 0, 255}, // Z
SDL_Color{0, 0, 255, 255}, // J
SDL_Color{255, 160, 0, 255}, // L
}};
struct TetrisApp::Impl {
// Global collector for asset loading errors shown on the loading screen
std::vector<std::string> assetLoadErrors;
std::mutex assetLoadErrorsMutex;
// Loading counters for progress UI and debug overlay
std::atomic<int> totalLoadingTasks{0};
std::atomic<int> loadedTasks{0};
std::string currentLoadingFile;
std::mutex currentLoadingMutex;
// Intro/Menu shared state (wired into StateContext as pointers)
double logoAnimCounter = 0.0;
bool showSettingsPopup = false;
bool showHelpOverlay = false;
bool showExitConfirmPopup = false;
int exitPopupSelectedButton = 1; // 0 = YES, 1 = NO
bool musicEnabled = true;
int hoveredButton = -1; // -1 = none, 0 = play, 1 = level, 2 = settings
bool isNewHighScore = false;
std::string playerName;
bool helpOverlayPausedGame = false;
SDL_Window* window = nullptr;
SDL_Renderer* renderer = nullptr;
AssetLoader assetLoader;
std::unique_ptr<LoadingManager> loadingManager;
std::unique_ptr<TextureLoader> textureLoader;
FontAtlas pixelFont;
FontAtlas font;
ScoreManager scores;
std::atomic<bool> scoresLoadComplete{false};
std::jthread scoreLoader;
std::jthread menuTrackLoader;
Starfield starfield;
Starfield3D starfield3D;
SpaceWarp spaceWarp;
SpaceWarpFlightMode warpFlightMode = SpaceWarpFlightMode::Forward;
bool warpAutoPilotEnabled = true;
LineEffect lineEffect;
SDL_Texture* logoTex = nullptr;
SDL_Texture* logoSmallTex = nullptr;
int logoSmallW = 0;
int logoSmallH = 0;
SDL_Texture* backgroundTex = nullptr;
SDL_Texture* mainScreenTex = nullptr;
int mainScreenW = 0;
int mainScreenH = 0;
SDL_Texture* blocksTex = nullptr;
SDL_Texture* scorePanelTex = nullptr;
SDL_Texture* statisticsPanelTex = nullptr;
SDL_Texture* nextPanelTex = nullptr;
SDL_Texture* holdPanelTex = nullptr;
BackgroundManager levelBackgrounds;
int startLevelSelection = 0;
// Music loading tracking
int totalTracks = 0;
int currentTrackLoading = 0;
bool musicLoaded = false;
bool musicStarted = false;
bool musicLoadingStarted = false;
// Loader control: execute incrementally on main thread to avoid SDL threading issues
std::atomic_bool loadingStarted{false};
std::atomic_bool loadingComplete{false};
std::atomic<size_t> loadingStep{0};
std::unique_ptr<Game> game;
std::vector<std::string> singleSounds;
std::vector<std::string> doubleSounds;
std::vector<std::string> tripleSounds;
std::vector<std::string> tetrisSounds;
bool suppressLineVoiceForLevelUp = false;
AppState state = AppState::Loading;
double loadingProgress = 0.0;
Uint64 loadStart = 0;
bool running = true;
bool isFullscreen = false;
bool leftHeld = false;
bool rightHeld = false;
double moveTimerMs = 0.0;
double DAS = 170.0;
double ARR = 40.0;
SDL_Rect logicalVP{0, 0, LOGICAL_W, LOGICAL_H};
float logicalScale = 1.f;
Uint64 lastMs = 0;
enum class MenuFadePhase { None, FadeOut, FadeIn };
MenuFadePhase menuFadePhase = MenuFadePhase::None;
double menuFadeClockMs = 0.0;
float menuFadeAlpha = 0.0f;
double MENU_PLAY_FADE_DURATION_MS = 450.0;
AppState menuFadeTarget = AppState::Menu;
bool menuPlayCountdownArmed = false;
bool gameplayCountdownActive = false;
double gameplayCountdownElapsed = 0.0;
int gameplayCountdownIndex = 0;
double GAMEPLAY_COUNTDOWN_STEP_MS = 400.0;
std::array<const char*, 4> GAMEPLAY_COUNTDOWN_LABELS = { "3", "2", "1", "START" };
double gameplayBackgroundClockMs = 0.0;
std::unique_ptr<StateManager> stateMgr;
StateContext ctx{};
std::unique_ptr<LoadingState> loadingState;
std::unique_ptr<MenuState> menuState;
std::unique_ptr<OptionsState> optionsState;
std::unique_ptr<LevelSelectorState> levelSelectorState;
std::unique_ptr<PlayingState> playingState;
int init();
void runLoop();
void shutdown();
};
TetrisApp::TetrisApp()
: impl_(std::make_unique<Impl>())
{
}
TetrisApp::~TetrisApp() = default;
int TetrisApp::run()
{
const int initRc = impl_->init();
if (initRc != 0) {
impl_->shutdown();
return initRc;
}
impl_->runLoop();
impl_->shutdown();
return 0;
}
int TetrisApp::Impl::init()
{
// Initialize random seed for procedural effects
srand(static_cast<unsigned int>(SDL_GetTicks()));
// Load settings
Settings::instance().load();
// Sync shared variables with settings
musicEnabled = Settings::instance().isMusicEnabled();
playerName = Settings::instance().getPlayerName();
if (playerName.empty()) playerName = "Player";
// Apply sound settings to manager
SoundEffectManager::instance().setEnabled(Settings::instance().isSoundEnabled());
int sdlInitRes = SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO);
if (sdlInitRes < 0)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_Init failed: %s", SDL_GetError());
return 1;
}
int ttfInitRes = TTF_Init();
if (ttfInitRes < 0)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "TTF_Init failed");
SDL_Quit();
return 1;
}
SDL_WindowFlags windowFlags = SDL_WINDOW_RESIZABLE;
if (Settings::instance().isFullscreen()) {
windowFlags |= SDL_WINDOW_FULLSCREEN;
}
window = SDL_CreateWindow("SpaceTris (SDL3)", LOGICAL_W, LOGICAL_H, windowFlags);
if (!window)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_CreateWindow failed: %s", SDL_GetError());
TTF_Quit();
SDL_Quit();
return 1;
}
renderer = SDL_CreateRenderer(window, nullptr);
if (!renderer)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_CreateRenderer failed: %s", SDL_GetError());
SDL_DestroyWindow(window);
window = nullptr;
TTF_Quit();
SDL_Quit();
return 1;
}
SDL_SetRenderVSync(renderer, 1);
if (const char* basePathRaw = SDL_GetBasePath()) {
std::filesystem::path exeDir(basePathRaw);
AssetPath::setBasePath(exeDir.string());
#if defined(__APPLE__)
// On macOS bundles launched from Finder start in /, so re-root relative paths.
std::error_code ec;
std::filesystem::current_path(exeDir, ec);
if (ec) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Failed to set working directory to %s: %s",
exeDir.string().c_str(), ec.message().c_str());
}
#endif
} else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"SDL_GetBasePath() failed; asset lookups rely on current directory: %s",
SDL_GetError());
}
// Asset loader (creates SDL_Textures on the main thread)
assetLoader.init(renderer);
loadingManager = std::make_unique<LoadingManager>(&assetLoader);
// Legacy image loader (used only as a fallback when AssetLoader misses)
textureLoader = std::make_unique<TextureLoader>(
loadedTasks,
currentLoadingFile,
currentLoadingMutex,
assetLoadErrors,
assetLoadErrorsMutex);
// Load scores asynchronously but keep the worker alive until shutdown
scoreLoader = std::jthread([this]() {
scores.load();
scoresLoadComplete.store(true, std::memory_order_release);
});
starfield.init(200, LOGICAL_W, LOGICAL_H);
starfield3D.init(LOGICAL_W, LOGICAL_H, 200);
spaceWarp.init(LOGICAL_W, LOGICAL_H, 420);
spaceWarp.setFlightMode(warpFlightMode);
warpAutoPilotEnabled = true;
spaceWarp.setAutoPilotEnabled(true);
// Initialize line clearing effects
lineEffect.init(renderer);
game = std::make_unique<Game>(startLevelSelection);
game->setGravityGlobalMultiplier(Config::Gameplay::GRAVITY_SPEED_MULTIPLIER);
game->reset(startLevelSelection);
// Define voice line banks for gameplay callbacks
singleSounds = {"well_played", "smooth_clear", "great_move"};
doubleSounds = {"nice_combo", "you_fire", "keep_that_ryhtm"};
tripleSounds = {"impressive", "triple_strike"};
tetrisSounds = {"amazing", "you_re_unstoppable", "boom_tetris", "wonderful"};
suppressLineVoiceForLevelUp = false;
auto playVoiceCue = [this](int linesCleared) {
const std::vector<std::string>* bank = nullptr;
switch (linesCleared) {
case 1: bank = &singleSounds; break;
case 2: bank = &doubleSounds; break;
case 3: bank = &tripleSounds; break;
default:
if (linesCleared >= 4) {
bank = &tetrisSounds;
}
break;
}
if (bank && !bank->empty()) {
SoundEffectManager::instance().playRandomSound(*bank, 1.0f);
}
};
game->setSoundCallback([this, playVoiceCue](int linesCleared) {
if (linesCleared <= 0) {
return;
}
SoundEffectManager::instance().playSound("clear_line", 1.0f);
if (!suppressLineVoiceForLevelUp) {
playVoiceCue(linesCleared);
}
suppressLineVoiceForLevelUp = false;
});
game->setLevelUpCallback([this](int /*newLevel*/) {
SoundEffectManager::instance().playSound("new_level", 1.0f);
SoundEffectManager::instance().playSound("lets_go", 1.0f);
suppressLineVoiceForLevelUp = true;
});
state = AppState::Loading;
loadingProgress = 0.0;
loadStart = SDL_GetTicks();
running = true;
isFullscreen = Settings::instance().isFullscreen();
leftHeld = false;
rightHeld = false;
moveTimerMs = 0;
DAS = 170.0;
ARR = 40.0;
logicalVP = SDL_Rect{0, 0, LOGICAL_W, LOGICAL_H};
logicalScale = 1.f;
lastMs = SDL_GetPerformanceCounter();
menuFadePhase = MenuFadePhase::None;
menuFadeClockMs = 0.0;
menuFadeAlpha = 0.0f;
MENU_PLAY_FADE_DURATION_MS = 450.0;
menuFadeTarget = AppState::Menu;
menuPlayCountdownArmed = false;
gameplayCountdownActive = false;
gameplayCountdownElapsed = 0.0;
gameplayCountdownIndex = 0;
GAMEPLAY_COUNTDOWN_STEP_MS = 400.0;
GAMEPLAY_COUNTDOWN_LABELS = { "3", "2", "1", "START" };
gameplayBackgroundClockMs = 0.0;
// Instantiate state manager
stateMgr = std::make_unique<StateManager>(state);
// Prepare shared context for states
ctx = StateContext{};
ctx.stateManager = stateMgr.get();
ctx.game = game.get();
ctx.scores = nullptr;
ctx.starfield = &starfield;
ctx.starfield3D = &starfield3D;
ctx.font = &font;
ctx.pixelFont = &pixelFont;
ctx.lineEffect = &lineEffect;
ctx.logoTex = logoTex;
ctx.logoSmallTex = logoSmallTex;
ctx.logoSmallW = logoSmallW;
ctx.logoSmallH = logoSmallH;
ctx.backgroundTex = nullptr;
ctx.blocksTex = blocksTex;
ctx.scorePanelTex = scorePanelTex;
ctx.statisticsPanelTex = statisticsPanelTex;
ctx.nextPanelTex = nextPanelTex;
ctx.mainScreenTex = mainScreenTex;
ctx.mainScreenW = mainScreenW;
ctx.mainScreenH = mainScreenH;
ctx.musicEnabled = &musicEnabled;
ctx.startLevelSelection = &startLevelSelection;
ctx.hoveredButton = &hoveredButton;
ctx.showSettingsPopup = &showSettingsPopup;
ctx.showHelpOverlay = &showHelpOverlay;
ctx.showExitConfirmPopup = &showExitConfirmPopup;
ctx.exitPopupSelectedButton = &exitPopupSelectedButton;
ctx.gameplayCountdownActive = &gameplayCountdownActive;
ctx.menuPlayCountdownArmed = &menuPlayCountdownArmed;
ctx.playerName = &playerName;
ctx.fullscreenFlag = &isFullscreen;
ctx.applyFullscreen = [this](bool enable) {
SDL_SetWindowFullscreen(window, enable ? SDL_WINDOW_FULLSCREEN : 0);
isFullscreen = enable;
};
ctx.queryFullscreen = [this]() -> bool {
return (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) != 0;
};
ctx.requestQuit = [this]() {
running = false;
};
auto beginStateFade = [this](AppState targetState, bool armGameplayCountdown) {
if (!ctx.stateManager) {
return;
}
if (state == targetState) {
return;
}
if (menuFadePhase != MenuFadePhase::None) {
return;
}
menuFadePhase = MenuFadePhase::FadeOut;
menuFadeClockMs = 0.0;
menuFadeAlpha = 0.0f;
menuFadeTarget = targetState;
menuPlayCountdownArmed = armGameplayCountdown;
gameplayCountdownActive = false;
gameplayCountdownIndex = 0;
gameplayCountdownElapsed = 0.0;
if (!armGameplayCountdown) {
if (game) {
game->setPaused(false);
}
}
};
auto startMenuPlayTransition = [this, beginStateFade]() {
if (!ctx.stateManager) {
return;
}
if (state != AppState::Menu) {
state = AppState::Playing;
ctx.stateManager->setState(state);
return;
}
beginStateFade(AppState::Playing, true);
};
ctx.startPlayTransition = startMenuPlayTransition;
auto requestStateFade = [this, startMenuPlayTransition, beginStateFade](AppState targetState) {
if (!ctx.stateManager) {
return;
}
if (targetState == AppState::Playing) {
startMenuPlayTransition();
return;
}
beginStateFade(targetState, false);
};
ctx.requestFadeTransition = requestStateFade;
loadingState = std::make_unique<LoadingState>(ctx);
menuState = std::make_unique<MenuState>(ctx);
optionsState = std::make_unique<OptionsState>(ctx);
levelSelectorState = std::make_unique<LevelSelectorState>(ctx);
playingState = std::make_unique<PlayingState>(ctx);
stateMgr->registerHandler(AppState::Loading, [this](const SDL_Event& e){ loadingState->handleEvent(e); });
stateMgr->registerOnEnter(AppState::Loading, [this](){ loadingState->onEnter(); loadingStarted.store(true); });
stateMgr->registerOnExit(AppState::Loading, [this](){ loadingState->onExit(); });
stateMgr->registerHandler(AppState::Menu, [this](const SDL_Event& e){ menuState->handleEvent(e); });
stateMgr->registerOnEnter(AppState::Menu, [this](){ menuState->onEnter(); });
stateMgr->registerOnExit(AppState::Menu, [this](){ menuState->onExit(); });
stateMgr->registerHandler(AppState::Options, [this](const SDL_Event& e){ optionsState->handleEvent(e); });
stateMgr->registerOnEnter(AppState::Options, [this](){ optionsState->onEnter(); });
stateMgr->registerOnExit(AppState::Options, [this](){ optionsState->onExit(); });
stateMgr->registerHandler(AppState::LevelSelector, [this](const SDL_Event& e){ levelSelectorState->handleEvent(e); });
stateMgr->registerOnEnter(AppState::LevelSelector, [this](){ levelSelectorState->onEnter(); });
stateMgr->registerOnExit(AppState::LevelSelector, [this](){ levelSelectorState->onExit(); });
stateMgr->registerHandler(AppState::Playing, [this](const SDL_Event& e){ playingState->handleEvent(e); });
stateMgr->registerOnEnter(AppState::Playing, [this](){ playingState->onEnter(); });
stateMgr->registerOnExit(AppState::Playing, [this](){ playingState->onExit(); });
loadingState->onEnter();
loadingStarted.store(true);
return 0;
}
void TetrisApp::Impl::runLoop()
{
auto ensureScoresLoaded = [this]() {
if (scoreLoader.joinable()) {
scoreLoader.join();
}
if (!ctx.scores) {
ctx.scores = &scores;
}
};
auto startMenuPlayTransition = [this]() {
if (ctx.startPlayTransition) {
ctx.startPlayTransition();
}
};
auto requestStateFade = [this](AppState targetState) {
if (ctx.requestFadeTransition) {
ctx.requestFadeTransition(targetState);
}
};
while (running)
{
if (!ctx.scores && scoresLoadComplete.load(std::memory_order_acquire)) {
ensureScoresLoaded();
}
int winW = 0, winH = 0;
SDL_GetWindowSize(window, &winW, &winH);
logicalScale = std::min(winW / (float)LOGICAL_W, winH / (float)LOGICAL_H);
if (logicalScale <= 0)
logicalScale = 1.f;
logicalVP.w = winW;
logicalVP.h = winH;
logicalVP.x = 0;
logicalVP.y = 0;
SDL_Event e;
while (SDL_PollEvent(&e))
{
if (e.type == SDL_EVENT_QUIT || e.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED)
running = false;
else {
const bool isUserInputEvent =
e.type == SDL_EVENT_KEY_DOWN ||
e.type == SDL_EVENT_KEY_UP ||
e.type == SDL_EVENT_TEXT_INPUT ||
e.type == SDL_EVENT_MOUSE_BUTTON_DOWN ||
e.type == SDL_EVENT_MOUSE_BUTTON_UP ||
e.type == SDL_EVENT_MOUSE_MOTION;
if (!(showHelpOverlay && isUserInputEvent)) {
stateMgr->handleEvent(e);
state = stateMgr->getState();
}
if (e.type == SDL_EVENT_KEY_DOWN && !e.key.repeat) {
if (e.key.scancode == SDL_SCANCODE_M)
{
Audio::instance().toggleMute();
musicEnabled = !musicEnabled;
Settings::instance().setMusicEnabled(musicEnabled);
}
if (e.key.scancode == SDL_SCANCODE_N)
{
Audio::instance().skipToNextTrack();
if (!musicStarted && Audio::instance().getLoadedTrackCount() > 0) {
musicStarted = true;
musicEnabled = true;
Settings::instance().setMusicEnabled(true);
}
}
if (e.key.scancode == SDL_SCANCODE_S)
{
SoundEffectManager::instance().setEnabled(!SoundEffectManager::instance().isEnabled());
Settings::instance().setSoundEnabled(SoundEffectManager::instance().isEnabled());
}
const bool helpToggleKey =
(e.key.scancode == SDL_SCANCODE_F1 && state != AppState::Loading && state != AppState::Menu);
if (helpToggleKey)
{
showHelpOverlay = !showHelpOverlay;
if (state == AppState::Playing) {
if (showHelpOverlay) {
if (!game->isPaused()) {
game->setPaused(true);
helpOverlayPausedGame = true;
} else {
helpOverlayPausedGame = false;
}
} else if (helpOverlayPausedGame) {
game->setPaused(false);
helpOverlayPausedGame = false;
}
} else if (!showHelpOverlay) {
helpOverlayPausedGame = false;
}
}
if (e.key.scancode == SDL_SCANCODE_ESCAPE && showHelpOverlay) {
showHelpOverlay = false;
if (state == AppState::Playing && helpOverlayPausedGame) {
game->setPaused(false);
}
helpOverlayPausedGame = false;
}
if (e.key.key == SDLK_F11 || (e.key.key == SDLK_RETURN && (e.key.mod & SDL_KMOD_ALT)))
{
isFullscreen = !isFullscreen;
SDL_SetWindowFullscreen(window, isFullscreen ? SDL_WINDOW_FULLSCREEN : 0);
Settings::instance().setFullscreen(isFullscreen);
}
if (e.key.scancode == SDL_SCANCODE_F5)
{
warpAutoPilotEnabled = false;
warpFlightMode = SpaceWarpFlightMode::Forward;
spaceWarp.setFlightMode(warpFlightMode);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Space warp mode: forward");
}
if (e.key.scancode == SDL_SCANCODE_F6)
{
warpAutoPilotEnabled = false;
warpFlightMode = SpaceWarpFlightMode::BankLeft;
spaceWarp.setFlightMode(warpFlightMode);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Space warp mode: bank left");
}
if (e.key.scancode == SDL_SCANCODE_F7)
{
warpAutoPilotEnabled = false;
warpFlightMode = SpaceWarpFlightMode::BankRight;
spaceWarp.setFlightMode(warpFlightMode);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Space warp mode: bank right");
}
if (e.key.scancode == SDL_SCANCODE_F8)
{
warpAutoPilotEnabled = false;
warpFlightMode = SpaceWarpFlightMode::Reverse;
spaceWarp.setFlightMode(warpFlightMode);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Space warp mode: reverse");
}
if (e.key.scancode == SDL_SCANCODE_F9)
{
warpAutoPilotEnabled = true;
spaceWarp.setAutoPilotEnabled(true);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Space warp autopilot engaged");
}
}
if (!showHelpOverlay && state == AppState::GameOver && isNewHighScore && e.type == SDL_EVENT_TEXT_INPUT) {
if (playerName.length() < 12) {
playerName += e.text.text;
}
}
if (!showHelpOverlay && state == AppState::GameOver && e.type == SDL_EVENT_KEY_DOWN && !e.key.repeat) {
if (isNewHighScore) {
if (e.key.scancode == SDL_SCANCODE_BACKSPACE && !playerName.empty()) {
playerName.pop_back();
} else if (e.key.scancode == SDL_SCANCODE_RETURN || e.key.scancode == SDL_SCANCODE_KP_ENTER) {
if (playerName.empty()) playerName = "PLAYER";
ensureScoresLoaded();
scores.submit(game->score(), game->lines(), game->level(), game->elapsed(), playerName);
Settings::instance().setPlayerName(playerName);
isNewHighScore = false;
SDL_StopTextInput(window);
}
} else {
if (e.key.scancode == SDL_SCANCODE_RETURN || e.key.scancode == SDL_SCANCODE_KP_ENTER || e.key.scancode == SDL_SCANCODE_SPACE) {
game->reset(startLevelSelection);
state = AppState::Playing;
stateMgr->setState(state);
} else if (e.key.scancode == SDL_SCANCODE_ESCAPE) {
state = AppState::Menu;
stateMgr->setState(state);
}
}
}
if (!showHelpOverlay && e.type == SDL_EVENT_MOUSE_BUTTON_DOWN)
{
float mx = (float)e.button.x, my = (float)e.button.y;
if (mx >= logicalVP.x && my >= logicalVP.y && mx <= logicalVP.x + logicalVP.w && my <= logicalVP.y + logicalVP.h)
{
float lx = (mx - logicalVP.x) / logicalScale, ly = (my - logicalVP.y) / logicalScale;
if (state == AppState::Menu)
{
if (showSettingsPopup) {
showSettingsPopup = false;
} else {
ui::MenuLayoutParams params{ LOGICAL_W, LOGICAL_H, winW, winH, logicalScale };
auto menuInput = ui::handleBottomMenuInput(params, e, lx, ly, hoveredButton, true);
hoveredButton = menuInput.hoveredIndex;
if (menuInput.activated) {
switch (*menuInput.activated) {
case ui::BottomMenuItem::Play:
startMenuPlayTransition();
break;
case ui::BottomMenuItem::Level:
requestStateFade(AppState::LevelSelector);
break;
case ui::BottomMenuItem::Options:
requestStateFade(AppState::Options);
break;
case ui::BottomMenuItem::Help:
if (menuState) menuState->showHelpPanel(true);
break;
case ui::BottomMenuItem::About:
if (menuState) menuState->showAboutPanel(true);
break;
case ui::BottomMenuItem::Exit:
showExitConfirmPopup = true;
exitPopupSelectedButton = 1;
break;
}
}
SDL_FRect settingsBtn{SETTINGS_BTN_X, SETTINGS_BTN_Y, SETTINGS_BTN_W, SETTINGS_BTN_H};
if (lx >= settingsBtn.x && lx <= settingsBtn.x + settingsBtn.w && ly >= settingsBtn.y && ly <= settingsBtn.y + settingsBtn.h)
{
showSettingsPopup = true;
}
}
}
else if (state == AppState::LevelSelect)
startLevelSelection = (startLevelSelection + 1) % 20;
else if (state == AppState::GameOver) {
state = AppState::Menu;
stateMgr->setState(state);
}
else if (state == AppState::Playing && showExitConfirmPopup) {
float lx2 = (mx - logicalVP.x) / logicalScale;
float ly2 = (my - logicalVP.y) / logicalScale;
float contentW = LOGICAL_W * logicalScale;
float contentH = LOGICAL_H * logicalScale;
float contentOffsetX = (winW - contentW) * 0.5f / logicalScale;
float contentOffsetY = (winH - contentH) * 0.5f / logicalScale;
float localX = lx2 - contentOffsetX;
float localY = ly2 - contentOffsetY;
float popupW = 400, popupH = 200;
float popupX = (LOGICAL_W - popupW) / 2.0f;
float popupY = (LOGICAL_H - popupH) / 2.0f;
float btnW = 120.0f, btnH = 40.0f;
float yesX = popupX + popupW * 0.25f - btnW / 2.0f;
float noX = popupX + popupW * 0.75f - btnW / 2.0f;
float btnY = popupY + popupH - btnH - 20.0f;
if (localX >= popupX && localX <= popupX + popupW && localY >= popupY && localY <= popupY + popupH) {
if (localX >= yesX && localX <= yesX + btnW && localY >= btnY && localY <= btnY + btnH) {
showExitConfirmPopup = false;
game->reset(startLevelSelection);
state = AppState::Menu;
stateMgr->setState(state);
} else if (localX >= noX && localX <= noX + btnW && localY >= btnY && localY <= btnY + btnH) {
showExitConfirmPopup = false;
game->setPaused(false);
}
} else {
showExitConfirmPopup = false;
game->setPaused(false);
}
}
else if (state == AppState::Menu && showExitConfirmPopup) {
float contentW = LOGICAL_W * logicalScale;
float contentH = LOGICAL_H * logicalScale;
float contentOffsetX = (winW - contentW) * 0.5f / logicalScale;
float contentOffsetY = (winH - contentH) * 0.5f / logicalScale;
float popupW = 420.0f;
float popupH = 230.0f;
float popupX = (LOGICAL_W - popupW) * 0.5f + contentOffsetX;
float popupY = (LOGICAL_H - popupH) * 0.5f + contentOffsetY;
float btnW = 140.0f;
float btnH = 50.0f;
float yesX = popupX + popupW * 0.3f - btnW / 2.0f;
float noX = popupX + popupW * 0.7f - btnW / 2.0f;
float btnY = popupY + popupH - btnH - 30.0f;
bool insidePopup = lx >= popupX && lx <= popupX + popupW && ly >= popupY && ly <= popupY + popupH;
if (insidePopup) {
if (lx >= yesX && lx <= yesX + btnW && ly >= btnY && ly <= btnY + btnH) {
showExitConfirmPopup = false;
running = false;
} else if (lx >= noX && lx <= noX + btnW && ly >= btnY && ly <= btnY + btnH) {
showExitConfirmPopup = false;
}
} else {
showExitConfirmPopup = false;
}
}
}
}
else if (!showHelpOverlay && e.type == SDL_EVENT_MOUSE_MOTION)
{
float mx = (float)e.motion.x, my = (float)e.motion.y;
if (mx >= logicalVP.x && my >= logicalVP.y && mx <= logicalVP.x + logicalVP.w && my <= logicalVP.y + logicalVP.h)
{
float lx = (mx - logicalVP.x) / logicalScale, ly = (my - logicalVP.y) / logicalScale;
if (state == AppState::Menu && !showSettingsPopup)
{
ui::MenuLayoutParams params{ LOGICAL_W, LOGICAL_H, winW, winH, logicalScale };
auto menuInput = ui::handleBottomMenuInput(params, e, lx, ly, hoveredButton, true);
hoveredButton = menuInput.hoveredIndex;
}
}
}
}
}
Uint64 now = SDL_GetPerformanceCounter();
double frameMs = double(now - lastMs) * 1000.0 / double(SDL_GetPerformanceFrequency());
lastMs = now;
if (frameMs > 100.0) frameMs = 100.0;
gameplayBackgroundClockMs += frameMs;
const bool *ks = SDL_GetKeyboardState(nullptr);
bool left = state == AppState::Playing && ks[SDL_SCANCODE_LEFT];
bool right = state == AppState::Playing && ks[SDL_SCANCODE_RIGHT];
bool down = state == AppState::Playing && ks[SDL_SCANCODE_DOWN];
if (state == AppState::Playing)
game->setSoftDropping(down && !game->isPaused());
else
game->setSoftDropping(false);
int moveDir = 0;
if (left && !right)
moveDir = -1;
else if (right && !left)
moveDir = +1;
if (moveDir != 0 && !game->isPaused())
{
if ((moveDir == -1 && leftHeld == false) || (moveDir == +1 && rightHeld == false))
{
game->move(moveDir);
moveTimerMs = DAS;
}
else
{
moveTimerMs -= frameMs;
if (moveTimerMs <= 0)
{
game->move(moveDir);
moveTimerMs += ARR;
}
}
}
else
moveTimerMs = 0;
leftHeld = left;
rightHeld = right;
if (down && !game->isPaused())
game->softDropBoost(frameMs);
if (musicLoadingStarted && !musicLoaded) {
currentTrackLoading = Audio::instance().getLoadedTrackCount();
if (Audio::instance().isLoadingComplete() || (totalTracks > 0 && currentTrackLoading >= totalTracks)) {
Audio::instance().shuffle();
musicLoaded = true;
}
}
if (state == AppState::Playing)
{
if (!game->isPaused()) {
game->tickGravity(frameMs);
game->updateElapsedTime();
if (lineEffect.isActive()) {
if (lineEffect.update(frameMs / 1000.0f)) {
game->clearCompletedLines();
}
}
}
if (game->isGameOver())
{
if (game->score() > 0) {
isNewHighScore = true;
playerName.clear();
SDL_StartTextInput(window);
} else {
isNewHighScore = false;
ensureScoresLoaded();
scores.submit(game->score(), game->lines(), game->level(), game->elapsed());
}
state = AppState::GameOver;
stateMgr->setState(state);
}
}
else if (state == AppState::Loading)
{
static int queuedTextureCount = 0;
if (loadingStarted.load() && !loadingComplete.load()) {
static bool queuedTextures = false;
static std::vector<std::string> queuedPaths;
if (!queuedTextures) {
queuedTextures = true;
constexpr int baseTasks = 25;
totalLoadingTasks.store(baseTasks);
loadedTasks.store(0);
{
std::lock_guard<std::mutex> lk(assetLoadErrorsMutex);
assetLoadErrors.clear();
}
{
std::lock_guard<std::mutex> lk(currentLoadingMutex);
currentLoadingFile.clear();
}
Audio::instance().init();
totalTracks = 0;
for (int i = 1; i <= 100; ++i) {
char base[128];
std::snprintf(base, sizeof(base), "assets/music/music%03d", i);
std::string path = AssetPath::resolveWithExtensions(base, { ".mp3" });
if (path.empty()) break;
Audio::instance().addTrackAsync(path);
totalTracks++;
}
totalLoadingTasks.store(baseTasks + totalTracks);
if (totalTracks > 0) {
Audio::instance().startBackgroundLoading();
musicLoadingStarted = true;
} else {
musicLoaded = true;
}
pixelFont.init(AssetPath::resolveWithBase(Assets::FONT_ORBITRON), 22);
loadedTasks.fetch_add(1);
font.init(AssetPath::resolveWithBase(Assets::FONT_EXO2), 20);
loadedTasks.fetch_add(1);
queuedPaths = {
Assets::LOGO,
Assets::LOGO,
Assets::MAIN_SCREEN,
Assets::BLOCKS_SPRITE,
Assets::PANEL_SCORE,
Assets::PANEL_STATS,
Assets::NEXT_PANEL,
Assets::HOLD_PANEL
};
for (auto &p : queuedPaths) {
loadingManager->queueTexture(p);
}
queuedTextureCount = static_cast<int>(queuedPaths.size());
SoundEffectManager::instance().init();
loadedTasks.fetch_add(1);
const std::vector<std::string> audioIds = {"clear_line","nice_combo","you_fire","well_played","keep_that_ryhtm","great_move","smooth_clear","impressive","triple_strike","amazing","you_re_unstoppable","boom_tetris","wonderful","lets_go","hard_drop","new_level"};
for (const auto &id : audioIds) {
std::string basePath = "assets/music/" + (id == "hard_drop" ? "hard_drop_001" : id);
{
std::lock_guard<std::mutex> lk(currentLoadingMutex);
currentLoadingFile = basePath;
}
std::string resolved = AssetPath::resolveWithExtensions(basePath, { ".wav", ".mp3" });
if (!resolved.empty()) {
SoundEffectManager::instance().loadSound(id, resolved);
}
loadedTasks.fetch_add(1);
{
std::lock_guard<std::mutex> lk(currentLoadingMutex);
currentLoadingFile.clear();
}
}
}
bool texturesDone = loadingManager->update();
if (texturesDone) {
logoTex = assetLoader.getTexture(Assets::LOGO);
logoSmallTex = assetLoader.getTexture(Assets::LOGO);
mainScreenTex = assetLoader.getTexture(Assets::MAIN_SCREEN);
blocksTex = assetLoader.getTexture(Assets::BLOCKS_SPRITE);
scorePanelTex = assetLoader.getTexture(Assets::PANEL_SCORE);
statisticsPanelTex = assetLoader.getTexture(Assets::PANEL_STATS);
nextPanelTex = assetLoader.getTexture(Assets::NEXT_PANEL);
holdPanelTex = assetLoader.getTexture(Assets::HOLD_PANEL);
auto ensureTextureSize = [&](SDL_Texture* tex, int& outW, int& outH) {
if (!tex) return;
if (outW > 0 && outH > 0) return;
float w = 0.0f, h = 0.0f;
if (SDL_GetTextureSize(tex, &w, &h)) {
outW = static_cast<int>(std::lround(w));
outH = static_cast<int>(std::lround(h));
}
};
ensureTextureSize(logoSmallTex, logoSmallW, logoSmallH);
ensureTextureSize(mainScreenTex, mainScreenW, mainScreenH);
auto legacyLoad = [&](const std::string& p, SDL_Texture*& outTex, int* outW = nullptr, int* outH = nullptr) {
if (!outTex) {
SDL_Texture* loaded = textureLoader->loadFromImage(renderer, p, outW, outH);
if (loaded) {
outTex = loaded;
assetLoader.adoptTexture(p, loaded);
}
}
};
legacyLoad(Assets::LOGO, logoTex);
legacyLoad(Assets::LOGO, logoSmallTex, &logoSmallW, &logoSmallH);
legacyLoad(Assets::MAIN_SCREEN, mainScreenTex, &mainScreenW, &mainScreenH);
legacyLoad(Assets::BLOCKS_SPRITE, blocksTex);
legacyLoad(Assets::PANEL_SCORE, scorePanelTex);
legacyLoad(Assets::PANEL_STATS, statisticsPanelTex);
legacyLoad(Assets::NEXT_PANEL, nextPanelTex);
legacyLoad(Assets::HOLD_PANEL, holdPanelTex);
if (!blocksTex) {
blocksTex = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, 630, 90);
SDL_SetRenderTarget(renderer, blocksTex);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_RenderClear(renderer);
for (int i = 0; i < PIECE_COUNT; ++i) {
SDL_Color c = COLORS[i + 1];
SDL_SetRenderDrawColor(renderer, c.r, c.g, c.b, c.a);
SDL_FRect rect{(float)(i * 90), 0, 90, 90};
SDL_RenderFillRect(renderer, &rect);
}
SDL_SetRenderTarget(renderer, nullptr);
// Ensure the generated fallback texture is cleaned up with other assets.
assetLoader.adoptTexture(Assets::BLOCKS_SPRITE, blocksTex);
}
if (musicLoaded) {
loadingComplete.store(true);
}
}
}
const int totalTasks = totalLoadingTasks.load(std::memory_order_acquire);
const int musicDone = std::min(totalTracks, currentTrackLoading);
int doneTasks = loadedTasks.load(std::memory_order_acquire) + musicDone;
if (queuedTextureCount > 0) {
float texProg = loadingManager->getProgress();
int texDone = static_cast<int>(std::floor(texProg * queuedTextureCount + 0.5f));
if (texDone > queuedTextureCount) texDone = queuedTextureCount;
doneTasks += texDone;
}
if (doneTasks > totalTasks) doneTasks = totalTasks;
if (totalTasks > 0) {
loadingProgress = std::min(1.0, double(doneTasks) / double(totalTasks));
if (loadingProgress >= 1.0 && musicLoaded) {
state = AppState::Menu;
stateMgr->setState(state);
}
} else {
double assetProgress = 0.2;
double musicProgress = 0.0;
if (totalTracks > 0) {
musicProgress = musicLoaded ? 0.7 : std::min(0.7, (double)currentTrackLoading / totalTracks * 0.7);
} else {
if (Audio::instance().isLoadingComplete()) {
musicProgress = 0.7;
} else if (Audio::instance().getLoadedTrackCount() > 0) {
musicProgress = 0.35;
} else {
Uint32 elapsedMs = SDL_GetTicks() - static_cast<Uint32>(loadStart);
if (elapsedMs > 1500) {
musicProgress = 0.7;
musicLoaded = true;
} else {
musicProgress = 0.0;
}
}
}
double timeProgress = std::min(0.1, (now - loadStart) / 500.0);
loadingProgress = std::min(1.0, assetProgress + musicProgress + timeProgress);
if (loadingProgress > 0.99) loadingProgress = 1.0;
if (!musicLoaded && timeProgress >= 0.1) loadingProgress = 1.0;
if (loadingProgress >= 1.0 && musicLoaded) {
state = AppState::Menu;
stateMgr->setState(state);
}
}
}
if (state == AppState::Menu || state == AppState::Playing)
{
if (!musicStarted && musicLoaded)
{
static bool menuTrackLoaded = false;
if (!menuTrackLoaded) {
if (menuTrackLoader.joinable()) {
menuTrackLoader.join();
}
menuTrackLoader = std::jthread([]() {
std::string menuTrack = AssetPath::resolveWithExtensions("assets/music/Every Block You Take", { ".mp3" });
if (!menuTrack.empty()) {
Audio::instance().setMenuTrack(menuTrack);
} else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Menu track not found (Every Block You Take)");
}
});
menuTrackLoaded = true;
}
if (state == AppState::Menu) {
Audio::instance().playMenuMusic();
} else {
Audio::instance().playGameMusic();
}
musicStarted = true;
}
}
static AppState previousState = AppState::Loading;
if (state != previousState && musicStarted) {
if (state == AppState::Menu && previousState == AppState::Playing) {
Audio::instance().playMenuMusic();
} else if (state == AppState::Playing && previousState == AppState::Menu) {
Audio::instance().playGameMusic();
}
}
previousState = state;
if (state == AppState::Loading) {
starfield3D.update(float(frameMs / 1000.0f));
starfield3D.resize(winW, winH);
} else {
starfield.update(float(frameMs / 1000.0f), logicalVP.x * 2 + logicalVP.w, logicalVP.y * 2 + logicalVP.h);
}
if (state == AppState::Menu) {
spaceWarp.resize(winW, winH);
spaceWarp.update(float(frameMs / 1000.0f));
}
levelBackgrounds.update(float(frameMs));
if (state == AppState::Menu) {
logoAnimCounter += frameMs * 0.0008;
}
switch (stateMgr->getState()) {
case AppState::Loading:
loadingState->update(frameMs);
break;
case AppState::Menu:
menuState->update(frameMs);
break;
case AppState::Options:
optionsState->update(frameMs);
break;
case AppState::LevelSelector:
levelSelectorState->update(frameMs);
break;
case AppState::Playing:
playingState->update(frameMs);
break;
default:
break;
}
ctx.logoTex = logoTex;
ctx.logoSmallTex = logoSmallTex;
ctx.logoSmallW = logoSmallW;
ctx.logoSmallH = logoSmallH;
ctx.backgroundTex = backgroundTex;
ctx.blocksTex = blocksTex;
ctx.scorePanelTex = scorePanelTex;
ctx.statisticsPanelTex = statisticsPanelTex;
ctx.nextPanelTex = nextPanelTex;
ctx.holdPanelTex = holdPanelTex;
ctx.mainScreenTex = mainScreenTex;
ctx.mainScreenW = mainScreenW;
ctx.mainScreenH = mainScreenH;
if (menuFadePhase == MenuFadePhase::FadeOut) {
menuFadeClockMs += frameMs;
menuFadeAlpha = std::min(1.0f, float(menuFadeClockMs / MENU_PLAY_FADE_DURATION_MS));
if (menuFadeClockMs >= MENU_PLAY_FADE_DURATION_MS) {
if (state != menuFadeTarget) {
state = menuFadeTarget;
stateMgr->setState(state);
}
if (menuFadeTarget == AppState::Playing) {
menuPlayCountdownArmed = true;
gameplayCountdownActive = false;
gameplayCountdownIndex = 0;
gameplayCountdownElapsed = 0.0;
game->setPaused(true);
} else {
menuPlayCountdownArmed = false;
gameplayCountdownActive = false;
gameplayCountdownIndex = 0;
gameplayCountdownElapsed = 0.0;
game->setPaused(false);
}
menuFadePhase = MenuFadePhase::FadeIn;
menuFadeClockMs = MENU_PLAY_FADE_DURATION_MS;
menuFadeAlpha = 1.0f;
}
} else if (menuFadePhase == MenuFadePhase::FadeIn) {
menuFadeClockMs -= frameMs;
menuFadeAlpha = std::max(0.0f, float(menuFadeClockMs / MENU_PLAY_FADE_DURATION_MS));
if (menuFadeClockMs <= 0.0) {
menuFadePhase = MenuFadePhase::None;
menuFadeClockMs = 0.0;
menuFadeAlpha = 0.0f;
}
}
if (menuFadePhase == MenuFadePhase::None && menuPlayCountdownArmed && !gameplayCountdownActive && state == AppState::Playing) {
gameplayCountdownActive = true;
menuPlayCountdownArmed = false;
gameplayCountdownElapsed = 0.0;
gameplayCountdownIndex = 0;
game->setPaused(true);
}
if (gameplayCountdownActive && state == AppState::Playing) {
gameplayCountdownElapsed += frameMs;
if (gameplayCountdownElapsed >= GAMEPLAY_COUNTDOWN_STEP_MS) {
gameplayCountdownElapsed -= GAMEPLAY_COUNTDOWN_STEP_MS;
++gameplayCountdownIndex;
if (gameplayCountdownIndex >= static_cast<int>(GAMEPLAY_COUNTDOWN_LABELS.size())) {
gameplayCountdownActive = false;
gameplayCountdownElapsed = 0.0;
gameplayCountdownIndex = 0;
game->setPaused(false);
}
}
}
if (state != AppState::Playing && gameplayCountdownActive) {
gameplayCountdownActive = false;
menuPlayCountdownArmed = false;
gameplayCountdownElapsed = 0.0;
gameplayCountdownIndex = 0;
game->setPaused(false);
}
SDL_SetRenderViewport(renderer, nullptr);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
if (state == AppState::Playing) {
int bgLevel = std::clamp(game->level(), 0, 32);
levelBackgrounds.queueLevelBackground(renderer, bgLevel);
levelBackgrounds.render(renderer, winW, winH, static_cast<float>(gameplayBackgroundClockMs));
} else if (state == AppState::Loading) {
starfield3D.draw(renderer);
} else if (state == AppState::Menu) {
spaceWarp.draw(renderer, 1.0f);
} else if (state == AppState::LevelSelector || state == AppState::Options) {
// No background texture
} else {
starfield.draw(renderer);
}
SDL_SetRenderViewport(renderer, &logicalVP);
SDL_SetRenderScale(renderer, logicalScale, logicalScale);
switch (state)
{
case AppState::Loading:
{
float contentScale = logicalScale;
float contentW = LOGICAL_W * contentScale;
float contentH = LOGICAL_H * contentScale;
float contentOffsetX = (winW - contentW) * 0.5f / contentScale;
float contentOffsetY = (winH - contentH) * 0.5f / contentScale;
auto drawRect = [&](float x, float y, float w, float h, SDL_Color c)
{ RenderPrimitives::fillRect(renderer, x + contentOffsetX, y + contentOffsetY, w, h, c); };
const bool isLimitedHeight = LOGICAL_H < 450;
const float logoHeight = logoTex ? (isLimitedHeight ? LOGICAL_H * 0.25f : LOGICAL_H * 0.4f) : 0;
const float loadingTextHeight = 20;
const float barHeight = 20;
const float barPaddingVertical = isLimitedHeight ? 15 : 35;
const float percentTextHeight = 24;
const float spacingBetweenElements = isLimitedHeight ? 5 : 15;
const float totalContentHeight = logoHeight +
(logoHeight > 0 ? spacingBetweenElements : 0) +
loadingTextHeight +
barPaddingVertical +
barHeight +
spacingBetweenElements +
percentTextHeight;
float currentY = (LOGICAL_H - totalContentHeight) / 2.0f;
if (logoTex)
{
const int lw = 872, lh = 273;
const float maxLogoWidth = std::min(LOGICAL_W * 0.9f, 600.0f);
const float availableHeight = isLimitedHeight ? LOGICAL_H * 0.25f : LOGICAL_H * 0.4f;
const float availableWidth = maxLogoWidth;
const float scaleFactorWidth = availableWidth / static_cast<float>(lw);
const float scaleFactorHeight = availableHeight / static_cast<float>(lh);
const float scaleFactor = std::min(scaleFactorWidth, scaleFactorHeight);
const float displayWidth = lw * scaleFactor;
const float displayHeight = lh * scaleFactor;
const float logoX = (LOGICAL_W - displayWidth) / 2.0f;
SDL_FRect dst{logoX + contentOffsetX, currentY + contentOffsetY, displayWidth, displayHeight};
SDL_RenderTexture(renderer, logoTex, nullptr, &dst);
currentY += displayHeight + spacingBetweenElements;
}
const char* loadingText = "LOADING";
float textWidth = strlen(loadingText) * 12.0f;
float textX = (LOGICAL_W - textWidth) / 2.0f;
pixelFont.draw(renderer, textX + contentOffsetX, currentY + contentOffsetY, loadingText, 1.0f, {255, 204, 0, 255});
currentY += loadingTextHeight + barPaddingVertical;
const int barW = 400, barH = 20;
const int bx = (LOGICAL_W - barW) / 2;
drawRect(bx - 3, currentY - 3, barW + 6, barH + 6, {68, 68, 80, 255});
drawRect(bx, currentY, barW, barH, {34, 34, 34, 255});
drawRect(bx, currentY, int(barW * loadingProgress), barH, {255, 204, 0, 255});
currentY += barH + spacingBetweenElements;
int percentage = int(loadingProgress * 100);
char percentText[16];
std::snprintf(percentText, sizeof(percentText), "%d%%", percentage);
float percentWidth = strlen(percentText) * 12.0f;
float percentX = (LOGICAL_W - percentWidth) / 2.0f;
pixelFont.draw(renderer, percentX + contentOffsetX, currentY + contentOffsetY, percentText, 1.5f, {255, 204, 0, 255});
{
std::lock_guard<std::mutex> lk(assetLoadErrorsMutex);
const int maxShow = 5;
int count = static_cast<int>(assetLoadErrors.size());
if (count > 0) {
int start = std::max(0, count - maxShow);
float errY = currentY + spacingBetweenElements + 8.0f;
std::string latest = assetLoadErrors.back();
std::string shortTitle = "SpaceTris - Missing assets";
if (!latest.empty()) {
std::string trimmed = latest;
if (trimmed.size() > 48) trimmed = trimmed.substr(0, 45) + "...";
shortTitle += ": ";
shortTitle += trimmed;
}
SDL_SetWindowTitle(window, shortTitle.c_str());
FILE* tf = fopen("tetris_trace.log", "a");
if (tf) {
fprintf(tf, "Loading error: %s\n", assetLoadErrors.back().c_str());
fclose(tf);
}
for (int i = start; i < count; ++i) {
const std::string& msg = assetLoadErrors[i];
std::string display = msg;
if (display.size() > 80) display = display.substr(0, 77) + "...";
pixelFont.draw(renderer, 80 + contentOffsetX, errY + contentOffsetY, display.c_str(), 0.85f, {255, 100, 100, 255});
errY += 20.0f;
}
}
}
if (Settings::instance().isDebugEnabled()) {
std::string cur;
{
std::lock_guard<std::mutex> lk(currentLoadingMutex);
cur = currentLoadingFile;
}
char buf[128];
int loaded = loadedTasks.load();
int total = totalLoadingTasks.load();
std::snprintf(buf, sizeof(buf), "Loaded: %d / %d", loaded, total);
float debugX = 20.0f + contentOffsetX;
float debugY = LOGICAL_H - 48.0f + contentOffsetY;
pixelFont.draw(renderer, debugX, debugY, buf, 0.9f, SDL_Color{200,200,200,255});
if (!cur.empty()) {
std::string display = "Loading: ";
display += cur;
if (display.size() > 80) display = display.substr(0,77) + "...";
pixelFont.draw(renderer, debugX, debugY + 18.0f, display.c_str(), 0.85f, SDL_Color{200,180,120,255});
}
}
}
break;
case AppState::Menu:
if (!mainScreenTex) {
mainScreenTex = assetLoader.getTexture(Assets::MAIN_SCREEN);
}
if (!mainScreenTex) {
SDL_Texture* loaded = textureLoader->loadFromImage(renderer, Assets::MAIN_SCREEN, &mainScreenW, &mainScreenH);
if (loaded) {
assetLoader.adoptTexture(Assets::MAIN_SCREEN, loaded);
mainScreenTex = loaded;
}
}
if (menuState) {
menuState->drawMainButtonNormally = false;
menuState->render(renderer, logicalScale, logicalVP);
}
if (mainScreenTex) {
SDL_SetRenderViewport(renderer, nullptr);
SDL_SetRenderScale(renderer, 1.f, 1.f);
float texW = mainScreenW > 0 ? static_cast<float>(mainScreenW) : 0.0f;
float texH = mainScreenH > 0 ? static_cast<float>(mainScreenH) : 0.0f;
if (texW <= 0.0f || texH <= 0.0f) {
float iwf = 0.0f, ihf = 0.0f;
if (!SDL_GetTextureSize(mainScreenTex, &iwf, &ihf)) {
iwf = ihf = 0.0f;
}
texW = iwf;
texH = ihf;
}
if (texW > 0.0f && texH > 0.0f) {
const float drawH = static_cast<float>(winH);
const float scale = drawH / texH;
const float drawW = texW * scale;
SDL_FRect dst{
(winW - drawW) * 0.5f,
0.0f,
drawW,
drawH
};
SDL_SetTextureBlendMode(mainScreenTex, SDL_BLENDMODE_BLEND);
SDL_SetTextureScaleMode(mainScreenTex, SDL_SCALEMODE_LINEAR);
SDL_RenderTexture(renderer, mainScreenTex, nullptr, &dst);
}
SDL_SetRenderViewport(renderer, &logicalVP);
SDL_SetRenderScale(renderer, logicalScale, logicalScale);
}
if (menuState) {
menuState->renderMainButtonTop(renderer, logicalScale, logicalVP);
}
break;
case AppState::Options:
optionsState->render(renderer, logicalScale, logicalVP);
break;
case AppState::LevelSelector:
levelSelectorState->render(renderer, logicalScale, logicalVP);
break;
case AppState::LevelSelect:
{
const std::string title = "SELECT LEVEL";
int tW = 0, tH = 0;
font.measure(title, 2.5f, tW, tH);
float titleX = (LOGICAL_W - (float)tW) / 2.0f;
font.draw(renderer, titleX, 80, title, 2.5f, SDL_Color{255, 220, 0, 255});
char buf[64];
std::snprintf(buf, sizeof(buf), "LEVEL: %d", startLevelSelection);
font.draw(renderer, LOGICAL_W * 0.5f - 80, 180, buf, 2.0f, SDL_Color{200, 240, 255, 255});
font.draw(renderer, LOGICAL_W * 0.5f - 180, 260, "ARROWS CHANGE ENTER=OK ESC=BACK", 1.2f, SDL_Color{200, 200, 220, 255});
}
break;
case AppState::Playing:
playingState->render(renderer, logicalScale, logicalVP);
break;
case AppState::GameOver:
GameRenderer::renderPlayingState(
renderer,
game.get(),
&pixelFont,
&lineEffect,
blocksTex,
ctx.statisticsPanelTex,
scorePanelTex,
nextPanelTex,
holdPanelTex,
(float)LOGICAL_W,
(float)LOGICAL_H,
logicalScale,
(float)winW,
(float)winH
);
{
SDL_SetRenderViewport(renderer, nullptr);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 180);
SDL_FRect fullWin{0.f, 0.f, (float)winW, (float)winH};
SDL_RenderFillRect(renderer, &fullWin);
SDL_SetRenderViewport(renderer, &logicalVP);
SDL_SetRenderScale(renderer, logicalScale, logicalScale);
float contentScale = logicalScale;
float contentW = LOGICAL_W * contentScale;
float contentH = LOGICAL_H * contentScale;
float contentOffsetX = (winW - contentW) * 0.5f / contentScale;
float contentOffsetY = (winH - contentH) * 0.5f / contentScale;
float boxW = 500.0f;
float boxH = 350.0f;
float boxX = (LOGICAL_W - boxW) * 0.5f;
float boxY = (LOGICAL_H - boxH) * 0.5f;
SDL_SetRenderDrawColor(renderer, 20, 25, 35, 255);
SDL_FRect boxRect{boxX + contentOffsetX, boxY + contentOffsetY, boxW, boxH};
SDL_RenderFillRect(renderer, &boxRect);
SDL_SetRenderDrawColor(renderer, 100, 120, 200, 255);
SDL_FRect borderRect{boxX + contentOffsetX - 3, boxY + contentOffsetY - 3, boxW + 6, boxH + 6};
SDL_RenderFillRect(renderer, &borderRect);
SDL_SetRenderDrawColor(renderer, 20, 25, 35, 255);
SDL_RenderFillRect(renderer, &boxRect);
ensureScoresLoaded();
bool realHighScore = scores.isHighScore(game->score());
const char* title = realHighScore ? "NEW HIGH SCORE!" : "GAME OVER";
int tW=0, tH=0; pixelFont.measure(title, 2.0f, tW, tH);
pixelFont.draw(renderer, boxX + (boxW - tW) * 0.5f + contentOffsetX, boxY + 40 + contentOffsetY, title, 2.0f, realHighScore ? SDL_Color{255, 220, 0, 255} : SDL_Color{255, 60, 60, 255});
char scoreStr[64];
snprintf(scoreStr, sizeof(scoreStr), "SCORE: %d", game->score());
int sW=0, sH=0; pixelFont.measure(scoreStr, 1.2f, sW, sH);
pixelFont.draw(renderer, boxX + (boxW - sW) * 0.5f + contentOffsetX, boxY + 100 + contentOffsetY, scoreStr, 1.2f, {255, 255, 255, 255});
if (isNewHighScore) {
const char* enterName = "ENTER NAME:";
int enW=0, enH=0; pixelFont.measure(enterName, 1.0f, enW, enH);
pixelFont.draw(renderer, boxX + (boxW - enW) * 0.5f + contentOffsetX, boxY + 160 + contentOffsetY, enterName, 1.0f, {200, 200, 220, 255});
float inputW = 300.0f;
float inputH = 40.0f;
float inputX = boxX + (boxW - inputW) * 0.5f;
float inputY = boxY + 200.0f;
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_FRect inputRect{inputX + contentOffsetX, inputY + contentOffsetY, inputW, inputH};
SDL_RenderFillRect(renderer, &inputRect);
SDL_SetRenderDrawColor(renderer, 255, 220, 0, 255);
SDL_RenderRect(renderer, &inputRect);
const float nameScale = 1.2f;
const bool showCursor = ((SDL_GetTicks() / 500) % 2) == 0;
int metricsW = 0, metricsH = 0;
pixelFont.measure("A", nameScale, metricsW, metricsH);
if (metricsH == 0) metricsH = 24;
int nameW = 0, nameH = 0;
if (!playerName.empty()) {
pixelFont.measure(playerName, nameScale, nameW, nameH);
} else {
nameH = metricsH;
}
float textX = inputX + (inputW - static_cast<float>(nameW)) * 0.5f + contentOffsetX;
float textY = inputY + (inputH - static_cast<float>(metricsH)) * 0.5f + contentOffsetY;
if (!playerName.empty()) {
pixelFont.draw(renderer, textX, textY, playerName, nameScale, {255, 255, 255, 255});
}
if (showCursor) {
int cursorW = 0, cursorH = 0;
pixelFont.measure("_", nameScale, cursorW, cursorH);
float cursorX = playerName.empty()
? inputX + (inputW - static_cast<float>(cursorW)) * 0.5f + contentOffsetX
: textX + static_cast<float>(nameW);
float cursorY = inputY + (inputH - static_cast<float>(cursorH)) * 0.5f + contentOffsetY;
pixelFont.draw(renderer, cursorX, cursorY, "_", nameScale, {255, 255, 255, 255});
}
const char* hint = "PRESS ENTER TO SUBMIT";
int hW=0, hH=0; pixelFont.measure(hint, 0.8f, hW, hH);
pixelFont.draw(renderer, boxX + (boxW - hW) * 0.5f + contentOffsetX, boxY + 280 + contentOffsetY, hint, 0.8f, {150, 150, 150, 255});
} else {
char linesStr[64];
snprintf(linesStr, sizeof(linesStr), "LINES: %d", game->lines());
int lW=0, lH=0; pixelFont.measure(linesStr, 1.2f, lW, lH);
pixelFont.draw(renderer, boxX + (boxW - lW) * 0.5f + contentOffsetX, boxY + 140 + contentOffsetY, linesStr, 1.2f, {255, 255, 255, 255});
char levelStr[64];
snprintf(levelStr, sizeof(levelStr), "LEVEL: %d", game->level());
int lvW=0, lvH=0; pixelFont.measure(levelStr, 1.2f, lvW, lvH);
pixelFont.draw(renderer, boxX + (boxW - lvW) * 0.5f + contentOffsetX, boxY + 180 + contentOffsetY, levelStr, 1.2f, {255, 255, 255, 255});
const char* instr = "PRESS ENTER TO RESTART";
int iW=0, iH=0; pixelFont.measure(instr, 0.9f, iW, iH);
pixelFont.draw(renderer, boxX + (boxW - iW) * 0.5f + contentOffsetX, boxY + 260 + contentOffsetY, instr, 0.9f, {255, 220, 0, 255});
const char* instr2 = "PRESS ESC FOR MENU";
int iW2=0, iH2=0; pixelFont.measure(instr2, 0.9f, iW2, iH2);
pixelFont.draw(renderer, boxX + (boxW - iW2) * 0.5f + contentOffsetX, boxY + 290 + contentOffsetY, instr2, 0.9f, {255, 220, 0, 255});
}
}
break;
}
if (menuFadeAlpha > 0.0f) {
SDL_SetRenderViewport(renderer, nullptr);
SDL_SetRenderScale(renderer, 1.f, 1.f);
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
Uint8 alpha = Uint8(std::clamp(menuFadeAlpha, 0.0f, 1.0f) * 255.0f);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, alpha);
SDL_FRect fadeRect{0.f, 0.f, (float)winW, (float)winH};
SDL_RenderFillRect(renderer, &fadeRect);
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
SDL_SetRenderViewport(renderer, &logicalVP);
SDL_SetRenderScale(renderer, logicalScale, logicalScale);
}
if (gameplayCountdownActive && state == AppState::Playing) {
SDL_SetRenderViewport(renderer, nullptr);
SDL_SetRenderScale(renderer, 1.f, 1.f);
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
int cappedIndex = std::min(gameplayCountdownIndex, static_cast<int>(GAMEPLAY_COUNTDOWN_LABELS.size()) - 1);
const char* label = GAMEPLAY_COUNTDOWN_LABELS[cappedIndex];
bool isFinalCue = (cappedIndex == static_cast<int>(GAMEPLAY_COUNTDOWN_LABELS.size()) - 1);
float textScale = isFinalCue ? 4.5f : 5.0f;
int textW = 0, textH = 0;
pixelFont.measure(label, textScale, textW, textH);
float textX = (winW - static_cast<float>(textW)) * 0.5f;
float textY = (winH - static_cast<float>(textH)) * 0.5f;
SDL_Color textColor = isFinalCue ? SDL_Color{255, 230, 90, 255} : SDL_Color{255, 255, 255, 255};
pixelFont.draw(renderer, textX, textY, label, textScale, textColor);
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
}
if (showHelpOverlay) {
SDL_SetRenderViewport(renderer, &logicalVP);
SDL_SetRenderScale(renderer, logicalScale, logicalScale);
float contentOffsetX = 0.0f;
float contentOffsetY = 0.0f;
if (logicalScale > 0.0f) {
float scaledW = LOGICAL_W * logicalScale;
float scaledH = LOGICAL_H * logicalScale;
contentOffsetX = (winW - scaledW) * 0.5f / logicalScale;
contentOffsetY = (winH - scaledH) * 0.5f / logicalScale;
}
HelpOverlay::Render(renderer, pixelFont, LOGICAL_W, LOGICAL_H, contentOffsetX, contentOffsetY);
}
SDL_RenderPresent(renderer);
SDL_SetRenderScale(renderer, 1.f, 1.f);
}
}
void TetrisApp::Impl::shutdown()
{
Settings::instance().save();
// BackgroundManager owns its own textures.
levelBackgrounds.reset();
// All textures are owned by AssetLoader (including legacy fallbacks adopted above).
logoTex = nullptr;
logoSmallTex = nullptr;
backgroundTex = nullptr;
mainScreenTex = nullptr;
blocksTex = nullptr;
scorePanelTex = nullptr;
statisticsPanelTex = nullptr;
nextPanelTex = nullptr;
if (scoreLoader.joinable()) {
scoreLoader.join();
if (!ctx.scores) {
ctx.scores = &scores;
}
}
if (menuTrackLoader.joinable()) {
menuTrackLoader.join();
}
lineEffect.shutdown();
Audio::instance().shutdown();
SoundEffectManager::instance().shutdown();
// Destroy textures before tearing down the renderer/window.
assetLoader.shutdown();
pixelFont.shutdown();
font.shutdown();
TTF_Quit();
if (renderer) {
SDL_DestroyRenderer(renderer);
renderer = nullptr;
}
if (window) {
SDL_DestroyWindow(window);
window = nullptr;
}
SDL_Quit();
}