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11 Commits

Author SHA1 Message Date
e35aeee5ab Merge branch 'feature/mac' into develop 2025-11-30 15:52:51 +01:00
b46246b74f fixed assertion 2025-11-30 15:52:39 +01:00
7f07036f07 fixes for mac music 2025-11-30 15:19:14 +01:00
da32b5be1a fixed paths 2025-11-30 14:50:27 +01:00
d206b7b1af path fix 2025-11-30 14:47:03 +01:00
69b3a60564 fix 2025-11-30 14:39:08 +01:00
dc8a317837 fix 2025-11-30 14:35:45 +01:00
dd0ac54ee5 cmake fix 2025-11-30 14:32:52 +01:00
33994ec9db fix for max 2025-11-30 14:16:33 +01:00
344a27a336 fix 2025-11-30 14:07:00 +01:00
0e4064a187 installer script for mac 2025-11-30 14:04:27 +01:00
29 changed files with 669 additions and 177 deletions

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@ -29,7 +29,7 @@ find_package(SDL3_image CONFIG REQUIRED)
find_package(cpr CONFIG REQUIRED)
find_package(nlohmann_json CONFIG REQUIRED)
add_executable(tetris
set(TETRIS_SOURCES
src/main.cpp
src/gameplay/core/Game.cpp
src/core/GravityManager.cpp
@ -58,12 +58,24 @@ add_executable(tetris
src/states/PlayingState.cpp
)
if(APPLE)
add_executable(tetris MACOSX_BUNDLE ${TETRIS_SOURCES})
else()
add_executable(tetris ${TETRIS_SOURCES})
endif()
if (WIN32)
# Embed the application icon into the executable
set_source_files_properties(src/app_icon.rc PROPERTIES LANGUAGE RC)
target_sources(tetris PRIVATE src/app_icon.rc)
endif()
if(APPLE)
set_target_properties(tetris PROPERTIES
MACOSX_BUNDLE_INFO_PLIST "${CMAKE_SOURCE_DIR}/cmake/MacBundleInfo.plist.in"
)
endif()
if (WIN32)
# Ensure favicon.ico is available in the build directory for the resource compiler
set(FAVICON_SRC "${CMAKE_SOURCE_DIR}/assets/favicon/favicon.ico")
@ -88,6 +100,31 @@ if (WIN32)
)
endif()
if(APPLE)
set(_mac_copy_commands)
if(EXISTS "${CMAKE_SOURCE_DIR}/assets")
list(APPEND _mac_copy_commands
COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_SOURCE_DIR}/assets" "$<TARGET_FILE_DIR:tetris>/assets"
)
endif()
if(EXISTS "${CMAKE_SOURCE_DIR}/fonts")
list(APPEND _mac_copy_commands
COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_SOURCE_DIR}/fonts" "$<TARGET_FILE_DIR:tetris>/fonts"
)
endif()
if(EXISTS "${CMAKE_SOURCE_DIR}/FreeSans.ttf")
list(APPEND _mac_copy_commands
COMMAND ${CMAKE_COMMAND} -E copy "${CMAKE_SOURCE_DIR}/FreeSans.ttf" "$<TARGET_FILE_DIR:tetris>/FreeSans.ttf"
)
endif()
if(_mac_copy_commands)
add_custom_command(TARGET tetris POST_BUILD
${_mac_copy_commands}
COMMENT "Copying game assets into macOS bundle"
)
endif()
endif()
target_link_libraries(tetris PRIVATE SDL3::SDL3 SDL3_ttf::SDL3_ttf SDL3_image::SDL3_image cpr::cpr nlohmann_json::nlohmann_json)
if (WIN32)

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build-production-mac.sh Normal file
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@ -0,0 +1,313 @@
#!/usr/bin/env bash
set -euo pipefail
# macOS Production Build Script for the SDL3 Tetris project
# Mirrors the Windows PowerShell workflow but uses common POSIX tooling so it
# can be executed on macOS runners or local developer machines.
PROJECT_NAME="tetris"
BUILD_DIR="build-release"
OUTPUT_DIR="dist"
PACKAGE_DIR=""
VERSION="$(date +"%Y.%m.%d")"
CLEAN=0
PACKAGE_ONLY=0
PACKAGE_RUNTIME_DIR=""
print_usage() {
cat <<'USAGE'
Usage: ./build-production-mac.sh [options]
Options:
-c, --clean Remove existing build + dist folders before running
-p, --package-only Skip compilation and only rebuild the distributable
-o, --output DIR Customize output directory (default: dist)
-h, --help Show this help text
USAGE
}
log() {
local level=$1; shift
case "$level" in
INFO) printf '\033[36m[INFO]\033[0m %s\n' "$*" ;;
OK) printf '\033[32m[ OK ]\033[0m %s\n' "$*" ;;
WARN) printf '\033[33m[WARN]\033[0m %s\n' "$*" ;;
ERR) printf '\033[31m[ERR ]\033[0m %s\n' "$*" ;;
*) printf '%s\n' "$*" ;;
esac
}
require_macos() {
if [[ $(uname) != "Darwin" ]]; then
log ERR "This script is intended for macOS hosts."
exit 1
fi
}
parse_args() {
while [[ $# -gt 0 ]]; do
case "$1" in
-c|--clean) CLEAN=1; shift ;;
-p|--package-only) PACKAGE_ONLY=1; shift ;;
-o|--output)
if [[ $# -lt 2 ]]; then
log ERR "--output requires a directory argument"
exit 1
fi
OUTPUT_DIR="$2"; shift 2 ;;
-h|--help) print_usage; exit 0 ;;
*)
log ERR "Unknown argument: $1"
print_usage
exit 1 ;;
esac
done
}
configure_paths() {
PACKAGE_DIR="${OUTPUT_DIR}/TetrisGame-mac"
}
clean_previous() {
if (( CLEAN )); then
log INFO "Cleaning previous build artifacts..."
rm -rf "$BUILD_DIR" "$OUTPUT_DIR"
log OK "Previous artifacts removed"
fi
}
configure_and_build() {
if (( PACKAGE_ONLY )); then
return
fi
log INFO "Configuring CMake (Release)..."
cmake -S . -B "$BUILD_DIR" -DCMAKE_BUILD_TYPE=Release
log OK "CMake configure complete"
log INFO "Building Release target..."
cmake --build "$BUILD_DIR" --config Release
log OK "Build finished"
}
resolve_executable() {
local candidates=(
"$BUILD_DIR/Release/${PROJECT_NAME}"
"$BUILD_DIR/${PROJECT_NAME}"
"$BUILD_DIR/${PROJECT_NAME}.app/Contents/MacOS/${PROJECT_NAME}"
)
for path in "${candidates[@]}"; do
if [[ -x "$path" ]]; then
EXECUTABLE_PATH="$path"
break
fi
done
if [[ -z ${EXECUTABLE_PATH:-} ]]; then
log ERR "Unable to locate built executable."
exit 1
fi
if [[ "$EXECUTABLE_PATH" == *.app/Contents/MacOS/* ]]; then
APP_BUNDLE_PATH="${EXECUTABLE_PATH%/Contents/MacOS/*}"
else
APP_BUNDLE_PATH=""
fi
log OK "Using executable: $EXECUTABLE_PATH"
}
prepare_package_dir() {
log INFO "Creating package directory $PACKAGE_DIR ..."
rm -rf "$PACKAGE_DIR"
mkdir -p "$PACKAGE_DIR"
}
copy_binary_or_bundle() {
if [[ -n ${APP_BUNDLE_PATH:-} ]]; then
log INFO "Copying app bundle..."
rsync -a "$APP_BUNDLE_PATH" "$PACKAGE_DIR/"
local app_name="${APP_BUNDLE_PATH##*/}"
PACKAGE_BINARY="${app_name}/Contents/MacOS/${PROJECT_NAME}"
PACKAGE_RUNTIME_DIR="$PACKAGE_DIR/${app_name}/Contents/MacOS"
else
log INFO "Copying executable..."
cp "$EXECUTABLE_PATH" "$PACKAGE_DIR/${PROJECT_NAME}"
chmod +x "$PACKAGE_DIR/${PROJECT_NAME}"
PACKAGE_BINARY="${PROJECT_NAME}"
PACKAGE_RUNTIME_DIR="$PACKAGE_DIR"
fi
log OK "Binary ready (${PACKAGE_BINARY})"
}
copy_assets() {
if [[ -n ${APP_BUNDLE_PATH:-} ]]; then
log INFO "Assets already bundled inside the .app; skipping external copy."
return
fi
log INFO "Copying assets..."
local folders=("assets" "fonts")
for folder in "${folders[@]}"; do
if [[ -d "$folder" ]]; then
rsync -a "$folder" "$PACKAGE_DIR/"
log OK "Copied $folder"
fi
done
if [[ -f "FreeSans.ttf" ]]; then
cp "FreeSans.ttf" "$PACKAGE_DIR/"
log OK "Copied FreeSans.ttf"
fi
}
copy_dependencies() {
log INFO "Collecting dynamic libraries from vcpkg..."
local triplets=("arm64-osx" "x64-osx" "universal-osx")
local bases=("$BUILD_DIR/vcpkg_installed" "vcpkg_installed")
local copied_names=()
for base in "${bases[@]}"; do
for triplet in "${triplets[@]}"; do
for sub in lib bin; do
local dir="$base/$triplet/$sub"
if [[ -d "$dir" ]]; then
while IFS= read -r -d '' dylib; do
local name=$(basename "$dylib")
local seen=0
for existing in "${copied_names[@]}"; do
if [[ "$existing" == "$name" ]]; then
seen=1
break
fi
done
if (( !seen )); then
cp "$dylib" "$PACKAGE_RUNTIME_DIR/"
copied_names+=("$name")
log OK "Copied $name"
fi
done < <(find "$dir" -maxdepth 1 -type f -name '*.dylib' -print0)
fi
done
done
done
if [[ ${#copied_names[@]} -eq 0 ]]; then
log WARN "No .dylib files found; ensure vcpkg installed macOS triplet dependencies."
fi
}
ensure_rpath() {
local binary="$PACKAGE_DIR/$PACKAGE_BINARY"
if [[ ! -f "$binary" ]]; then
return
fi
if command -v otool >/dev/null 2>&1 && command -v install_name_tool >/dev/null 2>&1; then
if ! otool -l "$binary" | grep -A2 LC_RPATH | grep -q '@executable_path'; then
log INFO "Adding @executable_path rpath"
install_name_tool -add_rpath "@executable_path" "$binary"
fi
fi
}
create_launchers() {
local launch_command="./${PROJECT_NAME}"
if [[ "$PACKAGE_BINARY" == *.app/Contents/MacOS/* ]]; then
local app_dir="${PACKAGE_BINARY%%/Contents/*}"
launch_command="open \"./${app_dir}\""
fi
cat > "$PACKAGE_DIR/Launch-Tetris.command" <<EOF
#!/usr/bin/env bash
cd "\$(dirname \"\$0\")"
${launch_command}
EOF
chmod +x "$PACKAGE_DIR/Launch-Tetris.command"
cat > "$PACKAGE_DIR/README-mac.txt" <<EOF
Tetris SDL3 Game - macOS Release $VERSION
=========================================
Requirements:
- macOS 12 Monterey or newer (Apple Silicon or Intel)
- GPU with Metal support
Installation:
1. Unzip the archive anywhere (e.g., ~/Games/Tetris).
2. Ensure the executable bit stays set (script already does this).
3. Double-click Launch-Tetris.command or run the binary/app manually from Terminal or Finder.
Files:
- tetris / Launch-Tetris.command (start the game)
- assets/ (art, audio, fonts)
- *.dylib from SDL3 and related dependencies
- FreeSans.ttf font
Enjoy!
EOF
log OK "Created README and launcher"
}
validate_package() {
log INFO "Validating package contents..."
local missing=()
local required=("$PACKAGE_BINARY")
if [[ -z ${APP_BUNDLE_PATH:-} ]]; then
required+=(assets FreeSans.ttf)
fi
for required in "${required[@]}"; do
if [[ ! -e "$PACKAGE_DIR/$required" ]]; then
missing+=("$required")
fi
done
if (( ${#missing[@]} > 0 )); then
log WARN "Missing: ${missing[*]}"
else
log OK "Package looks complete"
fi
}
create_zip() {
mkdir -p "$OUTPUT_DIR"
local zip_name="TetrisGame-mac-${VERSION}.zip"
local zip_path="$OUTPUT_DIR/$zip_name"
log INFO "Creating zip archive $zip_path ..."
if command -v ditto >/dev/null 2>&1; then
ditto -c -k --keepParent "$PACKAGE_DIR" "$zip_path"
else
(cd "$OUTPUT_DIR" && zip -r "$zip_name" "$(basename "$PACKAGE_DIR")")
fi
log OK "Zip created"
}
main() {
parse_args "$@"
require_macos
configure_paths
if [[ ! -f "CMakeLists.txt" ]]; then
log ERR "Run from repository root (CMakeLists.txt missing)."
exit 1
fi
log INFO "======================================"
log INFO " macOS Production Builder"
log INFO "======================================"
log INFO "Version: $VERSION"
log INFO "Output: $OUTPUT_DIR"
clean_previous
configure_and_build
resolve_executable
prepare_package_dir
copy_binary_or_bundle
copy_assets
copy_dependencies
ensure_rpath
create_launchers
validate_package
create_zip
log INFO "Done. Package available at $PACKAGE_DIR"
}
main "$@"

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@ -0,0 +1,26 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleExecutable</key>
<string>${MACOSX_BUNDLE_EXECUTABLE_NAME}</string>
<key>CFBundleIdentifier</key>
<string>com.example.tetris</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>Tetris</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleVersion</key>
<string>1.0</string>
<key>LSMinimumSystemVersion</key>
<string>12.0</string>
<key>NSHighResolutionCapable</key>
<true/>
</dict>
</plist>

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@ -63,10 +63,17 @@ if(WIN32)
endif()
# Installation rules for system-wide installation
install(TARGETS tetris
RUNTIME DESTINATION bin
COMPONENT Runtime
)
if(APPLE)
install(TARGETS tetris
BUNDLE DESTINATION .
COMPONENT Runtime
)
else()
install(TARGETS tetris
RUNTIME DESTINATION bin
COMPONENT Runtime
)
endif()
install(DIRECTORY assets/
DESTINATION share/tetris/assets

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@ -1,14 +1,14 @@
@echo off
echo Converting MP3 files to WAV using Windows Media Player...
echo Convert MP3 files to OGG (preferred) for cross-platform playback...
echo.
REM Check if we have access to Windows Media Format SDK
set MUSIC_DIR=assets\music
REM List of MP3 files to convert
set FILES=amazing.mp3 boom_tetris.mp3 great_move.mp3 impressive.mp3 keep_that_ryhtm.mp3 lets_go.mp3 nice_combo.mp3 smooth_clear.mp3 triple_strike.mp3 well_played.mp3 wonderful.mp3 you_fire.mp3 you_re_unstoppable.mp3
set FILES=amazing.mp3 boom_tetris.mp3 great_move.mp3 impressive.mp3 keep_that_ryhtm.mp3 lets_go.mp3 nice_combo.mp3 smooth_clear.mp3 triple_strike.mp3 well_played.mp3 wonderful.mp3 you_fire.mp3 you_re_unstoppable.mp3 hard_drop_001.mp3 new_level.mp3
echo Please convert these MP3 files to WAV format manually:
echo Please convert these MP3 files to OGG Vorbis manually (or run convert_to_ogg.ps1 on Windows):
echo.
for %%f in (%FILES%) do (
echo - %MUSIC_DIR%\%%f
@ -17,13 +17,12 @@ for %%f in (%FILES%) do (
echo.
echo Recommended settings for conversion:
echo - Sample Rate: 44100 Hz
echo - Bit Depth: 16-bit
echo - Channels: Stereo (2)
echo - Format: PCM WAV
echo - Use OGG Vorbis quality ~4 (or convert to FLAC if you prefer lossless)
echo.
echo You can use:
echo - Audacity (free): https://www.audacityteam.org/
echo - VLC Media Player (free): Media ^> Convert/Save
echo - Any audio converter software
echo - ffmpeg (CLI): ffmpeg -i input.mp3 -c:a libvorbis -qscale:a 4 output.ogg
echo.
pause

45
convert_to_ogg.ps1 Normal file
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@ -0,0 +1,45 @@
# Convert MP3 sound effects to OGG Vorbis format for cross-platform playback
# Requires ffmpeg (https://ffmpeg.org/). OGG keeps files small while SDL's decoders
# work everywhere the game ships.
$musicDir = "assets\music"
$sourceFiles = @(
"amazing.mp3",
"boom_tetris.mp3",
"great_move.mp3",
"impressive.mp3",
"keep_that_ryhtm.mp3",
"lets_go.mp3",
"nice_combo.mp3",
"smooth_clear.mp3",
"triple_strike.mp3",
"well_played.mp3",
"wonderful.mp3",
"you_fire.mp3",
"you_re_unstoppable.mp3",
"hard_drop_001.mp3",
"new_level.mp3",
"Every Block You Take.mp3"
)
if (!(Get-Command ffmpeg -ErrorAction SilentlyContinue)) {
Write-Host "ffmpeg is required. Install via https://ffmpeg.org/ or winget install Gyan.FFmpeg" -ForegroundColor Red
exit 1
}
Write-Host "Converting MP3 sound effects to OGG..." -ForegroundColor Cyan
foreach ($file in $sourceFiles) {
$src = Join-Path $musicDir $file
if (!(Test-Path $src)) {
Write-Host "Skipping (missing): $src" -ForegroundColor Yellow
continue
}
$ogg = ($file -replace ".mp3$", ".ogg")
$dest = Join-Path $musicDir $ogg
Write-Host "-> $ogg" -ForegroundColor Green
& ffmpeg -y -i $src -c:a libvorbis -qscale:a 4 $dest > $null 2>&1
if ($LASTEXITCODE -ne 0) {
Write-Host "Failed to convert $file" -ForegroundColor Red
}
}
Write-Host "Conversion complete." -ForegroundColor Green

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@ -1,63 +1,11 @@
# Convert MP3 sound effects to WAV format
# This script converts all MP3 sound effect files to WAV for better compatibility
# Deprecated shim: point developers to the OGG conversion workflow
Write-Host "convert_to_wav.ps1 is deprecated." -ForegroundColor Yellow
Write-Host "Use convert_to_ogg.ps1 for generating assets with OGG Vorbis." -ForegroundColor Yellow
$musicDir = "assets\music"
$mp3Files = @(
"amazing.mp3",
"boom_tetris.mp3",
"great_move.mp3",
"impressive.mp3",
"keep_that_ryhtm.mp3",
"lets_go.mp3",
"nice_combo.mp3",
"smooth_clear.mp3",
"triple_strike.mp3",
"well_played.mp3",
"wonderful.mp3",
"you_fire.mp3",
"you_re_unstoppable.mp3"
)
Write-Host "Converting MP3 sound effects to WAV format..." -ForegroundColor Green
foreach ($mp3File in $mp3Files) {
$mp3Path = Join-Path $musicDir $mp3File
$wavFile = $mp3File -replace "\.mp3$", ".wav"
$wavPath = Join-Path $musicDir $wavFile
if (Test-Path $mp3Path) {
Write-Host "Converting $mp3File to $wavFile..." -ForegroundColor Yellow
# Try ffmpeg first (most common)
$ffmpegResult = $null
try {
$ffmpegResult = & ffmpeg -i $mp3Path -acodec pcm_s16le -ar 44100 -ac 2 $wavPath -y 2>&1
if ($LASTEXITCODE -eq 0) {
Write-Host "✓ Successfully converted $mp3File" -ForegroundColor Green
continue
}
} catch {
# FFmpeg not available, try other methods
}
# Try Windows Media Format SDK (if available)
try {
Add-Type -AssemblyName System.Windows.Forms
Add-Type -AssemblyName Microsoft.VisualBasic
# Use Windows built-in audio conversion
$shell = New-Object -ComObject Shell.Application
# This is a fallback method - may not work on all systems
Write-Host "⚠ FFmpeg not found. Please install FFmpeg or convert manually." -ForegroundColor Red
} catch {
Write-Host "⚠ Could not convert $mp3File automatically." -ForegroundColor Red
}
} else {
Write-Host "⚠ File not found: $mp3Path" -ForegroundColor Red
}
$oggScript = Join-Path $PSScriptRoot "convert_to_ogg.ps1"
if (Test-Path $oggScript) {
& $oggScript
} else {
Write-Host "Missing convert_to_ogg.ps1" -ForegroundColor Red
exit 1
}
Write-Host "`nConversion complete! If FFmpeg was not found, please:" -ForegroundColor Cyan
Write-Host "1. Install FFmpeg: https://ffmpeg.org/download.html" -ForegroundColor White
Write-Host "2. Or use an audio converter like Audacity" -ForegroundColor White
Write-Host "3. Convert to: 44.1kHz, 16-bit, Stereo WAV" -ForegroundColor White

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@ -12,7 +12,7 @@ Sound=1
SmoothScroll=1
[Player]
Name=GREGOR
Name=PLAYER
[Debug]
Enabled=1

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@ -558,16 +558,20 @@ bool ApplicationManager::initializeGame() {
Audio::instance().init();
// Discover available tracks (up to 100) and queue for background loading
m_totalTracks = 0;
std::vector<std::string> trackPaths;
trackPaths.reserve(100);
for (int i = 1; i <= 100; ++i) {
char buf[128];
std::snprintf(buf, sizeof(buf), "assets/music/music%03d.mp3", i);
// Use simple file existence check via std::filesystem
if (std::filesystem::exists(buf)) {
Audio::instance().addTrackAsync(buf);
++m_totalTracks;
} else {
char base[128];
std::snprintf(base, sizeof(base), "assets/music/music%03d", i);
std::string path = AssetPath::resolveWithExtensions(base, { ".mp3" });
if (path.empty()) {
break;
}
trackPaths.push_back(path);
}
m_totalTracks = static_cast<int>(trackPaths.size());
for (const auto& path : trackPaths) {
Audio::instance().addTrackAsync(path);
}
if (m_totalTracks > 0) {
Audio::instance().startBackgroundLoading();

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@ -208,27 +208,14 @@ bool AssetManager::loadSoundEffectWithFallback(const std::string& id, const std:
return false;
}
// Try WAV first, then MP3 fallback (matching main.cpp pattern)
std::string wavPath = "assets/music/" + baseName + ".wav";
std::string mp3Path = "assets/music/" + baseName + ".mp3";
// Check WAV first
if (fileExists(wavPath)) {
if (m_soundSystem->loadSound(id, wavPath)) {
logInfo("Loaded sound effect: " + id + " from " + wavPath + " (WAV)");
return true;
}
const std::string basePath = "assets/music/" + baseName;
std::string resolved = AssetPath::resolveWithExtensions(basePath, { ".wav", ".mp3" });
if (!resolved.empty() && m_soundSystem->loadSound(id, resolved)) {
logInfo("Loaded sound effect: " + id + " from " + resolved);
return true;
}
// Fallback to MP3
if (fileExists(mp3Path)) {
if (m_soundSystem->loadSound(id, mp3Path)) {
logInfo("Loaded sound effect: " + id + " from " + mp3Path + " (MP3 fallback)");
return true;
}
}
setError("Failed to load sound effect: " + id + " (tried both WAV and MP3)");
setError("Failed to load sound effect: " + id + " (no supported audio extension found)");
return false;
}

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@ -14,6 +14,9 @@
#include <cmath>
#include <cstdlib>
#include <memory>
#include <filesystem>
#include <thread>
#include <atomic>
#include "audio/Audio.h"
#include "audio/SoundEffect.h"
@ -681,6 +684,25 @@ int main(int, char **)
}
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());
}
FontAtlas font;
font.init("FreeSans.ttf", 24);
@ -689,10 +711,13 @@ int main(int, char **)
pixelFont.init("assets/fonts/PressStart2P-Regular.ttf", 16);
ScoreManager scores;
// Load scores asynchronously to prevent startup hang due to network request
std::thread([&scores]() {
std::atomic<bool> scoresLoadComplete{false};
// Load scores asynchronously but keep the worker alive until shutdown to avoid lifetime issues
std::jthread scoreLoader([&scores, &scoresLoadComplete]() {
scores.load();
}).detach();
scoresLoadComplete.store(true, std::memory_order_release);
});
std::jthread menuTrackLoader;
Starfield starfield;
starfield.init(200, LOGICAL_W, LOGICAL_H);
Starfield3D starfield3D;
@ -751,9 +776,19 @@ int main(int, char **)
// Initialize sound effects system
SoundEffectManager::instance().init();
// Load sound effects
SoundEffectManager::instance().loadSound("clear_line", "assets/music/clear_line.wav");
auto loadAudioAsset = [](const std::string& basePath, const std::string& id) {
std::string resolved = AssetPath::resolveWithExtensions(basePath, { ".wav", ".mp3" });
if (resolved.empty()) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Missing audio asset for %s (base %s)", id.c_str(), basePath.c_str());
return;
}
if (!SoundEffectManager::instance().loadSound(id, resolved)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to load %s from %s", id.c_str(), resolved.c_str());
}
};
loadAudioAsset("assets/music/clear_line", "clear_line");
// Load voice lines for line clears using WAV files (with MP3 fallback)
std::vector<std::string> singleSounds = {"well_played", "smooth_clear", "great_move"};
@ -769,49 +804,25 @@ int main(int, char **)
appendVoices(tripleSounds);
appendVoices(tetrisSounds);
// Helper function to load sound with WAV/MP3 fallback and file existence check
auto loadSoundWithFallback = [&](const std::string& id, const std::string& baseName) {
std::string wavPath = "assets/music/" + baseName + ".wav";
std::string mp3Path = "assets/music/" + baseName + ".mp3";
// Check if WAV file exists first
SDL_IOStream* wavFile = SDL_IOFromFile(wavPath.c_str(), "rb");
if (wavFile) {
SDL_CloseIO(wavFile);
if (SoundEffectManager::instance().loadSound(id, wavPath)) {
(void)0;
return;
}
}
// Fallback to MP3 if WAV doesn't exist or fails to load
SDL_IOStream* mp3File = SDL_IOFromFile(mp3Path.c_str(), "rb");
if (mp3File) {
SDL_CloseIO(mp3File);
if (SoundEffectManager::instance().loadSound(id, mp3Path)) {
(void)0;
return;
}
}
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to load sound: %s (tried both WAV and MP3)", id.c_str());
auto loadVoice = [&](const std::string& id, const std::string& baseName) {
loadAudioAsset("assets/music/" + baseName, id);
};
loadSoundWithFallback("nice_combo", "nice_combo");
loadSoundWithFallback("you_fire", "you_fire");
loadSoundWithFallback("well_played", "well_played");
loadSoundWithFallback("keep_that_ryhtm", "keep_that_ryhtm");
loadSoundWithFallback("great_move", "great_move");
loadSoundWithFallback("smooth_clear", "smooth_clear");
loadSoundWithFallback("impressive", "impressive");
loadSoundWithFallback("triple_strike", "triple_strike");
loadSoundWithFallback("amazing", "amazing");
loadSoundWithFallback("you_re_unstoppable", "you_re_unstoppable");
loadSoundWithFallback("boom_tetris", "boom_tetris");
loadSoundWithFallback("wonderful", "wonderful");
loadSoundWithFallback("lets_go", "lets_go"); // For level up
loadSoundWithFallback("hard_drop", "hard_drop_001");
loadSoundWithFallback("new_level", "new_level");
loadVoice("nice_combo", "nice_combo");
loadVoice("you_fire", "you_fire");
loadVoice("well_played", "well_played");
loadVoice("keep_that_ryhtm", "keep_that_ryhtm");
loadVoice("great_move", "great_move");
loadVoice("smooth_clear", "smooth_clear");
loadVoice("impressive", "impressive");
loadVoice("triple_strike", "triple_strike");
loadVoice("amazing", "amazing");
loadVoice("you_re_unstoppable", "you_re_unstoppable");
loadVoice("boom_tetris", "boom_tetris");
loadVoice("wonderful", "wonderful");
loadVoice("lets_go", "lets_go");
loadVoice("hard_drop", "hard_drop_001");
loadVoice("new_level", "new_level");
bool suppressLineVoiceForLevelUp = false;
@ -891,7 +902,7 @@ int main(int, char **)
// Allow states to access the state manager for transitions
ctx.stateManager = &stateMgr;
ctx.game = &game;
ctx.scores = &scores;
ctx.scores = nullptr; // populated once async load finishes
ctx.starfield = &starfield;
ctx.starfield3D = &starfield3D;
ctx.font = &font;
@ -925,6 +936,15 @@ int main(int, char **)
running = false;
};
auto ensureScoresLoaded = [&]() {
if (scoreLoader.joinable()) {
scoreLoader.join();
}
if (!ctx.scores) {
ctx.scores = &scores;
}
};
auto beginStateFade = [&](AppState targetState, bool armGameplayCountdown) {
if (!ctx.stateManager) {
return;
@ -1010,6 +1030,10 @@ int main(int, char **)
// Playing, LevelSelect and GameOver currently use inline logic in main; we'll migrate later
while (running)
{
if (!ctx.scores && scoresLoadComplete.load(std::memory_order_acquire)) {
ensureScoresLoaded();
}
int winW = 0, winH = 0;
SDL_GetWindowSize(window, &winW, &winH);
@ -1102,6 +1126,7 @@ int main(int, char **)
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;
@ -1359,6 +1384,7 @@ int main(int, char **)
SDL_StartTextInput(window);
} else {
isNewHighScore = false;
ensureScoresLoaded();
scores.submit(game.score(), game.lines(), game.level(), game.elapsed());
}
state = AppState::GameOver;
@ -1376,25 +1402,21 @@ int main(int, char **)
// Count actual music files first
totalTracks = 0;
for (int i = 1; i <= 100; ++i) { // Check up to 100 files
char buf[64];
std::snprintf(buf, sizeof(buf), "assets/music/music%03d.mp3", i);
// Check if file exists
SDL_IOStream* file = SDL_IOFromFile(buf, "rb");
if (file) {
SDL_CloseIO(file);
totalTracks++;
} else {
break; // No more consecutive files
std::vector<std::string> trackPaths;
trackPaths.reserve(100);
for (int i = 1; i <= 100; ++i) {
char base[64];
std::snprintf(base, sizeof(base), "assets/music/music%03d", i);
std::string path = AssetPath::resolveWithExtensions(base, { ".mp3" });
if (path.empty()) {
break;
}
trackPaths.push_back(path);
}
// Add all found tracks to the background loading queue
for (int i = 1; i <= totalTracks; ++i) {
char buf[64];
std::snprintf(buf, sizeof(buf), "assets/music/music%03d.mp3", i);
Audio::instance().addTrackAsync(buf);
totalTracks = static_cast<int>(trackPaths.size());
for (const auto& track : trackPaths) {
Audio::instance().addTrackAsync(track);
}
// Start background loading thread
@ -1449,9 +1471,17 @@ int main(int, char **)
// Load menu track once on first menu entry (in background to avoid blocking)
static bool menuTrackLoaded = false;
if (!menuTrackLoaded) {
std::thread([]() {
Audio::instance().setMenuTrack("assets/music/Every Block You Take.mp3");
}).detach();
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;
}
@ -1784,6 +1814,7 @@ int main(int, char **)
// 4. Draw Text
// 4. Draw Text
// Title
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);
@ -1942,6 +1973,15 @@ int main(int, char **)
// Save settings on exit
Settings::instance().save();
if (scoreLoader.joinable()) {
scoreLoader.join();
if (!ctx.scores) {
ctx.scores = &scores;
}
}
if (menuTrackLoader.joinable()) {
menuTrackLoader.join();
}
lineEffect.shutdown();
Audio::instance().shutdown();
SoundEffectManager::instance().shutdown();

View File

@ -9,6 +9,7 @@
#include <algorithm>
#include <array>
#include <cmath>
#include <vector>
// Use dynamic logical dimensions from GlobalState instead of hardcoded values
// This allows the UI to adapt when the window is resized or goes fullscreen
@ -239,7 +240,8 @@ void MenuState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logi
// High scores table with wave offset
float scoresStartY = topPlayersY + 70; // more spacing under title
const auto &hs = ctx.scores ? ctx.scores->all() : *(new std::vector<ScoreEntry>());
static const std::vector<ScoreEntry> EMPTY_SCORES;
const auto& hs = ctx.scores ? ctx.scores->all() : EMPTY_SCORES;
size_t maxDisplay = std::min(hs.size(), size_t(12));
// Draw table header

View File

@ -2,17 +2,27 @@
#include <array>
#include <string>
#include <filesystem>
#include <initializer_list>
#include <SDL3/SDL.h>
namespace AssetPath {
inline bool fileExists(const std::string& path) {
if (path.empty()) {
inline std::string& baseDirectory() {
static std::string base;
return base;
}
inline void setBasePath(std::string path) {
baseDirectory() = std::move(path);
}
inline bool tryOpenFile(const std::string& candidate) {
if (candidate.empty()) {
return false;
}
SDL_IOStream* file = SDL_IOFromFile(path.c_str(), "rb");
SDL_IOStream* file = SDL_IOFromFile(candidate.c_str(), "rb");
if (file) {
SDL_CloseIO(file);
return true;
@ -20,13 +30,58 @@ inline bool fileExists(const std::string& path) {
return false;
}
inline bool fileExists(const std::string& path) {
if (path.empty()) {
return false;
}
if (tryOpenFile(path)) {
return true;
}
std::filesystem::path p(path);
if (!p.is_absolute()) {
const std::string& base = baseDirectory();
if (!base.empty()) {
std::filesystem::path combined = std::filesystem::path(base) / p;
if (tryOpenFile(combined.string())) {
return true;
}
}
}
return false;
}
inline std::string resolveWithBase(const std::string& path) {
if (path.empty()) {
return path;
}
if (tryOpenFile(path)) {
return path;
}
std::filesystem::path p(path);
if (!p.is_absolute()) {
const std::string& base = baseDirectory();
if (!base.empty()) {
std::filesystem::path combined = std::filesystem::path(base) / p;
std::string combinedStr = combined.string();
if (tryOpenFile(combinedStr)) {
return combinedStr;
}
}
}
return path;
}
inline std::string resolveImagePath(const std::string& originalPath) {
if (originalPath.empty()) {
return originalPath;
}
if (fileExists(originalPath)) {
return originalPath;
if (auto resolved = resolveWithBase(originalPath); resolved != originalPath || fileExists(resolved)) {
return resolved;
}
const std::size_t dot = originalPath.find_last_of('.');
@ -45,12 +100,41 @@ inline std::string resolveImagePath(const std::string& originalPath) {
if (candidate == originalPath) {
continue;
}
if (fileExists(candidate)) {
return candidate;
std::string resolvedCandidate = resolveWithBase(candidate);
if (resolvedCandidate != candidate || fileExists(resolvedCandidate)) {
return resolvedCandidate;
}
}
return originalPath;
}
inline std::string resolveWithExtensions(const std::string& basePathWithoutExt, std::initializer_list<const char*> extensions) {
for (const char* ext : extensions) {
std::string candidate = basePathWithoutExt + ext;
std::string resolved = resolveWithBase(candidate);
if (resolved != candidate || fileExists(resolved)) {
return resolved;
}
}
return {};
}
inline std::string resolveAudioPath(const std::string& basePathWithoutExt) {
static constexpr std::array<const char*, 4> AUDIO_EXTENSIONS = {
".ogg",
".flac",
".wav",
".mp3"
};
for (const char* ext : AUDIO_EXTENSIONS) {
std::string candidate = basePathWithoutExt + ext;
std::string resolved = resolveWithBase(candidate);
if (resolved != candidate || fileExists(resolved)) {
return resolved;
}
}
return {};
}
} // namespace AssetPath