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27 Commits

Author SHA1 Message Date
815913b15b Merge branch 'feature/RedesignMainScene' into develop 2025-12-07 19:10:51 +01:00
972588fa59 removed line 2025-12-07 19:05:32 +01:00
9d989ab395 new next block 2025-12-07 19:02:03 +01:00
a74d7135e6 fixed combo count 2025-12-07 18:46:23 +01:00
e27d1b60b1 fixed statistics panel 2025-12-07 18:25:13 +01:00
12bc4870b1 fix statistics 2025-12-07 17:51:54 +01:00
2b4b07ae6a fixed statistics 2025-12-07 17:30:18 +01:00
24779755a5 aligment fix in next block 2025-12-07 13:00:05 +01:00
d2ba311c5f fixed next block 2025-12-07 12:27:00 +01:00
f5424e8f72 Addes some sparkles 2025-12-07 11:24:32 +01:00
5a95c9180c I block rotation fix 2025-12-07 10:45:12 +01:00
59dc3a1638 fixed statistics panel 2025-12-07 10:29:20 +01:00
262ae49496 fixed exit popup window 2025-12-06 21:20:25 +01:00
ec9eb45cc3 gameplay score board 2025-12-06 21:07:17 +01:00
1355ce49fe visual makeover of backgrounds for each level 2025-12-06 20:07:04 +01:00
8a549d14dc Fixed menu 2025-12-06 18:18:27 +01:00
12110bd8b4 fixed 2025-12-06 17:51:54 +01:00
f086ed3021 fixed main menu background 2025-12-06 15:44:05 +01:00
f24d484496 fixed highscore 2025-12-06 15:10:41 +01:00
26b4454eea fixed highscore 2025-12-06 14:54:56 +01:00
b531bbc798 fix 2025-12-06 14:08:24 +01:00
cb8293175b new main screen 2025-12-06 12:42:29 +01:00
fff14fe3e1 New fonts 2025-12-06 11:09:12 +01:00
ffdb67ce9b Fixed button text 2025-12-06 10:48:59 +01:00
b44de25113 latest state 2025-12-06 09:43:33 +01:00
294e935344 stars directions 2025-12-01 21:01:53 +01:00
383b2e48ec new background for main screen 2025-12-01 20:52:26 +01:00
106 changed files with 5020 additions and 782 deletions

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@ -44,9 +44,11 @@ set(TETRIS_SOURCES
src/persistence/Scores.cpp
src/graphics/effects/Starfield.cpp
src/graphics/effects/Starfield3D.cpp
src/graphics/effects/SpaceWarp.cpp
src/graphics/ui/Font.cpp
src/graphics/ui/HelpOverlay.cpp
src/graphics/renderers/GameRenderer.cpp
src/graphics/renderers/UIRenderer.cpp
src/audio/Audio.cpp
src/gameplay/effects/LineEffect.cpp
src/audio/SoundEffect.cpp

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CODE_ANALYSIS.md Normal file
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# Tetris SDL3 - Code Analysis & Best Practices Review
**Generated:** 2025-12-03
**Project:** Tetris Game (SDL3)
---
## 📊 Executive Summary
Your Tetris project is **well-structured and follows many modern C++ best practices**. The codebase demonstrates:
- ✅ Clean separation of concerns with a state-based architecture
- ✅ Modern C++20 features and RAII patterns
- ✅ Centralized configuration management
- ✅ Proper dependency management via vcpkg
- ✅ Good documentation and code organization
However, there are opportunities for improvement in areas like memory management, error handling, and code duplication.
---
## 🎯 Strengths
### 1. **Architecture & Design Patterns**
- **State Pattern Implementation**: Clean state management with `MenuState`, `PlayingState`, `OptionsState`, `LevelSelectorState`, and `LoadingState`
- **Separation of Concerns**: Game logic (`Game.cpp`), rendering (`GameRenderer`, `UIRenderer`), audio (`Audio`, `SoundEffect`), and persistence (`Scores`) are well-separated
- **Centralized Configuration**: `Config.h` provides a single source of truth for constants, eliminating magic numbers
- **Service Locator Pattern**: `StateContext` acts as a dependency injection container
### 2. **Modern C++ Practices**
- **C++20 Standard**: Using modern features like `std::filesystem`, `std::jthread`
- **RAII**: Proper resource management with smart pointers and automatic cleanup
- **Type Safety**: Strong typing with enums (`PieceType`, `AppState`, `LevelBackgroundPhase`)
- **Const Correctness**: Good use of `const` methods and references
### 3. **Code Organization**
```
src/
├── audio/ # Audio system (music, sound effects)
├── core/ # Core systems (state management, settings, global state)
├── gameplay/ # Game logic (Tetris mechanics, effects)
├── graphics/ # Rendering (UI, game renderer, effects)
├── persistence/ # Score management
├── states/ # State implementations
└── utils/ # Utilities
```
This structure is logical and easy to navigate.
### 4. **Build System**
- **CMake**: Modern CMake with proper target configuration
- **vcpkg**: Excellent dependency management
- **Cross-platform**: Support for Windows and macOS
- **Testing**: Catch2 integration for unit tests
---
## ⚠️ Areas for Improvement
### 1. **Memory Management Issues**
#### **Problem: Raw Pointer Usage**
**Location:** `MenuState.h`, `main.cpp`
```cpp
// MenuState.h (lines 17-21)
SDL_Texture* playIcon = nullptr;
SDL_Texture* levelIcon = nullptr;
SDL_Texture* optionsIcon = nullptr;
SDL_Texture* exitIcon = nullptr;
```
**Issue:** Raw pointers to SDL resources without proper cleanup in all code paths.
**Recommendation:**
```cpp
// Create a smart pointer wrapper for SDL_Texture
struct SDL_TextureDeleter {
void operator()(SDL_Texture* tex) const {
if (tex) SDL_DestroyTexture(tex);
}
};
using SDL_TexturePtr = std::unique_ptr<SDL_Texture, SDL_TextureDeleter>;
// Usage in MenuState.h
private:
SDL_TexturePtr playIcon;
SDL_TexturePtr levelIcon;
SDL_TexturePtr optionsIcon;
SDL_TexturePtr exitIcon;
```
**Benefits:**
- Automatic cleanup
- Exception safety
- No manual memory management
- Clear ownership semantics
---
### 2. **Error Handling**
#### **Problem: Inconsistent Error Handling**
**Location:** `main.cpp` (lines 86-114)
```cpp
static SDL_Texture* loadTextureFromImage(SDL_Renderer* renderer, const std::string& path, int* outW = nullptr, int* outH = nullptr) {
if (!renderer) {
return nullptr; // Silent failure
}
SDL_Surface* surface = IMG_Load(resolvedPath.c_str());
if (!surface) {
SDL_LogError(...); // Logs but returns nullptr
return nullptr;
}
// ...
}
```
**Issues:**
- Silent failures make debugging difficult
- Callers must check for `nullptr` (easy to forget)
- No way to distinguish between different error types
**Recommendation:**
```cpp
#include <expected> // C++23, or use tl::expected for C++20
struct TextureLoadError {
std::string message;
std::string path;
};
std::expected<SDL_TexturePtr, TextureLoadError>
loadTextureFromImage(SDL_Renderer* renderer, const std::string& path,
int* outW = nullptr, int* outH = nullptr) {
if (!renderer) {
return std::unexpected(TextureLoadError{
"Renderer is null", path
});
}
const std::string resolvedPath = AssetPath::resolveImagePath(path);
SDL_Surface* surface = IMG_Load(resolvedPath.c_str());
if (!surface) {
return std::unexpected(TextureLoadError{
std::string("Failed to load: ") + SDL_GetError(),
resolvedPath
});
}
// ... success case
return SDL_TexturePtr(texture);
}
// Usage:
auto result = loadTextureFromImage(renderer, "path.png");
if (result) {
// Use result.value()
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to load %s: %s",
result.error().path.c_str(),
result.error().message.c_str());
}
```
---
### 3. **Code Duplication**
#### **Problem: Repeated Patterns**
**Location:** `MenuState.cpp`, `PlayingState.cpp`, `OptionsState.cpp`
Similar lambda patterns for exit popup handling:
```cpp
auto setExitSelection = [&](int value) {
if (ctx.exitPopupSelectedButton) {
*ctx.exitPopupSelectedButton = value;
}
};
auto getExitSelection = [&]() -> int {
return ctx.exitPopupSelectedButton ? *ctx.exitPopupSelectedButton : 1;
};
```
**Recommendation:**
Create a helper class in `StateContext`:
```cpp
// StateContext.h
class ExitPopupHelper {
public:
ExitPopupHelper(int* selectedButton, bool* showPopup)
: m_selectedButton(selectedButton), m_showPopup(showPopup) {}
void setSelection(int value) {
if (m_selectedButton) *m_selectedButton = value;
}
int getSelection() const {
return m_selectedButton ? *m_selectedButton : 1;
}
void show() {
if (m_showPopup) *m_showPopup = true;
}
void hide() {
if (m_showPopup) *m_showPopup = false;
}
bool isVisible() const {
return m_showPopup && *m_showPopup;
}
private:
int* m_selectedButton;
bool* m_showPopup;
};
// Usage in states:
ExitPopupHelper exitPopup(ctx.exitPopupSelectedButton, ctx.showExitConfirmPopup);
exitPopup.setSelection(0);
if (exitPopup.isVisible()) { ... }
```
---
### 4. **Magic Numbers**
#### **Problem: Some Magic Numbers Still Present**
**Location:** `MenuState.cpp` (lines 269-273)
```cpp
float btnW = 200.0f; // Fixed width to match background buttons
float btnH = 70.0f; // Fixed height to match background buttons
float btnX = LOGICAL_W * 0.5f + contentOffsetX;
float btnY = LOGICAL_H * 0.865f + contentOffsetY;
```
**Recommendation:**
Add to `Config.h`:
```cpp
namespace Config::UI {
constexpr float MENU_BUTTON_WIDTH = 200.0f;
constexpr float MENU_BUTTON_HEIGHT = 70.0f;
constexpr float MENU_BUTTON_Y_FRACTION = 0.865f;
constexpr float MENU_BUTTON_SPACING = 210.0f;
}
```
---
### 5. **File I/O for Debugging**
#### **Problem: Debug Logging to Files**
**Location:** `MenuState.cpp` (lines 182-184, 195-203, etc.)
```cpp
FILE* f = fopen("tetris_trace.log", "a");
if (f) {
fprintf(f, "MenuState::render entry\n");
fclose(f);
}
```
**Issues:**
- File handles not checked properly
- No error handling
- Performance overhead in production
- Should use proper logging framework
**Recommendation:**
```cpp
// Create a simple logger utility
// src/utils/Logger.h
#pragma once
#include <string>
#include <fstream>
#include <mutex>
class Logger {
public:
enum class Level { TRACE, DEBUG, INFO, WARN, ERROR };
static Logger& instance();
void setLevel(Level level) { m_level = level; }
void setFile(const std::string& path);
template<typename... Args>
void trace(const char* fmt, Args... args) {
log(Level::TRACE, fmt, args...);
}
template<typename... Args>
void debug(const char* fmt, Args... args) {
log(Level::DEBUG, fmt, args...);
}
private:
Logger() = default;
template<typename... Args>
void log(Level level, const char* fmt, Args... args);
Level m_level = Level::INFO;
std::ofstream m_file;
std::mutex m_mutex;
};
// Usage:
#ifdef DEBUG
Logger::instance().trace("MenuState::render entry");
#endif
```
---
### 6. **Const Correctness**
#### **Problem: Missing const in Some Places**
**Location:** `StateContext` and various state methods
**Recommendation:**
```cpp
// State.h
class State {
public:
virtual void render(SDL_Renderer* renderer, float logicalScale,
SDL_Rect logicalVP) const = 0; // Add const
// Render shouldn't modify state
};
```
---
### 7. **Thread Safety**
#### **Problem: Potential Race Conditions**
**Location:** `Audio.cpp` - Background loading
**Current:**
```cpp
std::vector<AudioTrack> tracks;
std::mutex tracksMutex;
```
**Recommendation:**
- Document thread safety guarantees
- Use `std::shared_mutex` for read-heavy operations
- Consider using lock-free data structures for performance-critical paths
```cpp
// Audio.h
class Audio {
private:
std::vector<AudioTrack> tracks;
mutable std::shared_mutex tracksMutex; // Allow concurrent reads
public:
// Read operation - shared lock
int getLoadedTrackCount() const {
std::shared_lock lock(tracksMutex);
return tracks.size();
}
// Write operation - exclusive lock
void addTrack(const std::string& path) {
std::unique_lock lock(tracksMutex);
tracks.push_back(loadTrack(path));
}
};
```
---
### 8. **Testing Coverage**
#### **Current State:**
Only one test file: `tests/GravityTests.cpp`
**Recommendation:**
Add comprehensive tests:
```
tests/
├── GravityTests.cpp ✅ Exists
├── GameLogicTests.cpp ❌ Missing
├── ScoreManagerTests.cpp ❌ Missing
├── StateTransitionTests.cpp ❌ Missing
└── AudioSystemTests.cpp ❌ Missing
```
**Example Test Structure:**
```cpp
// tests/GameLogicTests.cpp
#include <catch2/catch_test_macros.hpp>
#include "gameplay/core/Game.h"
TEST_CASE("Game initialization", "[game]") {
Game game(0);
SECTION("Board starts empty") {
const auto& board = game.boardRef();
REQUIRE(std::all_of(board.begin(), board.end(),
[](int cell) { return cell == 0; }));
}
SECTION("Score starts at zero") {
REQUIRE(game.score() == 0);
REQUIRE(game.lines() == 0);
}
}
TEST_CASE("Piece rotation", "[game]") {
Game game(0);
SECTION("Clockwise rotation") {
auto initialRot = game.current().rot;
game.rotate(1);
REQUIRE(game.current().rot == (initialRot + 1) % 4);
}
}
TEST_CASE("Line clearing", "[game]") {
Game game(0);
SECTION("Single line clear awards correct score") {
// Setup: Fill bottom row except one cell
// ... test implementation
}
}
```
---
### 9. **Documentation**
#### **Current State:**
- Good inline comments
- Config.h has excellent documentation
- Missing: API documentation, architecture overview
**Recommendation:**
Add Doxygen-style comments:
```cpp
/**
* @class Game
* @brief Core Tetris game logic engine
*
* Manages the game board, piece spawning, collision detection,
* line clearing, and scoring. This class is independent of
* rendering and input handling.
*
* @note Thread-safe for read operations, but write operations
* (move, rotate, etc.) should only be called from the
* main game thread.
*
* Example usage:
* @code
* Game game(5); // Start at level 5
* game.tickGravity(16.67); // Update for one frame
* if (game.isGameOver()) {
* // Handle game over
* }
* @endcode
*/
class Game {
// ...
};
```
Create `docs/ARCHITECTURE.md`:
```markdown
# Architecture Overview
## State Machine
[Diagram of state transitions]
## Data Flow
[Diagram showing how data flows through the system]
## Threading Model
- Main thread: Rendering, input, game logic
- Background thread: Audio loading
- Audio callback thread: Audio mixing
```
---
### 10. **Performance Considerations**
#### **Issue: Frequent String Allocations**
**Location:** Various places using `std::string` for paths
**Recommendation:**
```cpp
// Use string_view for read-only string parameters
#include <string_view>
SDL_Texture* loadTextureFromImage(SDL_Renderer* renderer,
std::string_view path, // Changed
int* outW = nullptr,
int* outH = nullptr);
// For compile-time strings, use constexpr
namespace AssetPaths {
constexpr std::string_view LOGO = "assets/images/logo.bmp";
constexpr std::string_view BACKGROUND = "assets/images/main_background.bmp";
}
```
#### **Issue: Vector Reallocations**
**Location:** `fireworks` vector in `main.cpp`
**Recommendation:**
```cpp
// Reserve capacity upfront
fireworks.reserve(5); // Max 5 fireworks at once
// Or use a fixed-size container
std::array<std::optional<TetrisFirework>, 5> fireworks;
```
---
## 🔧 Specific Recommendations by Priority
### **High Priority** (Do These First)
1. **Replace raw SDL pointers with smart pointers**
- Impact: Prevents memory leaks
- Effort: Medium
- Files: `MenuState.h`, `main.cpp`, all state files
2. **Remove debug file I/O from production code**
- Impact: Performance, code cleanliness
- Effort: Low
- Files: `MenuState.cpp`, `main.cpp`
3. **Add error handling to asset loading**
- Impact: Better debugging, crash prevention
- Effort: Medium
- Files: `main.cpp`, `AssetManager.cpp`
### **Medium Priority**
4. **Extract common patterns into helper classes**
- Impact: Code maintainability
- Effort: Medium
- Files: All state files
5. **Move remaining magic numbers to Config.h**
- Impact: Maintainability
- Effort: Low
- Files: `MenuState.cpp`, `UIRenderer.cpp`
6. **Add comprehensive unit tests**
- Impact: Code quality, regression prevention
- Effort: High
- Files: New test files
### **Low Priority** (Nice to Have)
7. **Add Doxygen documentation**
- Impact: Developer onboarding
- Effort: Medium
8. **Performance profiling and optimization**
- Impact: Depends on current performance
- Effort: Medium
9. **Consider using `std::expected` for error handling**
- Impact: Better error handling
- Effort: High (requires C++23 or external library)
---
## 📝 Code Style Observations
### **Good Practices You're Already Following:**
**Consistent naming conventions:**
- Classes: `PascalCase` (e.g., `MenuState`, `GameRenderer`)
- Functions: `camelCase` (e.g., `tickGravity`, `loadTexture`)
- Constants: `UPPER_SNAKE_CASE` (e.g., `LOGICAL_W`, `DAS_DELAY`)
- Member variables: `camelCase` with `m_` prefix in some places
**Header guards:** Using `#pragma once`
**Forward declarations:** Minimizing include dependencies
**RAII:** Resources tied to object lifetime
### **Minor Style Inconsistencies:**
**Inconsistent member variable naming:**
```cpp
// Some classes use m_ prefix
float m_masterVolume = 1.0f;
// Others don't
int selectedButton = 0;
```
**Recommendation:** Pick one style and stick to it. I suggest:
```cpp
// Private members: m_ prefix
float m_masterVolume = 1.0f;
int m_selectedButton = 0;
// Public members: no prefix (rare in good design)
```
---
## 🎨 Architecture Suggestions
### **Consider Implementing:**
1. **Event System**
Instead of callbacks, use an event bus:
```cpp
// events/GameEvents.h
struct LineClearedEvent {
int linesCleared;
int newScore;
};
struct LevelUpEvent {
int newLevel;
};
// EventBus.h
class EventBus {
public:
template<typename Event>
void subscribe(std::function<void(const Event&)> handler);
template<typename Event>
void publish(const Event& event);
};
// Usage in Game.cpp
eventBus.publish(LineClearedEvent{linesCleared, _score});
// Usage in Audio system
eventBus.subscribe<LineClearedEvent>([](const auto& e) {
playLineClearSound(e.linesCleared);
});
```
2. **Component-Based UI**
Extract UI components:
```cpp
class Button {
public:
void render(SDL_Renderer* renderer);
bool isHovered(int mouseX, int mouseY) const;
void onClick(std::function<void()> callback);
};
class Panel {
std::vector<std::unique_ptr<UIComponent>> children;
};
```
3. **Asset Manager**
Centralize asset loading:
```cpp
class AssetManager {
public:
SDL_TexturePtr getTexture(std::string_view name);
FontAtlas* getFont(std::string_view name);
private:
std::unordered_map<std::string, SDL_TexturePtr> textures;
std::unordered_map<std::string, std::unique_ptr<FontAtlas>> fonts;
};
```
---
## 🔍 Security Considerations
1. **File Path Validation**
```cpp
// AssetPath::resolveImagePath should validate paths
// to prevent directory traversal attacks
std::string resolveImagePath(std::string_view path) {
// Reject paths with ".."
if (path.find("..") != std::string_view::npos) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Invalid path: %s", path.data());
return "";
}
// ... rest of implementation
}
```
2. **Score File Tampering**
Consider adding checksums to score files:
```cpp
// Scores.cpp
void ScoreManager::save() const {
nlohmann::json j;
j["scores"] = scores;
j["checksum"] = computeChecksum(scores);
// ... save to file
}
```
---
## 📊 Metrics
Based on the codebase analysis:
| Metric | Value | Rating |
|--------|-------|--------|
| **Code Organization** | Excellent | ⭐⭐⭐⭐⭐ |
| **Modern C++ Usage** | Very Good | ⭐⭐⭐⭐ |
| **Error Handling** | Fair | ⭐⭐⭐ |
| **Memory Safety** | Good | ⭐⭐⭐⭐ |
| **Test Coverage** | Poor | ⭐ |
| **Documentation** | Good | ⭐⭐⭐⭐ |
| **Performance** | Good | ⭐⭐⭐⭐ |
| **Maintainability** | Very Good | ⭐⭐⭐⭐ |
**Overall Score: 4/5 ⭐⭐⭐⭐**
---
## 🚀 Quick Wins (Easy Improvements)
1. **Add `.clang-format` file** for consistent formatting
2. **Create `CONTRIBUTING.md`** with coding guidelines
3. **Add pre-commit hooks** for formatting and linting
4. **Set up GitHub Actions** for CI/CD
5. **Add `README.md`** with build instructions and screenshots
---
## 📚 Recommended Resources
- **Modern C++ Best Practices:** https://isocpp.github.io/CppCoreGuidelines/
- **SDL3 Migration Guide:** https://wiki.libsdl.org/SDL3/README/migration
- **Game Programming Patterns:** https://gameprogrammingpatterns.com/
- **C++ Testing with Catch2:** https://github.com/catchorg/Catch2
---
## ✅ Conclusion
Your Tetris project demonstrates **strong software engineering practices** with a clean architecture, modern C++ usage, and good separation of concerns. The main areas for improvement are:
1. Enhanced error handling
2. Increased test coverage
3. Elimination of raw pointers
4. Removal of debug code from production
With these improvements, this codebase would be **production-ready** and serve as an excellent example of modern C++ game development.
**Keep up the excellent work!** 🎮

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# Tetris SDL3 - Improvements Checklist
Quick reference for implementing the recommendations from CODE_ANALYSIS.md
---
## 🔴 High Priority (Critical)
### 1. Smart Pointer Wrapper for SDL Resources
**Status:** ❌ Not Started
**Effort:** 2-3 hours
**Impact:** Prevents memory leaks, improves safety
**Action Items:**
- [ ] Create `src/utils/SDLPointers.h` with smart pointer wrappers
- [ ] Replace raw `SDL_Texture*` in `MenuState.h` (lines 17-21)
- [ ] Replace raw `SDL_Texture*` in `PlayingState.h`
- [ ] Update `main.cpp` texture loading
- [ ] Test all states to ensure no regressions
**Code Template:**
```cpp
// src/utils/SDLPointers.h
#pragma once
#include <SDL3/SDL.h>
#include <memory>
struct SDL_TextureDeleter {
void operator()(SDL_Texture* tex) const {
if (tex) SDL_DestroyTexture(tex);
}
};
struct SDL_SurfaceDeleter {
void operator()(SDL_Surface* surf) const {
if (surf) SDL_DestroySurface(surf);
}
};
using SDL_TexturePtr = std::unique_ptr<SDL_Texture, SDL_TextureDeleter>;
using SDL_SurfacePtr = std::unique_ptr<SDL_Surface, SDL_SurfaceDeleter>;
```
---
### 2. Remove Debug File I/O
**Status:** ❌ Not Started
**Effort:** 30 minutes
**Impact:** Performance, code cleanliness
**Action Items:**
- [ ] Remove or wrap `fopen("tetris_trace.log")` calls in `MenuState.cpp`
- [ ] Remove or wrap similar calls in other files
- [ ] Replace with SDL_LogTrace or conditional compilation
- [ ] Delete `tetris_trace.log` from repository
**Files to Update:**
- `src/states/MenuState.cpp` (lines 182-184, 195-203, 277-278, 335-337)
- `src/main.cpp` (if any similar patterns exist)
**Replacement Pattern:**
```cpp
// Before:
FILE* f = fopen("tetris_trace.log", "a");
if (f) { fprintf(f, "MenuState::render entry\n"); fclose(f); }
// After:
SDL_LogTrace(SDL_LOG_CATEGORY_APPLICATION, "MenuState::render entry");
```
---
### 3. Improve Error Handling in Asset Loading
**Status:** ❌ Not Started
**Effort:** 2 hours
**Impact:** Better debugging, prevents crashes
**Action Items:**
- [ ] Update `loadTextureFromImage` to return error information
- [ ] Add validation for all asset loads in `main.cpp`
- [ ] Create fallback assets for missing resources
- [ ] Add startup asset validation
**Example:**
```cpp
struct AssetLoadResult {
SDL_TexturePtr texture;
std::string error;
bool success;
};
AssetLoadResult loadTextureFromImage(SDL_Renderer* renderer,
const std::string& path);
```
---
## 🟡 Medium Priority (Important)
### 4. Extract Common Patterns
**Status:** ❌ Not Started
**Effort:** 3-4 hours
**Impact:** Reduces code duplication
**Action Items:**
- [ ] Create `ExitPopupHelper` class in `StateContext.h`
- [ ] Update `MenuState.cpp` to use helper
- [ ] Update `PlayingState.cpp` to use helper
- [ ] Update `OptionsState.cpp` to use helper
---
### 5. Move Magic Numbers to Config.h
**Status:** ❌ Not Started
**Effort:** 1 hour
**Impact:** Maintainability
**Action Items:**
- [ ] Add menu button constants to `Config::UI`
- [ ] Add rendering constants to appropriate namespace
- [ ] Update `MenuState.cpp` to use config constants
- [ ] Update `UIRenderer.cpp` to use config constants
**Constants to Add:**
```cpp
namespace Config::UI {
constexpr float MENU_BUTTON_WIDTH = 200.0f;
constexpr float MENU_BUTTON_HEIGHT = 70.0f;
constexpr float MENU_BUTTON_Y_FRACTION = 0.865f;
constexpr float MENU_BUTTON_SPACING = 210.0f;
}
```
---
### 6. Add Unit Tests
**Status:** ⚠️ Minimal (only GravityTests)
**Effort:** 8-10 hours
**Impact:** Code quality, regression prevention
**Action Items:**
- [ ] Create `tests/GameLogicTests.cpp`
- [ ] Test piece spawning
- [ ] Test rotation
- [ ] Test collision detection
- [ ] Test line clearing
- [ ] Test scoring
- [ ] Create `tests/ScoreManagerTests.cpp`
- [ ] Test score submission
- [ ] Test high score detection
- [ ] Test persistence
- [ ] Create `tests/StateTransitionTests.cpp`
- [ ] Test state transitions
- [ ] Test state lifecycle (onEnter/onExit)
- [ ] Update CMakeLists.txt to include new tests
---
## 🟢 Low Priority (Nice to Have)
### 7. Add Doxygen Documentation
**Status:** ❌ Not Started
**Effort:** 4-6 hours
**Impact:** Developer onboarding
**Action Items:**
- [ ] Create `Doxyfile` configuration
- [ ] Add class-level documentation to core classes
- [ ] Add function-level documentation to public APIs
- [ ] Generate HTML documentation
- [ ] Add to build process
---
### 8. Performance Profiling
**Status:** ❌ Not Started
**Effort:** 4-6 hours
**Impact:** Depends on findings
**Action Items:**
- [ ] Profile with Visual Studio Profiler / Instruments
- [ ] Identify hotspots
- [ ] Optimize critical paths
- [ ] Add performance benchmarks
---
### 9. Standardize Member Variable Naming
**Status:** ⚠️ Inconsistent
**Effort:** 2-3 hours
**Impact:** Code consistency
**Action Items:**
- [ ] Decide on naming convention (recommend `m_` prefix for private members)
- [ ] Update all class member variables
- [ ] Update documentation to reflect convention
**Convention Recommendation:**
```cpp
class Example {
public:
int publicValue; // No prefix for public members
private:
int m_privateValue; // m_ prefix for private members
float m_memberVariable; // Consistent across all classes
};
```
---
## 📋 Code Quality Improvements
### 10. Add .clang-format
**Status:** ❌ Not Started
**Effort:** 15 minutes
**Impact:** Consistent formatting
**Action Items:**
- [ ] Create `.clang-format` file in project root
- [ ] Run formatter on all source files
- [ ] Add format check to CI/CD
**Suggested .clang-format:**
```yaml
BasedOnStyle: LLVM
IndentWidth: 4
ColumnLimit: 120
PointerAlignment: Left
AllowShortFunctionsOnASingleLine: Empty
```
---
### 11. Add README.md
**Status:** ❌ Missing
**Effort:** 1 hour
**Impact:** Project documentation
**Action Items:**
- [ ] Create `README.md` with:
- [ ] Project description
- [ ] Screenshots/GIF
- [ ] Build instructions
- [ ] Dependencies
- [ ] Controls
- [ ] License
---
### 12. Set Up CI/CD
**Status:** ❌ Not Started
**Effort:** 2-3 hours
**Impact:** Automated testing
**Action Items:**
- [ ] Create `.github/workflows/build.yml`
- [ ] Add Windows build job
- [ ] Add macOS build job
- [ ] Add test execution
- [ ] Add artifact upload
---
## 🔧 Refactoring Opportunities
### 13. Create Asset Manager
**Status:** ❌ Not Started
**Effort:** 4-5 hours
**Impact:** Better resource management
**Action Items:**
- [ ] Create `src/core/assets/AssetManager.h`
- [ ] Implement texture caching
- [ ] Implement font caching
- [ ] Update states to use AssetManager
- [ ] Add asset preloading
---
### 14. Implement Event System
**Status:** ❌ Not Started
**Effort:** 6-8 hours
**Impact:** Decoupling, flexibility
**Action Items:**
- [ ] Create `src/core/events/EventBus.h`
- [ ] Define event types
- [ ] Replace callbacks with events
- [ ] Update Game class to publish events
- [ ] Update Audio system to subscribe to events
---
### 15. Component-Based UI
**Status:** ❌ Not Started
**Effort:** 8-10 hours
**Impact:** UI maintainability
**Action Items:**
- [ ] Create `src/ui/components/Button.h`
- [ ] Create `src/ui/components/Panel.h`
- [ ] Create `src/ui/components/Label.h`
- [ ] Refactor MenuState to use components
- [ ] Refactor OptionsState to use components
---
## 📊 Progress Tracking
| Category | Total Items | Completed | In Progress | Not Started |
|----------|-------------|-----------|-------------|-------------|
| High Priority | 3 | 0 | 0 | 3 |
| Medium Priority | 3 | 0 | 0 | 3 |
| Low Priority | 3 | 0 | 0 | 3 |
| Code Quality | 3 | 0 | 0 | 3 |
| Refactoring | 3 | 0 | 0 | 3 |
| **TOTAL** | **15** | **0** | **0** | **15** |
---
## 🎯 Suggested Implementation Order
### Week 1: Critical Fixes
1. Remove debug file I/O (30 min)
2. Smart pointer wrapper (2-3 hours)
3. Improve error handling (2 hours)
### Week 2: Code Quality
4. Move magic numbers to Config.h (1 hour)
5. Extract common patterns (3-4 hours)
6. Add .clang-format (15 min)
7. Add README.md (1 hour)
### Week 3: Testing
8. Add GameLogicTests (4 hours)
9. Add ScoreManagerTests (2 hours)
10. Add StateTransitionTests (2 hours)
### Week 4: Documentation & CI
11. Set up CI/CD (2-3 hours)
12. Add Doxygen documentation (4-6 hours)
### Future Iterations:
13. Performance profiling
14. Asset Manager
15. Event System
16. Component-Based UI
---
## 📝 Notes
- Mark items as completed by changing ❌ to ✅
- Update progress table as you complete items
- Feel free to reorder based on your priorities
- Some items can be done in parallel
- Consider creating GitHub issues for tracking
---
**Last Updated:** 2025-12-03
**Next Review:** After completing High Priority items

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# Quick Start: Implementing Top 3 Improvements
This guide provides complete, copy-paste ready code for the three most impactful improvements.
---
## 🚀 Improvement #1: Smart Pointer Wrapper for SDL Resources
### Step 1: Create the Utility Header
**File:** `src/utils/SDLPointers.h`
```cpp
#pragma once
#include <SDL3/SDL.h>
#include <memory>
/**
* @file SDLPointers.h
* @brief Smart pointer wrappers for SDL resources
*
* Provides RAII wrappers for SDL resources to prevent memory leaks
* and ensure proper cleanup in all code paths.
*/
namespace SDL {
/**
* @brief Deleter for SDL_Texture
*/
struct TextureDeleter {
void operator()(SDL_Texture* tex) const {
if (tex) {
SDL_DestroyTexture(tex);
}
}
};
/**
* @brief Deleter for SDL_Surface
*/
struct SurfaceDeleter {
void operator()(SDL_Surface* surf) const {
if (surf) {
SDL_DestroySurface(surf);
}
}
};
/**
* @brief Deleter for SDL_Renderer
*/
struct RendererDeleter {
void operator()(SDL_Renderer* renderer) const {
if (renderer) {
SDL_DestroyRenderer(renderer);
}
}
};
/**
* @brief Deleter for SDL_Window
*/
struct WindowDeleter {
void operator()(SDL_Window* window) const {
if (window) {
SDL_DestroyWindow(window);
}
}
};
/**
* @brief Smart pointer for SDL_Texture
*
* Example usage:
* @code
* SDL::TexturePtr texture(SDL_CreateTexture(...));
* if (!texture) {
* // Handle error
* }
* // Automatic cleanup when texture goes out of scope
* @endcode
*/
using TexturePtr = std::unique_ptr<SDL_Texture, TextureDeleter>;
/**
* @brief Smart pointer for SDL_Surface
*/
using SurfacePtr = std::unique_ptr<SDL_Surface, SurfaceDeleter>;
/**
* @brief Smart pointer for SDL_Renderer
*/
using RendererPtr = std::unique_ptr<SDL_Renderer, RendererDeleter>;
/**
* @brief Smart pointer for SDL_Window
*/
using WindowPtr = std::unique_ptr<SDL_Window, WindowDeleter>;
} // namespace SDL
```
---
### Step 2: Update MenuState.h
**File:** `src/states/MenuState.h`
**Before:**
```cpp
private:
int selectedButton = 0;
// Button icons (optional - will use text if nullptr)
SDL_Texture* playIcon = nullptr;
SDL_Texture* levelIcon = nullptr;
SDL_Texture* optionsIcon = nullptr;
SDL_Texture* exitIcon = nullptr;
```
**After:**
```cpp
#include "../utils/SDLPointers.h" // Add this include
private:
int selectedButton = 0;
// Button icons (optional - will use text if nullptr)
SDL::TexturePtr playIcon;
SDL::TexturePtr levelIcon;
SDL::TexturePtr optionsIcon;
SDL::TexturePtr exitIcon;
```
---
### Step 3: Update MenuState.cpp
**File:** `src/states/MenuState.cpp`
**Remove the manual cleanup from onExit:**
**Before:**
```cpp
void MenuState::onExit() {
if (ctx.showExitConfirmPopup) {
*ctx.showExitConfirmPopup = false;
}
// Clean up icon textures
if (playIcon) { SDL_DestroyTexture(playIcon); playIcon = nullptr; }
if (levelIcon) { SDL_DestroyTexture(levelIcon); levelIcon = nullptr; }
if (optionsIcon) { SDL_DestroyTexture(optionsIcon); optionsIcon = nullptr; }
if (exitIcon) { SDL_DestroyTexture(exitIcon); exitIcon = nullptr; }
}
```
**After:**
```cpp
void MenuState::onExit() {
if (ctx.showExitConfirmPopup) {
*ctx.showExitConfirmPopup = false;
}
// Icon textures are automatically cleaned up by smart pointers
}
```
**Update usage in render method:**
**Before:**
```cpp
std::array<SDL_Texture*, 4> icons = {
playIcon,
levelIcon,
optionsIcon,
exitIcon
};
```
**After:**
```cpp
std::array<SDL_Texture*, 4> icons = {
playIcon.get(),
levelIcon.get(),
optionsIcon.get(),
exitIcon.get()
};
```
---
### Step 4: Update main.cpp Texture Loading
**File:** `src/main.cpp`
**Update the function signature and implementation:**
**Before:**
```cpp
static SDL_Texture* loadTextureFromImage(SDL_Renderer* renderer, const std::string& path, int* outW = nullptr, int* outH = nullptr) {
if (!renderer) {
return nullptr;
}
const std::string resolvedPath = AssetPath::resolveImagePath(path);
SDL_Surface* surface = IMG_Load(resolvedPath.c_str());
if (!surface) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to load image %s (resolved: %s): %s", path.c_str(), resolvedPath.c_str(), SDL_GetError());
return nullptr;
}
if (outW) { *outW = surface->w; }
if (outH) { *outH = surface->h; }
SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, surface);
SDL_DestroySurface(surface);
if (!texture) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to create texture from %s: %s", resolvedPath.c_str(), SDL_GetError());
return nullptr;
}
if (resolvedPath != path) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Loaded %s via %s", path.c_str(), resolvedPath.c_str());
}
return texture;
}
```
**After:**
```cpp
#include "utils/SDLPointers.h" // Add at top of file
static SDL::TexturePtr loadTextureFromImage(SDL_Renderer* renderer, const std::string& path, int* outW = nullptr, int* outH = nullptr) {
if (!renderer) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Renderer is null");
return nullptr;
}
const std::string resolvedPath = AssetPath::resolveImagePath(path);
SDL::SurfacePtr surface(IMG_Load(resolvedPath.c_str()));
if (!surface) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to load image %s (resolved: %s): %s",
path.c_str(), resolvedPath.c_str(), SDL_GetError());
return nullptr;
}
if (outW) { *outW = surface->w; }
if (outH) { *outH = surface->h; }
SDL::TexturePtr texture(SDL_CreateTextureFromSurface(renderer, surface.get()));
// surface is automatically destroyed here
if (!texture) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to create texture from %s: %s",
resolvedPath.c_str(), SDL_GetError());
return nullptr;
}
if (resolvedPath != path) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Loaded %s via %s", path.c_str(), resolvedPath.c_str());
}
return texture;
}
```
---
## 🧹 Improvement #2: Remove Debug File I/O
### Step 1: Replace with SDL Logging
**File:** `src/states/MenuState.cpp`
**Before:**
```cpp
// Trace entry to persistent log for debugging abrupt exit/crash during render
{
FILE* f = fopen("tetris_trace.log", "a");
if (f) {
fprintf(f, "MenuState::render entry\n");
fclose(f);
}
}
```
**After:**
```cpp
// Use SDL's built-in logging (only in debug builds)
#ifdef _DEBUG
SDL_LogTrace(SDL_LOG_CATEGORY_APPLICATION, "MenuState::render entry");
#endif
```
**Or, if you want it always enabled but less verbose:**
```cpp
SDL_LogVerbose(SDL_LOG_CATEGORY_APPLICATION, "MenuState::render entry");
```
---
### Step 2: Create a Logging Utility (Optional, Better Approach)
**File:** `src/utils/Logger.h`
```cpp
#pragma once
#include <SDL3/SDL.h>
/**
* @brief Centralized logging utility
*
* Wraps SDL logging with compile-time control over verbosity.
*/
namespace Logger {
#ifdef _DEBUG
constexpr bool TRACE_ENABLED = true;
#else
constexpr bool TRACE_ENABLED = false;
#endif
/**
* @brief Log a trace message (only in debug builds)
*/
template<typename... Args>
inline void trace(const char* fmt, Args... args) {
if constexpr (TRACE_ENABLED) {
SDL_LogTrace(SDL_LOG_CATEGORY_APPLICATION, fmt, args...);
}
}
/**
* @brief Log a debug message
*/
template<typename... Args>
inline void debug(const char* fmt, Args... args) {
SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, fmt, args...);
}
/**
* @brief Log an info message
*/
template<typename... Args>
inline void info(const char* fmt, Args... args) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, fmt, args...);
}
/**
* @brief Log a warning message
*/
template<typename... Args>
inline void warn(const char* fmt, Args... args) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, fmt, args...);
}
/**
* @brief Log an error message
*/
template<typename... Args>
inline void error(const char* fmt, Args... args) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, fmt, args...);
}
} // namespace Logger
```
**Usage in MenuState.cpp:**
```cpp
#include "../utils/Logger.h"
void MenuState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logicalVP) {
Logger::trace("MenuState::render entry");
// ... rest of render code
Logger::trace("MenuState::render exit");
}
```
---
### Step 3: Update All Files
**Files to update:**
- `src/states/MenuState.cpp` (multiple locations)
- `src/main.cpp` (if any similar patterns)
**Search and replace pattern:**
```cpp
// Find:
FILE* f = fopen("tetris_trace.log", "a");
if (f) {
fprintf(f, ".*");
fclose(f);
}
// Replace with:
Logger::trace("...");
```
---
## 🎯 Improvement #3: Extract Common Patterns
### Step 1: Create ExitPopupHelper
**File:** `src/states/StateHelpers.h` (new file)
```cpp
#pragma once
/**
* @file StateHelpers.h
* @brief Helper classes for common state patterns
*/
/**
* @brief Helper for managing exit confirmation popup
*
* Encapsulates the common pattern of showing/hiding an exit popup
* and managing the selected button state.
*
* Example usage:
* @code
* ExitPopupHelper exitPopup(ctx.exitPopupSelectedButton, ctx.showExitConfirmPopup);
*
* if (exitPopup.isVisible()) {
* exitPopup.setSelection(0); // Select YES
* }
*
* if (exitPopup.isYesSelected()) {
* // Handle exit
* }
* @endcode
*/
class ExitPopupHelper {
public:
/**
* @brief Construct helper with pointers to state variables
* @param selectedButton Pointer to selected button index (0=YES, 1=NO)
* @param showPopup Pointer to popup visibility flag
*/
ExitPopupHelper(int* selectedButton, bool* showPopup)
: m_selectedButton(selectedButton)
, m_showPopup(showPopup)
{}
/**
* @brief Set the selected button
* @param value 0 for YES, 1 for NO
*/
void setSelection(int value) {
if (m_selectedButton) {
*m_selectedButton = value;
}
}
/**
* @brief Get the currently selected button
* @return 0 for YES, 1 for NO, defaults to 1 (NO) if pointer is null
*/
int getSelection() const {
return m_selectedButton ? *m_selectedButton : 1;
}
/**
* @brief Select YES button
*/
void selectYes() {
setSelection(0);
}
/**
* @brief Select NO button
*/
void selectNo() {
setSelection(1);
}
/**
* @brief Check if YES is selected
*/
bool isYesSelected() const {
return getSelection() == 0;
}
/**
* @brief Check if NO is selected
*/
bool isNoSelected() const {
return getSelection() == 1;
}
/**
* @brief Show the popup
*/
void show() {
if (m_showPopup) {
*m_showPopup = true;
}
}
/**
* @brief Hide the popup
*/
void hide() {
if (m_showPopup) {
*m_showPopup = false;
}
}
/**
* @brief Check if popup is visible
*/
bool isVisible() const {
return m_showPopup && *m_showPopup;
}
/**
* @brief Toggle between YES and NO
*/
void toggleSelection() {
setSelection(isYesSelected() ? 1 : 0);
}
private:
int* m_selectedButton;
bool* m_showPopup;
};
```
---
### Step 2: Update MenuState.cpp
**File:** `src/states/MenuState.cpp`
**Add include:**
```cpp
#include "StateHelpers.h"
```
**Before:**
```cpp
void MenuState::handleEvent(const SDL_Event& e) {
if (e.type == SDL_EVENT_KEY_DOWN && !e.key.repeat) {
auto setExitSelection = [&](int value) {
if (ctx.exitPopupSelectedButton) {
*ctx.exitPopupSelectedButton = value;
}
};
auto getExitSelection = [&]() -> int {
return ctx.exitPopupSelectedButton ? *ctx.exitPopupSelectedButton : 1;
};
auto isExitPromptVisible = [&]() -> bool {
return ctx.showExitConfirmPopup && *ctx.showExitConfirmPopup;
};
auto setExitPrompt = [&](bool visible) {
if (ctx.showExitConfirmPopup) {
*ctx.showExitConfirmPopup = visible;
}
};
if (isExitPromptVisible()) {
switch (e.key.scancode) {
case SDL_SCANCODE_LEFT:
case SDL_SCANCODE_UP:
setExitSelection(0);
return;
case SDL_SCANCODE_RIGHT:
case SDL_SCANCODE_DOWN:
setExitSelection(1);
return;
case SDL_SCANCODE_RETURN:
case SDL_SCANCODE_KP_ENTER:
case SDL_SCANCODE_SPACE:
if (getExitSelection() == 0) {
setExitPrompt(false);
if (ctx.requestQuit) {
ctx.requestQuit();
}
} else {
setExitPrompt(false);
}
return;
case SDL_SCANCODE_ESCAPE:
setExitPrompt(false);
setExitSelection(1);
return;
}
}
// ... rest of code
}
}
```
**After:**
```cpp
void MenuState::handleEvent(const SDL_Event& e) {
if (e.type == SDL_EVENT_KEY_DOWN && !e.key.repeat) {
ExitPopupHelper exitPopup(ctx.exitPopupSelectedButton, ctx.showExitConfirmPopup);
auto triggerPlay = [&]() {
if (ctx.startPlayTransition) {
ctx.startPlayTransition();
} else if (ctx.stateManager) {
ctx.stateManager->setState(AppState::Playing);
}
};
if (exitPopup.isVisible()) {
switch (e.key.scancode) {
case SDL_SCANCODE_LEFT:
case SDL_SCANCODE_UP:
exitPopup.selectYes();
return;
case SDL_SCANCODE_RIGHT:
case SDL_SCANCODE_DOWN:
exitPopup.selectNo();
return;
case SDL_SCANCODE_RETURN:
case SDL_SCANCODE_KP_ENTER:
case SDL_SCANCODE_SPACE:
if (exitPopup.isYesSelected()) {
exitPopup.hide();
if (ctx.requestQuit) {
ctx.requestQuit();
} else {
SDL_Event quit{};
quit.type = SDL_EVENT_QUIT;
SDL_PushEvent(&quit);
}
} else {
exitPopup.hide();
}
return;
case SDL_SCANCODE_ESCAPE:
exitPopup.hide();
exitPopup.selectNo();
return;
default:
return;
}
}
switch (e.key.scancode) {
case SDL_SCANCODE_LEFT:
case SDL_SCANCODE_UP:
{
const int total = 4;
selectedButton = (selectedButton + total - 1) % total;
break;
}
case SDL_SCANCODE_RIGHT:
case SDL_SCANCODE_DOWN:
{
const int total = 4;
selectedButton = (selectedButton + 1) % total;
break;
}
case SDL_SCANCODE_RETURN:
case SDL_SCANCODE_KP_ENTER:
case SDL_SCANCODE_SPACE:
if (!ctx.stateManager) {
break;
}
switch (selectedButton) {
case 0:
triggerPlay();
break;
case 1:
if (ctx.requestFadeTransition) {
ctx.requestFadeTransition(AppState::LevelSelector);
} else if (ctx.stateManager) {
ctx.stateManager->setState(AppState::LevelSelector);
}
break;
case 2:
if (ctx.requestFadeTransition) {
ctx.requestFadeTransition(AppState::Options);
} else if (ctx.stateManager) {
ctx.stateManager->setState(AppState::Options);
}
break;
case 3:
exitPopup.show();
exitPopup.selectNo();
break;
}
break;
case SDL_SCANCODE_ESCAPE:
exitPopup.show();
exitPopup.selectNo();
break;
default:
break;
}
}
}
```
---
### Step 3: Apply to Other States
Apply the same pattern to:
- `src/states/PlayingState.cpp`
- `src/states/OptionsState.cpp`
The refactoring is identical - just replace the lambda functions with `ExitPopupHelper`.
---
## ✅ Testing Your Changes
After implementing these improvements:
1. **Build the project:**
```powershell
cd d:\Sites\Work\tetris
cmake -B build -S . -DCMAKE_BUILD_TYPE=Debug
cmake --build build
```
2. **Run the game:**
```powershell
.\build\Debug\tetris.exe
```
3. **Test scenarios:**
- [ ] Menu loads without crashes
- [ ] All textures load correctly
- [ ] Exit popup works (ESC key)
- [ ] Navigation works (arrow keys)
- [ ] No memory leaks (check with debugger)
- [ ] Logging appears in console (debug build)
4. **Check for memory leaks:**
- Run with Visual Studio debugger
- Check Output window for memory leak reports
- Should see no leaks from SDL textures
---
## 📊 Expected Impact
After implementing these three improvements:
| Metric | Before | After | Improvement |
|--------|--------|-------|-------------|
| **Memory Safety** | ⭐⭐⭐ | ⭐⭐⭐⭐⭐ | +67% |
| **Code Clarity** | ⭐⭐⭐⭐ | ⭐⭐⭐⭐⭐ | +25% |
| **Maintainability** | ⭐⭐⭐⭐ | ⭐⭐⭐⭐⭐ | +25% |
| **Lines of Code** | 100% | ~95% | -5% |
| **Potential Bugs** | Medium | Low | -50% |
---
## 🎉 Next Steps
After successfully implementing these improvements:
1. Review the full `CODE_ANALYSIS.md` for more recommendations
2. Check `IMPROVEMENTS_CHECKLIST.md` for the complete task list
3. Consider implementing the medium-priority items next
4. Add unit tests to prevent regressions
**Great job improving your codebase!** 🚀

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@ -12,10 +12,7 @@ void menu_updateFireworks(double frameMs);
double menu_getLogoAnimCounter();
int menu_getHoveredButton();
void menu_drawEnhancedButton(SDL_Renderer* renderer, FontAtlas& font, float cx, float cy, float w, float h,
const std::string& label, bool isHovered, bool isSelected);
void menu_drawMenuButton(SDL_Renderer* renderer, FontAtlas& font, float cx, float cy, float w, float h,
const std::string& label, SDL_Color bgColor, SDL_Color borderColor);
void menu_drawSettingsPopup(SDL_Renderer* renderer, FontAtlas& font, bool musicEnabled);
// Legacy wrappers removed
// void menu_drawEnhancedButton(...);
// void menu_drawMenuButton(...);
// void menu_drawSettingsPopup(...);

View File

@ -32,7 +32,7 @@ namespace Config {
constexpr int MAX_LEVELS = 20; // Maximum selectable starting level
// Gravity speed multiplier: 1.0 = normal, 2.0 = 2x slower, 0.5 = 2x faster
constexpr double GRAVITY_SPEED_MULTIPLIER = 1;
constexpr double GRAVITY_SPEED_MULTIPLIER = 2; // increase drop interval by ~100% to slow gravity
}
// UI Layout constants

View File

@ -1131,6 +1131,9 @@ void ApplicationManager::setupStateHandlers() {
m_stateContext.pixelFont,
m_stateContext.lineEffect,
m_stateContext.blocksTex,
m_stateContext.statisticsPanelTex,
m_stateContext.scorePanelTex,
m_stateContext.nextPanelTex,
LOGICAL_W,
LOGICAL_H,
logicalScale,

View File

@ -2,6 +2,7 @@
#include "Game.h"
#include <algorithm>
#include <cmath>
#include <limits>
#include <SDL3/SDL.h>
// Piece rotation bitmasks (row-major 4x4). Bit 0 = (0,0).
@ -54,6 +55,10 @@ void Game::reset(int startLevel_) {
std::fill(blockCounts.begin(), blockCounts.end(), 0);
bag.clear();
_score = 0; _lines = 0; _level = startLevel_; startLevel = startLevel_;
_tetrisesMade = 0;
_currentCombo = 0;
_maxCombo = 0;
_comboCount = 0;
// Initialize gravity using NES timing table (ms per cell by level)
gravityMs = gravityMsForLevel(_level, gravityGlobalMultiplier);
fallAcc = 0; gameOver=false; paused=false;
@ -217,6 +222,19 @@ void Game::lockPiece() {
// Update total lines
_lines += cleared;
// Update combo counters: consecutive clears increase combo; reset when no clear
_currentCombo += 1;
if (_currentCombo > _maxCombo) _maxCombo = _currentCombo;
// Count combos as any single clear that removes more than 1 line
if (cleared > 1) {
_comboCount += 1;
}
// Track tetrises made
if (cleared == 4) {
_tetrisesMade += 1;
}
// JS level progression (NES-like) using starting level rules
// Both startLevel and _level are 0-based now.
int targetLevel = startLevel;
@ -241,7 +259,10 @@ void Game::lockPiece() {
soundCallback(cleared);
}
}
else {
// No clear -> reset combo
_currentCombo = 0;
}
if (!gameOver) spawn();
}
@ -400,8 +421,28 @@ void Game::rotate(int dir) {
// Try rotation at current position first
if (!collides(p)) {
cur = p;
return;
// If rotation at current position would place cells above the top,
// attempt to shift it down so the topmost block sits at gy == 0.
int minGy = std::numeric_limits<int>::max();
for (int cy = 0; cy < 4; ++cy) {
for (int cx = 0; cx < 4; ++cx) {
if (!cellFilled(p, cx, cy)) continue;
minGy = std::min(minGy, p.y + cy);
}
}
if (minGy < 0) {
Piece adj = p;
adj.y += -minGy;
if (!collides(adj)) {
cur = adj;
return;
}
// Can't shift into place without collision - fall through to kicks
} else {
cur = p;
return;
}
}
// Standard SRS Wall Kicks
@ -457,8 +498,30 @@ void Game::rotate(int dir) {
test.x = cur.x + kick.first;
test.y = cur.y + kick.second;
if (!collides(test)) {
cur = test;
return;
// Prevent rotated piece from ending up above the visible playfield.
// If any cell of `test` is above the top (gy < 0), try shifting it
// downward so the highest block sits at row 0. Accept the shift
// only if it doesn't collide; otherwise keep searching kicks.
int minGy = std::numeric_limits<int>::max();
for (int cy = 0; cy < 4; ++cy) {
for (int cx = 0; cx < 4; ++cx) {
if (!cellFilled(test, cx, cy)) continue;
minGy = std::min(minGy, test.y + cy);
}
}
if (minGy < 0) {
Piece adj = test;
adj.y += -minGy; // shift down so topmost block is at gy == 0
if (!collides(adj)) {
cur = adj;
return;
}
// couldn't shift without collision, try next kick
} else {
cur = test;
return;
}
}
}
}

View File

@ -81,6 +81,10 @@ public:
const std::vector<SDL_Point>& getHardDropCells() const { return hardDropCells; }
uint32_t getHardDropFxId() const { return hardDropFxId; }
uint64_t getCurrentPieceSequence() const { return pieceSequence; }
// Additional stats
int tetrisesMade() const { return _tetrisesMade; }
int maxCombo() const { return _maxCombo; }
int comboCount() const { return _comboCount; }
private:
std::array<int, COLS*ROWS> board{}; // 0 empty else color index
@ -94,6 +98,10 @@ private:
int _score{0};
int _lines{0};
int _level{1};
int _tetrisesMade{0};
int _currentCombo{0};
int _maxCombo{0};
int _comboCount{0};
double gravityMs{800.0};
double fallAcc{0.0};
Uint64 _startTime{0}; // Performance counter at game start

View File

@ -122,6 +122,9 @@ void GameRenderer::renderPlayingState(
FontAtlas* pixelFont,
LineEffect* lineEffect,
SDL_Texture* blocksTex,
SDL_Texture* statisticsPanelTex,
SDL_Texture* scorePanelTex,
SDL_Texture* nextPanelTex,
float logicalW,
float logicalH,
float logicalScale,
@ -198,10 +201,19 @@ void GameRenderer::renderPlayingState(
lineEffect->startLineClear(completedLines, static_cast<int>(gridX), static_cast<int>(gridY), static_cast<int>(finalBlockSize));
}
// Draw game grid border
drawRectWithOffset(gridX - 3 - contentOffsetX, gridY - 3 - contentOffsetY, GRID_W + 6, GRID_H + 6, {100, 120, 200, 255});
drawRectWithOffset(gridX - 1 - contentOffsetX, gridY - 1 - contentOffsetY, GRID_W + 2, GRID_H + 2, {60, 80, 160, 255});
drawRectWithOffset(gridX - contentOffsetX, gridY - contentOffsetY, GRID_W, GRID_H, {20, 25, 35, 255});
// Draw styled game grid border and semi-transparent background so the scene shows through.
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
// Outer glow layers (subtle, increasing spread, decreasing alpha)
drawRectWithOffset(gridX - 8 - contentOffsetX, gridY - 8 - contentOffsetY, GRID_W + 16, GRID_H + 16, {100, 120, 200, 28});
drawRectWithOffset(gridX - 6 - contentOffsetX, gridY - 6 - contentOffsetY, GRID_W + 12, GRID_H + 12, {100, 120, 200, 40});
// Accent border (brighter, thin)
drawRectWithOffset(gridX - 3 - contentOffsetX, gridY - 3 - contentOffsetY, GRID_W + 6, GRID_H + 6, {100, 120, 200, 220});
drawRectWithOffset(gridX - 1 - contentOffsetX, gridY - 1 - contentOffsetY, GRID_W + 2, GRID_H + 2, {60, 80, 160, 200});
// Do NOT fill the interior of the grid so the background shows through.
// (Intentionally leave the playfield interior transparent.)
// Draw panel backgrounds
SDL_SetRenderDrawColor(renderer, 10, 15, 25, 160);
@ -211,7 +223,7 @@ void GameRenderer::renderPlayingState(
SDL_FRect rbg{scoreX - 16, gridY - 16, statsW + 32, GRID_H + 32};
SDL_RenderFillRect(renderer, &rbg);
// Draw grid lines
// Draw grid lines (solid so grid remains legible over background)
SDL_SetRenderDrawColor(renderer, 40, 45, 60, 255);
for (int x = 1; x < Game::COLS; ++x) {
float lineX = gridX + x * finalBlockSize;
@ -233,8 +245,16 @@ void GameRenderer::renderPlayingState(
drawRectWithOffset(statsX - contentOffsetX, statsY - contentOffsetY, statsW, statsH, {30, 35, 50, 255});
// Draw next piece preview panel border
drawRectWithOffset(nextX - 3 - contentOffsetX, nextY - 3 - contentOffsetY, nextW + 6, nextH + 6, {100, 120, 200, 255});
drawRectWithOffset(nextX - contentOffsetX, nextY - contentOffsetY, nextW, nextH, {30, 35, 50, 255});
// If a NEXT panel texture was provided, draw it instead of the custom
// background/outline. The texture will be scaled to fit the panel area.
if (nextPanelTex) {
SDL_FRect dst{ nextX - contentOffsetX, nextY - contentOffsetY, nextW, nextH };
SDL_SetTextureBlendMode(nextPanelTex, SDL_BLENDMODE_BLEND);
SDL_RenderTexture(renderer, nextPanelTex, nullptr, &dst);
} else {
drawRectWithOffset(nextX - 3 - contentOffsetX, nextY - 3 - contentOffsetY, nextW + 6, nextH + 6, {100, 120, 200, 255});
drawRectWithOffset(nextX - contentOffsetX, nextY - contentOffsetY, nextW, nextH, {30, 35, 50, 255});
}
// Draw the game board
const auto &board = game->boardRef();
@ -297,7 +317,8 @@ void GameRenderer::renderPlayingState(
// Draw next piece preview
pixelFont->draw(renderer, nextX + 10, nextY - 20, "NEXT", 1.0f, {255, 220, 0, 255});
if (game->next().type < PIECE_COUNT) {
drawSmallPiece(renderer, blocksTex, static_cast<PieceType>(game->next().type), nextX + 10, nextY + 10, finalBlockSize * 0.6f);
// Nudge preview slightly upward to remove thin bottom artifact
drawSmallPiece(renderer, blocksTex, static_cast<PieceType>(game->next().type), nextX + 10, nextY + 5, finalBlockSize * 0.6f);
}
// Draw block statistics (left panel)
@ -339,14 +360,20 @@ void GameRenderer::renderPlayingState(
snprintf(countStr, sizeof(countStr), "%d", count);
int countW = 0, countH = 0;
pixelFont->measure(countStr, 1.0f, countW, countH);
float countX = previewX + rowWidth - static_cast<float>(countW);
// Horizontal shift to push the counts/percent a bit more to the right
const float statsNumbersShift = 20.0f;
// Small left shift for progress bar so the track aligns better with the design
const float statsBarShift = -10.0f;
float countX = previewX + rowWidth - static_cast<float>(countW) + statsNumbersShift;
float countY = previewY + 9.0f;
int perc = (totalBlocks > 0) ? int(std::round(100.0 * double(count) / double(totalBlocks))) : 0;
char percStr[16];
snprintf(percStr, sizeof(percStr), "%d%%", perc);
int percW = 0, percH = 0;
pixelFont->measure(percStr, 0.8f, percW, percH);
float barX = previewX;
float barX = previewX + statsBarShift;
float barY = previewY + pieceHeight + 12.0f;
float barH = 6.0f;
float barW = rowWidth;
@ -369,7 +396,9 @@ void GameRenderer::renderPlayingState(
drawSmallPiece(renderer, blocksTex, static_cast<PieceType>(i), previewX, previewY, previewSize);
pixelFont->draw(renderer, countX, countY, countStr, 1.0f, {245, 245, 255, 255});
pixelFont->draw(renderer, previewX, percY, percStr, 0.8f, {215, 225, 240, 255});
// Draw percent right-aligned near the same right edge as the count
float percX = previewX + rowWidth - static_cast<float>(percW) + statsNumbersShift;
pixelFont->draw(renderer, percX, percY, percStr, 0.8f, {215, 225, 240, 255});
SDL_SetRenderDrawColor(renderer, 110, 120, 140, 200);
SDL_FRect track{barX, barY, barW, barH};

View File

@ -20,8 +20,11 @@ public:
Game* game,
FontAtlas* pixelFont,
LineEffect* lineEffect,
SDL_Texture* blocksTex,
float logicalW,
SDL_Texture* blocksTex,
SDL_Texture* statisticsPanelTex,
SDL_Texture* scorePanelTex,
SDL_Texture* nextPanelTex,
float logicalW,
float logicalH,
float logicalScale,
float winW,

View File

@ -0,0 +1,365 @@
#include "SpaceWarp.h"
#include <algorithm>
#include <array>
#include <cmath>
namespace {
constexpr float MIN_ASPECT = 0.001f;
}
SpaceWarp::SpaceWarp() {
std::random_device rd;
rng.seed(rd());
setFlightMode(SpaceWarpFlightMode::Forward);
}
void SpaceWarp::init(int w, int h, int starCount) {
resize(w, h);
stars.resize(std::max(8, starCount));
for (auto& star : stars) {
respawn(star, true);
}
comets.clear();
cometSpawnTimer = randomRange(settings.cometSpawnIntervalMin, settings.cometSpawnIntervalMax);
}
void SpaceWarp::resize(int w, int h) {
width = std::max(1, w);
height = std::max(1, h);
centerX = width * 0.5f;
centerY = height * 0.5f;
warpFactor = std::max(width, height) * settings.warpFactorScale;
}
void SpaceWarp::setSettings(const SpaceWarpSettings& newSettings) {
settings = newSettings;
warpFactor = std::max(width, height) * settings.warpFactorScale;
cometSpawnTimer = std::clamp(cometSpawnTimer, settings.cometSpawnIntervalMin, settings.cometSpawnIntervalMax);
}
void SpaceWarp::setFlightMode(SpaceWarpFlightMode mode) {
flightMode = mode;
autoPilotEnabled = false;
switch (mode) {
case SpaceWarpFlightMode::Forward:
motion = {1.0f, 0.0f, 0.0f};
break;
case SpaceWarpFlightMode::BankLeft:
motion = {1.05f, -0.85f, 0.0f};
break;
case SpaceWarpFlightMode::BankRight:
motion = {1.05f, 0.85f, 0.0f};
break;
case SpaceWarpFlightMode::Reverse:
motion = {-0.6f, 0.0f, 0.0f};
break;
case SpaceWarpFlightMode::Custom:
default:
break;
}
}
void SpaceWarp::setFlightMotion(const SpaceWarpFlightMotion& newMotion) {
motion = newMotion;
flightMode = SpaceWarpFlightMode::Custom;
autoPilotEnabled = false;
}
void SpaceWarp::setAutoPilotEnabled(bool enabled) {
autoPilotEnabled = enabled;
if (enabled) {
flightMode = SpaceWarpFlightMode::Custom;
motionTarget = motion;
autoTimer = 0.0f;
scheduleNewAutoTarget();
}
}
void SpaceWarp::scheduleNewAutoTarget() {
// Autopilot behavior:
// - 90% of the time: gentle forward flight with small lateral/vertical drift
// - 10% of the time: short lateral "bank" burst (stronger lateral speed) for a while
float choice = randomRange(0.0f, 1.0f);
if (choice < 0.90f) {
// Normal forward flight
motionTarget.forwardScale = randomRange(0.95f, 1.12f);
motionTarget.lateralSpeed = randomRange(-0.18f, 0.18f);
motionTarget.verticalSpeed = randomRange(-0.12f, 0.12f);
// Longer interval between aggressive maneuvers
autoTimer = randomRange(autoMinInterval, autoMaxInterval);
} else {
// Occasional lateral bank burst
motionTarget.forwardScale = randomRange(0.90f, 1.10f);
// Pick left or right burst
float dir = (randomRange(0.0f, 1.0f) < 0.5f) ? -1.0f : 1.0f;
motionTarget.lateralSpeed = dir * randomRange(0.70f, 1.35f);
// Allow modest vertical bias during a bank
motionTarget.verticalSpeed = randomRange(-0.35f, 0.35f);
// Shorter duration for the burst so it feels like a brief maneuver
autoTimer = randomRange(1.0f, 3.0f);
}
}
void SpaceWarp::spawnComet() {
WarpComet comet;
float aspect = static_cast<float>(width) / static_cast<float>(std::max(1, height));
float normalizedAspect = std::max(aspect, MIN_ASPECT);
float xRange = settings.baseSpawnRange * 1.2f * (aspect >= 1.0f ? aspect : 1.0f);
float yRange = settings.baseSpawnRange * 1.2f * (aspect >= 1.0f ? 1.0f : (1.0f / normalizedAspect));
comet.x = randomRange(-xRange, xRange);
comet.y = randomRange(-yRange, yRange);
comet.z = randomRange(minDepth + 4.0f, maxDepth);
float baseSpeed = randomRange(settings.minSpeed, settings.maxSpeed);
float multiplier = randomRange(settings.cometSpeedMultiplierMin, settings.cometSpeedMultiplierMax);
comet.speed = baseSpeed * multiplier;
comet.size = randomRange(settings.cometMinSize, settings.cometMaxSize);
comet.trailLength = randomRange(settings.cometMinTrail, settings.cometMaxTrail);
comet.life = randomRange(1.8f, 3.4f);
comet.maxLife = comet.life;
float shade = randomRange(0.85f, 1.0f);
Uint8 c = static_cast<Uint8>(std::clamp(220.0f + shade * 35.0f, 0.0f, 255.0f));
comet.color = SDL_Color{c, Uint8(std::min(255.0f, c * 0.95f)), 255, 255};
// Initialize screen positions based on projection so the comet is not stuck at center
float sx = 0.0f, sy = 0.0f;
if (projectPoint(comet.x, comet.y, comet.z, sx, sy)) {
comet.screenX = sx;
comet.screenY = sy;
// Place prev slightly behind the head so the first frame shows motion/trail
float jitter = std::max(4.0f, comet.trailLength * 0.08f);
float ang = randomRange(0.0f, 6.28318530718f);
comet.prevScreenX = comet.screenX - std::cos(ang) * jitter;
comet.prevScreenY = comet.screenY - std::sin(ang) * jitter;
} else {
comet.prevScreenX = centerX;
comet.prevScreenY = centerY;
comet.screenX = centerX;
comet.screenY = centerY;
}
comets.push_back(comet);
}
float SpaceWarp::randomRange(float min, float max) {
std::uniform_real_distribution<float> dist(min, max);
return dist(rng);
}
static int randomIntInclusive(std::mt19937& rng, int min, int max) {
std::uniform_int_distribution<int> dist(min, max);
return dist(rng);
}
void SpaceWarp::respawn(WarpStar& star, bool randomDepth) {
float aspect = static_cast<float>(width) / static_cast<float>(std::max(1, height));
float normalizedAspect = std::max(aspect, MIN_ASPECT);
float xRange = settings.baseSpawnRange * (aspect >= 1.0f ? aspect : 1.0f);
float yRange = settings.baseSpawnRange * (aspect >= 1.0f ? 1.0f : (1.0f / normalizedAspect));
star.x = randomRange(-xRange, xRange);
star.y = randomRange(-yRange, yRange);
star.z = randomDepth ? randomRange(minDepth, maxDepth) : maxDepth;
star.speed = randomRange(settings.minSpeed, settings.maxSpeed);
star.shade = randomRange(settings.minShade, settings.maxShade);
static constexpr Uint8 GRAY_SHADES[] = {160, 180, 200, 220, 240};
int idx = randomIntInclusive(rng, 0, int(std::size(GRAY_SHADES)) - 1);
star.baseShade = GRAY_SHADES[idx];
// Compute initial projected screen position so newly spawned stars aren't frozen at center
float sx = 0.0f, sy = 0.0f;
if (projectPoint(star.x, star.y, star.z, sx, sy)) {
star.screenX = sx;
star.screenY = sy;
// give a small previous offset so trails and motion are visible immediately
float jitter = std::max(1.0f, settings.maxTrailLength * 0.06f);
float ang = randomRange(0.0f, 6.28318530718f);
star.prevScreenX = star.screenX - std::cos(ang) * jitter;
star.prevScreenY = star.screenY - std::sin(ang) * jitter;
} else {
star.prevScreenX = centerX;
star.prevScreenY = centerY;
star.screenX = centerX;
star.screenY = centerY;
}
}
bool SpaceWarp::project(const WarpStar& star, float& outX, float& outY) const {
return projectPoint(star.x, star.y, star.z, outX, outY);
}
bool SpaceWarp::projectPoint(float x, float y, float z, float& outX, float& outY) const {
if (z <= minDepth) {
return false;
}
float perspective = warpFactor / (z + 0.001f);
outX = centerX + x * perspective;
outY = centerY + y * perspective;
const float margin = settings.spawnMargin;
return outX >= -margin && outX <= width + margin && outY >= -margin && outY <= height + margin;
}
void SpaceWarp::update(float deltaSeconds) {
if (stars.empty()) {
return;
}
if (settings.cometSpawnIntervalMax > 0.0f) {
cometSpawnTimer -= deltaSeconds;
if (cometSpawnTimer <= 0.0f) {
spawnComet();
cometSpawnTimer = randomRange(settings.cometSpawnIntervalMin, settings.cometSpawnIntervalMax);
}
}
if (autoPilotEnabled) {
autoTimer -= deltaSeconds;
if (autoTimer <= 0.0f) {
scheduleNewAutoTarget();
}
auto follow = std::clamp(deltaSeconds * 0.45f, 0.0f, 1.0f);
motion.forwardScale = std::lerp(motion.forwardScale, motionTarget.forwardScale, follow);
motion.lateralSpeed = std::lerp(motion.lateralSpeed, motionTarget.lateralSpeed, follow);
motion.verticalSpeed = std::lerp(motion.verticalSpeed, motionTarget.verticalSpeed, follow);
}
const float forwardScale = (std::abs(motion.forwardScale) < 0.01f)
? (motion.forwardScale >= 0.0f ? 0.01f : -0.01f)
: motion.forwardScale;
const bool movingBackward = forwardScale < 0.0f;
const float lateralSpeed = motion.lateralSpeed;
const float verticalSpeed = motion.verticalSpeed;
for (auto& star : stars) {
star.z -= star.speed * deltaSeconds * forwardScale;
if (!movingBackward) {
if (star.z <= minDepth) {
respawn(star, true);
continue;
}
} else {
if (star.z >= maxDepth) {
respawn(star, true);
star.z = minDepth + randomRange(0.25f, 24.0f);
continue;
}
}
float closeness = 1.0f - std::clamp(star.z / maxDepth, 0.0f, 1.0f);
float driftScale = (0.35f + closeness * 1.25f);
star.x += lateralSpeed * deltaSeconds * driftScale;
star.y += verticalSpeed * deltaSeconds * driftScale;
float sx = 0.0f;
float sy = 0.0f;
if (!project(star, sx, sy)) {
respawn(star, true);
continue;
}
star.prevScreenX = star.screenX;
star.prevScreenY = star.screenY;
star.screenX = sx;
star.screenY = sy;
float dx = star.screenX - star.prevScreenX;
float dy = star.screenY - star.prevScreenY;
float lenSq = dx * dx + dy * dy;
float maxStreak = std::max(settings.maxTrailLength, 0.0f);
if (maxStreak > 0.0f && lenSq > maxStreak * maxStreak) {
float len = std::sqrt(lenSq);
float scale = maxStreak / len;
star.prevScreenX = star.screenX - dx * scale;
star.prevScreenY = star.screenY - dy * scale;
}
}
for (auto it = comets.begin(); it != comets.end();) {
auto& comet = *it;
comet.life -= deltaSeconds;
comet.z -= comet.speed * deltaSeconds * forwardScale;
bool expired = comet.life <= 0.0f;
if (!movingBackward) {
if (comet.z <= minDepth * 0.35f) expired = true;
} else {
if (comet.z >= maxDepth + 40.0f) expired = true;
}
float closeness = 1.0f - std::clamp(comet.z / maxDepth, 0.0f, 1.0f);
float driftScale = (0.45f + closeness * 1.6f);
comet.x += lateralSpeed * deltaSeconds * driftScale;
comet.y += verticalSpeed * deltaSeconds * driftScale;
float sx = 0.0f;
float sy = 0.0f;
if (!projectPoint(comet.x, comet.y, comet.z, sx, sy)) {
expired = true;
} else {
comet.prevScreenX = comet.screenX;
comet.prevScreenY = comet.screenY;
comet.screenX = sx;
comet.screenY = sy;
float dx = comet.screenX - comet.prevScreenX;
float dy = comet.screenY - comet.prevScreenY;
float lenSq = dx * dx + dy * dy;
float maxTrail = std::max(comet.trailLength, 0.0f);
if (maxTrail > 0.0f && lenSq > maxTrail * maxTrail) {
float len = std::sqrt(lenSq);
float scale = maxTrail / len;
comet.prevScreenX = comet.screenX - dx * scale;
comet.prevScreenY = comet.screenY - dy * scale;
}
}
if (expired) {
it = comets.erase(it);
} else {
++it;
}
}
}
void SpaceWarp::draw(SDL_Renderer* renderer, float alphaScale) {
if (stars.empty()) {
return;
}
SDL_BlendMode previous = SDL_BLENDMODE_NONE;
SDL_GetRenderDrawBlendMode(renderer, &previous);
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_ADD);
for (const auto& star : stars) {
float depthFactor = 1.0f - std::clamp(star.z / maxDepth, 0.0f, 1.0f);
float alphaBase = std::clamp(settings.minAlpha + depthFactor * settings.alphaDepthBoost, 0.0f, 255.0f);
Uint8 alpha = static_cast<Uint8>(std::clamp(alphaBase * alphaScale, 0.0f, 255.0f));
float colorValue = std::clamp(
star.baseShade * (settings.baseShadeScale + depthFactor * settings.depthColorScale) * star.shade,
settings.minColor,
settings.maxColor);
Uint8 color = static_cast<Uint8>(colorValue);
if (settings.drawTrails) {
float trailAlphaFloat = alpha * settings.trailAlphaScale;
Uint8 trailAlpha = static_cast<Uint8>(std::clamp(trailAlphaFloat, 0.0f, 255.0f));
SDL_SetRenderDrawColor(renderer, color, color, color, trailAlpha);
SDL_RenderLine(renderer, star.prevScreenX, star.prevScreenY, star.screenX, star.screenY);
}
float dotSize = std::clamp(settings.minDotSize + depthFactor * (settings.maxDotSize - settings.minDotSize),
settings.minDotSize,
settings.maxDotSize);
SDL_FRect dot{star.screenX - dotSize * 0.5f, star.screenY - dotSize * 0.5f, dotSize, dotSize};
SDL_SetRenderDrawColor(renderer, color, color, color, alpha);
SDL_RenderFillRect(renderer, &dot);
}
for (const auto& comet : comets) {
float lifeNorm = std::clamp(comet.life / comet.maxLife, 0.0f, 1.0f);
Uint8 alpha = static_cast<Uint8>(std::clamp(220.0f * lifeNorm, 0.0f, 255.0f));
SDL_SetRenderDrawColor(renderer, comet.color.r, comet.color.g, comet.color.b, alpha);
SDL_RenderLine(renderer, comet.prevScreenX, comet.prevScreenY, comet.screenX, comet.screenY);
float size = comet.size * (0.8f + (1.0f - lifeNorm) * 0.6f);
SDL_FRect head{comet.screenX - size * 0.5f, comet.screenY - size * 0.5f, size, size};
SDL_RenderFillRect(renderer, &head);
}
SDL_SetRenderDrawBlendMode(renderer, previous);
}

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@ -0,0 +1,126 @@
#pragma once
#include <SDL3/SDL.h>
#include <random>
#include <vector>
struct SpaceWarpSettings {
float baseSpawnRange = 1.45f; // logical radius for initial star positions
float warpFactorScale = 122.85f; // scales perspective factor so stars spread faster or slower
float spawnMargin = 60.0f; // how far offscreen a star can travel before respawn
float minShade = 0.85f; // lower bound for per-star brightness multiplier
float maxShade = 1.15f; // upper bound for per-star brightness multiplier
float minSpeed = 120.0f; // slowest warp velocity (higher feels faster motion)
float maxSpeed = 280.0f; // fastest warp velocity
float minDotSize = 2.5f; // smallest star size in pixels
float maxDotSize = 4.5f; // largest star size in pixels
float minAlpha = 70.0f; // base opacity even for distant stars
float alphaDepthBoost = 160.0f; // extra opacity applied as stars approach the camera
float minColor = 180.0f; // clamp for minimum grayscale value
float maxColor = 205.0f; // clamp for maximum grayscale value
float baseShadeScale = 0.75f; // baseline multiplier applied to the sampled grayscale shade
float depthColorScale = 0.55f; // how much depth affects the grayscale brightness
bool drawTrails = true; // when true, also render streak lines for hyper-speed look
float trailAlphaScale = 0.75f; // relative opacity for streak lines vs dots
float maxTrailLength = 36.0f; // clamp length of each streak in pixels
float cometSpawnIntervalMin = 2.8f; // minimum seconds between comet spawns
float cometSpawnIntervalMax = 6.5f; // maximum seconds between comet spawns
float cometSpeedMultiplierMin = 2.2f;// min multiplier for comet forward velocity
float cometSpeedMultiplierMax = 4.5f;// max multiplier for comet forward velocity
float cometMinTrail = 140.0f; // minimum comet trail length in pixels
float cometMaxTrail = 280.0f; // maximum comet trail length in pixels
float cometMinSize = 3.5f; // minimum comet head size
float cometMaxSize = 6.5f; // maximum comet head size
};
struct SpaceWarpFlightMotion {
float forwardScale = 1.0f; // multiplier applied to each star's forward velocity (negative = backwards)
float lateralSpeed = 0.0f; // normalized horizontal drift speed (left/right)
float verticalSpeed = 0.0f; // normalized vertical drift speed (up/down)
};
enum class SpaceWarpFlightMode {
Forward = 0,
BankLeft,
BankRight,
Reverse,
Custom
};
class SpaceWarp {
public:
SpaceWarp();
void init(int width, int height, int starCount = 320);
void resize(int width, int height);
void update(float deltaSeconds);
void draw(SDL_Renderer* renderer, float alphaScale = 1.0f);
void setSettings(const SpaceWarpSettings& newSettings);
const SpaceWarpSettings& getSettings() const { return settings; }
void setFlightMode(SpaceWarpFlightMode mode);
SpaceWarpFlightMode getFlightMode() const { return flightMode; }
void setFlightMotion(const SpaceWarpFlightMotion& motion); // overrides mode with Custom
const SpaceWarpFlightMotion& getFlightMotion() const { return motion; }
void setAutoPilotEnabled(bool enabled);
bool isAutoPilotEnabled() const { return autoPilotEnabled; }
private:
struct WarpStar {
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
float speed = 0.0f;
float prevScreenX = 0.0f;
float prevScreenY = 0.0f;
float screenX = 0.0f;
float screenY = 0.0f;
float shade = 1.0f;
Uint8 baseShade = 220;
};
struct WarpComet {
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
float speed = 0.0f;
float life = 0.0f;
float maxLife = 0.0f;
float prevScreenX = 0.0f;
float prevScreenY = 0.0f;
float screenX = 0.0f;
float screenY = 0.0f;
float trailLength = 160.0f;
float size = 4.0f;
SDL_Color color{255, 255, 255, 255};
};
void respawn(WarpStar& star, bool randomDepth = true);
bool project(const WarpStar& star, float& outX, float& outY) const;
bool projectPoint(float x, float y, float z, float& outX, float& outY) const;
float randomRange(float min, float max);
void spawnComet();
std::vector<WarpStar> stars;
std::vector<WarpComet> comets;
std::mt19937 rng;
int width = 0;
int height = 0;
float centerX = 0.0f;
float centerY = 0.0f;
float warpFactor = 520.0f;
SpaceWarpSettings settings{};
SpaceWarpFlightMotion motion{};
SpaceWarpFlightMode flightMode = SpaceWarpFlightMode::Forward;
bool autoPilotEnabled = false;
float autoTimer = 0.0f;
float autoMinInterval = 3.5f;
float autoMaxInterval = 7.5f;
SpaceWarpFlightMotion motionTarget{};
float cometSpawnTimer = 0.0f;
float minDepth = 2.0f;
float maxDepth = 320.0f;
void scheduleNewAutoTarget();
};

File diff suppressed because it is too large Load Diff

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@ -21,6 +21,9 @@ public:
FontAtlas* pixelFont,
LineEffect* lineEffect,
SDL_Texture* blocksTex,
SDL_Texture* statisticsPanelTex,
SDL_Texture* scorePanelTex,
SDL_Texture* nextPanelTex,
float logicalW,
float logicalH,
float logicalScale,
@ -47,11 +50,27 @@ public:
int selectedButton
);
// 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);

View File

@ -0,0 +1,202 @@
#include "UIRenderer.h"
#include "../ui/Font.h"
#include <algorithm>
#include <cmath>
void UIRenderer::drawSciFiPanel(SDL_Renderer* renderer, const SDL_FRect& rect, float alpha) {
if (!renderer) return;
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
Uint8 alphaUint = static_cast<Uint8>(std::clamp(alpha * 255.0f, 0.0f, 255.0f));
// Drop shadow
SDL_FRect shadow{rect.x + 6.0f, rect.y + 10.0f, rect.w, rect.h};
SDL_SetRenderDrawColor(renderer, 0, 0, 0, static_cast<Uint8>(120.0f * alpha));
SDL_RenderFillRect(renderer, &shadow);
// Glow aura
for (int i = 0; i < 5; ++i) {
SDL_FRect glow{rect.x - float(i * 2), rect.y - float(i * 2), rect.w + float(i * 4), rect.h + float(i * 4)};
Uint8 glowAlpha = static_cast<Uint8>((42 - i * 8) * alpha);
SDL_SetRenderDrawColor(renderer, 0, 180, 255, glowAlpha);
SDL_RenderRect(renderer, &glow);
}
// Body
SDL_SetRenderDrawColor(renderer, 18, 30, 52, alphaUint);
SDL_RenderFillRect(renderer, &rect);
// Border
SDL_SetRenderDrawColor(renderer, 70, 120, 210, alphaUint);
SDL_RenderRect(renderer, &rect);
}
void UIRenderer::drawButton(SDL_Renderer* renderer, FontAtlas* font, float cx, float cy, float w, float h,
const std::string& label, bool isHovered, bool isSelected,
SDL_Color bgColor, SDL_Color borderColor, bool textOnly, SDL_Texture* icon) {
if (!renderer) return;
float x = cx - w * 0.5f;
float y = cy - h * 0.5f;
if (!textOnly) {
// Adjust colors based on state
if (isSelected) {
bgColor = {160, 190, 255, 255};
SDL_SetRenderDrawColor(renderer, 255, 220, 0, 110);
SDL_FRect glow{x - 10, y - 10, w + 20, h + 20};
SDL_RenderFillRect(renderer, &glow);
} else if (isHovered) {
bgColor = {static_cast<Uint8>(std::min(255, bgColor.r + 40)),
static_cast<Uint8>(std::min(255, bgColor.g + 40)),
static_cast<Uint8>(std::min(255, bgColor.b + 40)),
bgColor.a};
}
// Neon glow aura around the button to increase visibility (subtle)
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
for (int gi = 0; gi < 3; ++gi) {
float grow = 6.0f + gi * 3.0f;
Uint8 glowA = static_cast<Uint8>(std::max(0, (int)borderColor.a / (3 - gi)));
SDL_SetRenderDrawColor(renderer, borderColor.r, borderColor.g, borderColor.b, glowA);
SDL_FRect glowRect{x - grow, y - grow, w + grow * 2.0f, h + grow * 2.0f};
SDL_RenderRect(renderer, &glowRect);
}
// Draw button background with border
SDL_SetRenderDrawColor(renderer, borderColor.r, borderColor.g, borderColor.b, borderColor.a);
SDL_FRect borderRect{x - 2, y - 2, w + 4, h + 4};
SDL_RenderFillRect(renderer, &borderRect);
SDL_SetRenderDrawColor(renderer, bgColor.r, bgColor.g, bgColor.b, bgColor.a);
SDL_FRect bgRect{x, y, w, h};
SDL_RenderFillRect(renderer, &bgRect);
}
// Draw icon if provided, otherwise draw text
if (icon) {
// Get icon dimensions
float iconW = 0.0f, iconH = 0.0f;
SDL_GetTextureSize(icon, &iconW, &iconH);
// Scale icon to fit nicely in button (60% of button height)
float maxIconH = h * 0.6f;
float scale = maxIconH / iconH;
float scaledW = iconW * scale;
float scaledH = iconH * scale;
// Center icon in button
float iconX = cx - scaledW * 0.5f;
float iconY = cy - scaledH * 0.5f;
// Apply yellow tint when selected
if (isSelected) {
SDL_SetTextureColorMod(icon, 255, 220, 0);
} else {
SDL_SetTextureColorMod(icon, 255, 255, 255);
}
SDL_FRect iconRect{iconX, iconY, scaledW, scaledH};
SDL_RenderTexture(renderer, icon, nullptr, &iconRect);
// Reset color mod
SDL_SetTextureColorMod(icon, 255, 255, 255);
} else if (font) {
// Draw text (smaller scale for tighter buttons)
float textScale = 1.2f;
int textW = 0, textH = 0;
font->measure(label, textScale, textW, textH);
float tx = x + (w - static_cast<float>(textW)) * 0.5f;
// Adjust vertical position for better alignment with background buttons
// Vertically center text precisely within the button
// Vertically center text precisely within the button, then nudge down slightly
// to improve optical balance relative to icons and button art.
const float textNudge = 3.0f; // tweak this value to move labels up/down
float ty = y + (h - static_cast<float>(textH)) * 0.5f + textNudge;
// Choose text color based on selection state
SDL_Color textColor = {255, 255, 255, 255}; // Default white
if (isSelected) {
textColor = {255, 220, 0, 255}; // Yellow when selected
}
// Text shadow
font->draw(renderer, tx + 2.0f, ty + 2.0f, label, textScale, {0, 0, 0, 200});
// Text
font->draw(renderer, tx, ty, label, textScale, textColor);
}
}
void UIRenderer::computeContentOffsets(float winW, float winH, float logicalW, float logicalH, float logicalScale, float& outOffsetX, float& outOffsetY) {
float contentW = logicalW * logicalScale;
float contentH = logicalH * logicalScale;
outOffsetX = (winW - contentW) * 0.5f / logicalScale;
outOffsetY = (winH - contentH) * 0.5f / logicalScale;
}
void UIRenderer::drawLogo(SDL_Renderer* renderer, SDL_Texture* logoTex, float logicalW, float logicalH, float contentOffsetX, float contentOffsetY, int texW, int texH) {
if (!renderer || !logoTex) return;
float w = 0.0f;
float h = 0.0f;
if (texW > 0 && texH > 0) {
w = static_cast<float>(texW);
h = static_cast<float>(texH);
} else {
SDL_GetTextureSize(logoTex, &w, &h);
}
if (w > 0.0f && h > 0.0f) {
float maxWidth = logicalW * 0.6f;
float scale = std::min(1.0f, maxWidth / w);
float dw = w * scale;
float dh = h * scale;
float logoX = (logicalW - dw) * 0.5f + contentOffsetX;
float logoY = logicalH * 0.05f + contentOffsetY;
SDL_FRect dst{logoX, logoY, dw, dh};
SDL_RenderTexture(renderer, logoTex, nullptr, &dst);
}
}
void UIRenderer::drawSettingsPopup(SDL_Renderer* renderer, FontAtlas* font, float logicalW, float logicalH, bool musicEnabled, bool soundEnabled) {
if (!renderer || !font) return;
float popupW = 350, popupH = 260;
float popupX = (logicalW - popupW) / 2;
float popupY = (logicalH - popupH) / 2;
// Semi-transparent overlay
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 128);
SDL_FRect overlay{0, 0, logicalW, logicalH};
SDL_RenderFillRect(renderer, &overlay);
// Popup background
SDL_SetRenderDrawColor(renderer, 100, 120, 160, 255);
SDL_FRect bord{popupX-4, popupY-4, popupW+8, popupH+8};
SDL_RenderFillRect(renderer, &bord);
SDL_SetRenderDrawColor(renderer, 40, 50, 70, 255);
SDL_FRect body{popupX, popupY, popupW, popupH};
SDL_RenderFillRect(renderer, &body);
// Title
font->draw(renderer, popupX + 20, popupY + 20, "SETTINGS", 2.0f, {255, 220, 0, 255});
// Music toggle
font->draw(renderer, popupX + 20, popupY + 70, "MUSIC:", 1.5f, {255, 255, 255, 255});
const char* musicStatus = musicEnabled ? "ON" : "OFF";
SDL_Color musicColor = musicEnabled ? SDL_Color{0, 255, 0, 255} : SDL_Color{255, 0, 0, 255};
font->draw(renderer, popupX + 120, popupY + 70, musicStatus, 1.5f, musicColor);
// Sound effects toggle
font->draw(renderer, popupX + 20, popupY + 100, "SOUND FX:", 1.5f, {255, 255, 255, 255});
const char* soundStatus = soundEnabled ? "ON" : "OFF";
SDL_Color soundColor = soundEnabled ? SDL_Color{0, 255, 0, 255} : SDL_Color{255, 0, 0, 255};
font->draw(renderer, popupX + 140, popupY + 100, soundStatus, 1.5f, soundColor);
// Instructions
font->draw(renderer, popupX + 20, popupY + 150, "M = TOGGLE MUSIC", 1.0f, {200, 200, 220, 255});
font->draw(renderer, popupX + 20, popupY + 170, "S = TOGGLE SOUND FX", 1.0f, {200, 200, 220, 255});
font->draw(renderer, popupX + 20, popupY + 190, "ESC = CLOSE", 1.0f, {200, 200, 220, 255});
}

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@ -0,0 +1,28 @@
#pragma once
#include <SDL3/SDL.h>
#include <string>
class FontAtlas;
class UIRenderer {
public:
// Draw a sci-fi style panel with glow, shadow, and border
static void drawSciFiPanel(SDL_Renderer* renderer, const SDL_FRect& rect, float alpha = 1.0f);
// Draw a generic button with hover/select states
static void drawButton(SDL_Renderer* renderer, FontAtlas* font, float cx, float cy, float w, float h,
const std::string& label, bool isHovered, bool isSelected,
SDL_Color bgColor = {80, 110, 200, 255},
SDL_Color borderColor = {60, 80, 140, 255},
bool textOnly = false,
SDL_Texture* icon = nullptr);
// Helper to calculate content offsets for centering
static void computeContentOffsets(float winW, float winH, float logicalW, float logicalH, float logicalScale, float& outOffsetX, float& outOffsetY);
// Draw the game logo centered at the top
static void drawLogo(SDL_Renderer* renderer, SDL_Texture* logoTex, float logicalW, float logicalH, float contentOffsetX, float contentOffsetY, int texW = 0, int texH = 0);
// Draw the settings popup
static void drawSettingsPopup(SDL_Renderer* renderer, FontAtlas* font, float logicalW, float logicalH, bool musicEnabled, bool soundEnabled);
};

View File

@ -25,6 +25,7 @@
#include "persistence/Scores.h"
#include "graphics/effects/Starfield.h"
#include "graphics/effects/Starfield3D.h"
#include "graphics/effects/SpaceWarp.h"
#include "graphics/ui/Font.h"
#include "graphics/ui/HelpOverlay.h"
#include "gameplay/effects/LineEffect.h"
@ -159,7 +160,7 @@ static bool queueLevelBackground(LevelBackgroundFader& fader, SDL_Renderer* rend
}
char bgPath[256];
std::snprintf(bgPath, sizeof(bgPath), "assets/images/tetris_main_back_level%d.jpg", level);
std::snprintf(bgPath, sizeof(bgPath), "assets/images/levels/level%d.jpg", level);
SDL_Texture* newTexture = loadTextureFromImage(renderer, bgPath);
if (!newTexture) {
@ -246,6 +247,31 @@ static void renderScaledBackground(SDL_Renderer* renderer, SDL_Texture* tex, int
SDL_SetTextureAlphaMod(tex, 255);
}
static void renderDynamicBackground(SDL_Renderer* renderer, SDL_Texture* tex, int winW, int winH, float baseScale, float motionClockMs, float alphaMul = 1.0f) {
if (!renderer || !tex) {
return;
}
const float seconds = motionClockMs * 0.001f;
const float wobble = std::max(0.4f, baseScale + std::sin(seconds * 0.07f) * 0.02f + std::sin(seconds * 0.23f) * 0.01f);
const float rotation = std::sin(seconds * 0.035f) * 1.25f;
const float panX = std::sin(seconds * 0.11f) * winW * 0.02f;
const float panY = std::cos(seconds * 0.09f) * winH * 0.015f;
SDL_FRect dest{
(winW - winW * wobble) * 0.5f + panX,
(winH - winH * wobble) * 0.5f + panY,
winW * wobble,
winH * wobble
};
SDL_FPoint center{dest.w * 0.5f, dest.h * 0.5f};
Uint8 alpha = static_cast<Uint8>(std::clamp(alphaMul, 0.0f, 1.0f) * 255.0f);
SDL_SetTextureAlphaMod(tex, alpha);
SDL_RenderTextureRotated(renderer, tex, nullptr, &dest, rotation, &center, SDL_FLIP_NONE);
SDL_SetTextureAlphaMod(tex, 255);
}
static void drawOverlay(SDL_Renderer* renderer, const SDL_FRect& rect, SDL_Color color, Uint8 alpha) {
if (!renderer || alpha == 0) {
return;
@ -256,7 +282,7 @@ static void drawOverlay(SDL_Renderer* renderer, const SDL_FRect& rect, SDL_Color
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
}
static void renderLevelBackgrounds(const LevelBackgroundFader& fader, SDL_Renderer* renderer, int winW, int winH) {
static void renderLevelBackgrounds(const LevelBackgroundFader& fader, SDL_Renderer* renderer, int winW, int winH, float motionClockMs) {
if (!renderer) {
return;
}
@ -264,12 +290,13 @@ static void renderLevelBackgrounds(const LevelBackgroundFader& fader, SDL_Render
SDL_FRect fullRect{0.f, 0.f, static_cast<float>(winW), static_cast<float>(winH)};
const float duration = std::max(1.0f, fader.phaseDurationMs);
const float progress = (fader.phase == LevelBackgroundPhase::Idle) ? 0.0f : std::clamp(fader.phaseElapsedMs / duration, 0.0f, 1.0f);
const float seconds = motionClockMs * 0.001f;
switch (fader.phase) {
case LevelBackgroundPhase::ZoomOut: {
const float scale = 1.0f + progress * 0.15f;
if (fader.currentTex) {
renderScaledBackground(renderer, fader.currentTex, winW, winH, scale, Uint8((1.0f - progress * 0.4f) * 255.0f));
renderDynamicBackground(renderer, fader.currentTex, winW, winH, scale, motionClockMs, (1.0f - progress * 0.4f));
drawOverlay(renderer, fullRect, SDL_Color{0, 0, 0, 255}, Uint8(progress * 200.0f));
}
break;
@ -278,16 +305,18 @@ static void renderLevelBackgrounds(const LevelBackgroundFader& fader, SDL_Render
const float scale = 1.10f - progress * 0.10f;
const Uint8 alpha = Uint8((0.4f + progress * 0.6f) * 255.0f);
if (fader.currentTex) {
renderScaledBackground(renderer, fader.currentTex, winW, winH, scale, alpha);
renderDynamicBackground(renderer, fader.currentTex, winW, winH, scale, motionClockMs, alpha / 255.0f);
}
break;
}
case LevelBackgroundPhase::Idle:
default:
if (fader.currentTex) {
renderScaledBackground(renderer, fader.currentTex, winW, winH, 1.0f, 255);
renderDynamicBackground(renderer, fader.currentTex, winW, winH, 1.02f, motionClockMs, 1.0f);
float pulse = 0.35f + 0.25f * (0.5f + 0.5f * std::sin(seconds * 0.5f));
drawOverlay(renderer, fullRect, SDL_Color{5, 12, 28, 255}, Uint8(pulse * 90.0f));
} else if (fader.nextTex) {
renderScaledBackground(renderer, fader.nextTex, winW, winH, 1.0f, 255);
renderDynamicBackground(renderer, fader.nextTex, winW, winH, 1.02f, motionClockMs, 1.0f);
} else {
drawOverlay(renderer, fullRect, SDL_Color{0, 0, 0, 255}, 255);
}
@ -310,189 +339,7 @@ static void resetLevelBackgrounds(LevelBackgroundFader& fader) {
// ...existing code...
// -----------------------------------------------------------------------------
// Enhanced Button Drawing
// -----------------------------------------------------------------------------
static void drawEnhancedButton(SDL_Renderer* renderer, FontAtlas& font, float cx, float cy, float w, float h,
const std::string& label, bool isHovered, bool isSelected = false) {
SDL_Color bgColor = isHovered ? SDL_Color{120, 150, 240, 255} : SDL_Color{80, 110, 200, 255};
if (isSelected) bgColor = {160, 190, 255, 255};
float x = cx - w/2;
float y = cy - h/2;
// Draw button background with border
drawRect(renderer, x-2, y-2, w+4, h+4, {60, 80, 140, 255}); // Border
drawRect(renderer, x, y, w, h, bgColor); // Background
// Draw button text centered
float textScale = 1.5f;
float textX = x + (w - label.length() * 12 * textScale) / 2;
float textY = y + (h - 20 * textScale) / 2;
font.draw(renderer, textX, textY, label, textScale, {255, 255, 255, 255});
}
// External wrapper for enhanced button so other translation units can call it.
void menu_drawEnhancedButton(SDL_Renderer* renderer, FontAtlas& font, float cx, float cy, float w, float h,
const std::string& label, bool isHovered, bool isSelected) {
drawEnhancedButton(renderer, font, cx, cy, w, h, label, isHovered, isSelected);
}
// Popup wrappers
// Forward declarations for popup functions defined later in this file
static void drawSettingsPopup(SDL_Renderer* renderer, FontAtlas& font, bool musicEnabled);
void menu_drawSettingsPopup(SDL_Renderer* renderer, FontAtlas& font, bool musicEnabled) {
drawSettingsPopup(renderer, font, musicEnabled);
}
// Simple rounded menu button drawer used by MenuState (keeps visual parity with JS)
void menu_drawMenuButton(SDL_Renderer* renderer, FontAtlas& font, float cx, float cy, float w, float h,
const std::string& label, SDL_Color bgColor, SDL_Color borderColor) {
float x = cx - w/2;
float y = cy - h/2;
drawRect(renderer, x-6, y-6, w+12, h+12, borderColor);
drawRect(renderer, x-4, y-4, w+8, h+8, {255,255,255,255});
drawRect(renderer, x, y, w, h, bgColor);
float textScale = 1.6f;
float approxCharW = 12.0f * textScale;
float textW = label.length() * approxCharW;
float tx = x + (w - textW) / 2.0f;
float ty = y + (h - 20.0f * textScale) / 2.0f;
font.draw(renderer, tx+2, ty+2, label, textScale, {0,0,0,180});
font.draw(renderer, tx, ty, label, textScale, {255,255,255,255});
}
// -----------------------------------------------------------------------------
// Block Drawing Functions
// -----------------------------------------------------------------------------
static void drawBlockTexture(SDL_Renderer* renderer, SDL_Texture* blocksTex, float x, float y, float size, int blockType) {
if (!blocksTex || blockType < 0 || blockType >= PIECE_COUNT) {
// Debug: print why we're falling back
if (!blocksTex) {
static bool printed = false;
if (!printed) {
(void)0;
printed = true;
}
}
// Fallback to colored rectangle if texture isn't available
SDL_Color color = (blockType >= 0 && blockType < PIECE_COUNT) ? COLORS[blockType + 1] : SDL_Color{128, 128, 128, 255};
drawRect(renderer, x, y, size-1, size-1, color);
return;
}
// JavaScript uses: sx = type * spriteSize, sy = 0, with 2px padding
// Each sprite is 90px wide in the horizontal sprite sheet
const int SPRITE_SIZE = 90;
float srcX = blockType * SPRITE_SIZE + 2; // Add 2px padding like JS
float srcY = 2; // Add 2px padding from top like JS
float srcW = SPRITE_SIZE - 4; // Subtract 4px total padding like JS
float srcH = SPRITE_SIZE - 4; // Subtract 4px total padding like JS
SDL_FRect srcRect = {srcX, srcY, srcW, srcH};
SDL_FRect dstRect = {x, y, size, size};
SDL_RenderTexture(renderer, blocksTex, &srcRect, &dstRect);
}
static void drawPiece(SDL_Renderer* renderer, SDL_Texture* blocksTex, const Game::Piece& piece, float ox, float oy, float tileSize, bool isGhost = false) {
if (piece.type >= PIECE_COUNT) return;
for (int cy = 0; cy < 4; ++cy) {
for (int cx = 0; cx < 4; ++cx) {
if (Game::cellFilled(piece, cx, cy)) {
float px = ox + (piece.x + cx) * tileSize;
float py = oy + (piece.y + cy) * tileSize;
if (isGhost) {
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
// Draw ghost piece as barely visible gray outline
SDL_SetRenderDrawColor(renderer, 180, 180, 180, 20); // Very faint gray
SDL_FRect rect = {px + 2, py + 2, tileSize - 4, tileSize - 4};
SDL_RenderFillRect(renderer, &rect);
// Draw thin gray border
SDL_SetRenderDrawColor(renderer, 180, 180, 180, 30);
SDL_FRect border = {px + 1, py + 1, tileSize - 2, tileSize - 2};
SDL_RenderRect(renderer, &border);
} else {
drawBlockTexture(renderer, blocksTex, px, py, tileSize, piece.type);
}
}
}
}
}
static void drawSmallPiece(SDL_Renderer* renderer, SDL_Texture* blocksTex, PieceType pieceType, float x, float y, float tileSize) {
if (pieceType >= PIECE_COUNT) return;
// Use the first rotation (index 0) for preview
Game::Piece previewPiece;
previewPiece.type = pieceType;
previewPiece.rot = 0;
previewPiece.x = 0;
previewPiece.y = 0;
// Center the piece in the preview area
float offsetX = 0, offsetY = 0;
if (pieceType == I) { offsetX = tileSize * 0.5f; } // I-piece centering
else if (pieceType == O) { offsetX = tileSize * 0.5f; } // O-piece centering
// Use semi-transparent alpha for preview blocks
Uint8 previewAlpha = 180; // Change this value for more/less transparency
SDL_SetTextureAlphaMod(blocksTex, previewAlpha);
for (int cy = 0; cy < 4; ++cy) {
for (int cx = 0; cx < 4; ++cx) {
if (Game::cellFilled(previewPiece, cx, cy)) {
float px = x + offsetX + cx * tileSize;
float py = y + offsetY + cy * tileSize;
drawBlockTexture(renderer, blocksTex, px, py, tileSize, pieceType);
}
}
}
SDL_SetTextureAlphaMod(blocksTex, 255); // Reset alpha after drawing
}
// -----------------------------------------------------------------------------
// Popup Drawing Functions
// -----------------------------------------------------------------------------
static void drawSettingsPopup(SDL_Renderer* renderer, FontAtlas& font, bool musicEnabled) {
float popupW = 350, popupH = 260;
float popupX = (LOGICAL_W - popupW) / 2;
float popupY = (LOGICAL_H - popupH) / 2;
// Semi-transparent overlay
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 128);
SDL_FRect overlay{0, 0, LOGICAL_W, LOGICAL_H};
SDL_RenderFillRect(renderer, &overlay);
// Popup background
drawRect(renderer, popupX-4, popupY-4, popupW+8, popupH+8, {100, 120, 160, 255}); // Border
drawRect(renderer, popupX, popupY, popupW, popupH, {40, 50, 70, 255}); // Background
// Title
font.draw(renderer, popupX + 20, popupY + 20, "SETTINGS", 2.0f, {255, 220, 0, 255});
// Music toggle
font.draw(renderer, popupX + 20, popupY + 70, "MUSIC:", 1.5f, {255, 255, 255, 255});
const char* musicStatus = musicEnabled ? "ON" : "OFF";
SDL_Color musicColor = musicEnabled ? SDL_Color{0, 255, 0, 255} : SDL_Color{255, 0, 0, 255};
font.draw(renderer, popupX + 120, popupY + 70, musicStatus, 1.5f, musicColor);
// Sound effects toggle
font.draw(renderer, popupX + 20, popupY + 100, "SOUND FX:", 1.5f, {255, 255, 255, 255});
const char* soundStatus = SoundEffectManager::instance().isEnabled() ? "ON" : "OFF";
SDL_Color soundColor = SoundEffectManager::instance().isEnabled() ? SDL_Color{0, 255, 0, 255} : SDL_Color{255, 0, 0, 255};
font.draw(renderer, popupX + 140, popupY + 100, soundStatus, 1.5f, soundColor);
// Instructions
font.draw(renderer, popupX + 20, popupY + 150, "M = TOGGLE MUSIC", 1.0f, {200, 200, 220, 255});
font.draw(renderer, popupX + 20, popupY + 170, "S = TOGGLE SOUND FX", 1.0f, {200, 200, 220, 255});
font.draw(renderer, popupX + 20, popupY + 190, "ESC = CLOSE", 1.0f, {200, 200, 220, 255});
}
// Legacy rendering functions removed (moved to UIRenderer / GameRenderer)
// -----------------------------------------------------------------------------
@ -520,7 +367,9 @@ static bool helpOverlayPausedGame = false;
// -----------------------------------------------------------------------------
// Tetris Block Fireworks for intro animation (block particles)
// Forward declare block render helper used by particles
static void drawBlockTexture(SDL_Renderer* renderer, SDL_Texture* blocksTex, float x, float y, float size, int blockType);
// Forward declare block render helper used by particles
// (Note: drawBlockTexture implementation was removed, so this is likely dead code unless particles use it.
// However, particles use drawFireworks_impl which uses SDL_RenderGeometry, so this is unused.)
// -----------------------------------------------------------------------------
struct BlockParticle {
float x{}, y{};
@ -680,16 +529,15 @@ static void drawFireworks_impl(SDL_Renderer* renderer, SDL_Texture*) {
SDL_SetRenderDrawBlendMode(renderer, previousBlend);
}
// External wrappers for use by other translation units (MenuState)
// Expect callers to pass the blocks texture via StateContext so we avoid globals.
void menu_drawFireworks(SDL_Renderer* renderer, SDL_Texture* blocksTex) { drawFireworks_impl(renderer, blocksTex); }
void menu_updateFireworks(double frameMs) { updateFireworks(frameMs); }
// External wrappers retained for compatibility; now no-ops to disable the legacy fireworks effect.
void menu_drawFireworks(SDL_Renderer*, SDL_Texture*) {}
void menu_updateFireworks(double) {}
double menu_getLogoAnimCounter() { return logoAnimCounter; }
int menu_getHoveredButton() { return hoveredButton; }
int main(int, char **)
{
// Initialize random seed for fireworks
// Initialize random seed for procedural effects
srand(static_cast<unsigned int>(SDL_GetTicks()));
// Load settings
@ -760,12 +608,13 @@ int main(int, char **)
SDL_GetError());
}
FontAtlas font;
font.init("FreeSans.ttf", 24);
// Load PressStart2P font for loading screen and retro UI elements
// Primary UI font (Orbitron) used for major UI text: buttons, loading, HUD
FontAtlas pixelFont;
pixelFont.init("assets/fonts/PressStart2P-Regular.ttf", 16);
pixelFont.init("assets/fonts/Orbitron.ttf", 22);
// Secondary font (Exo2) used for longer descriptions, settings, credits
FontAtlas font;
font.init("assets/fonts/Exo2.ttf", 20);
ScoreManager scores;
std::atomic<bool> scoresLoadComplete{false};
@ -779,21 +628,48 @@ int main(int, char **)
starfield.init(200, LOGICAL_W, LOGICAL_H);
Starfield3D starfield3D;
starfield3D.init(LOGICAL_W, LOGICAL_H, 200);
SpaceWarp spaceWarp;
spaceWarp.init(LOGICAL_W, LOGICAL_H, 420);
SpaceWarpFlightMode warpFlightMode = SpaceWarpFlightMode::Forward;
spaceWarp.setFlightMode(warpFlightMode);
bool warpAutoPilotEnabled = true;
spaceWarp.setAutoPilotEnabled(true);
// Initialize line clearing effects
LineEffect lineEffect;
lineEffect.init(renderer);
// Load logo assets via SDL_image so we can use compressed formats
SDL_Texture* logoTex = loadTextureFromImage(renderer, "assets/images/logo.bmp");
SDL_Texture* logoTex = loadTextureFromImage(renderer, "assets/images/spacetris.png");
// Load small logo (used by Menu to show whole logo)
int logoSmallW = 0, logoSmallH = 0;
SDL_Texture* logoSmallTex = loadTextureFromImage(renderer, "assets/images/logo_small.bmp", &logoSmallW, &logoSmallH);
SDL_Texture* logoSmallTex = loadTextureFromImage(renderer, "assets/images/spacetris.png", &logoSmallW, &logoSmallH);
// Load menu background using SDL_image (prefers JPEG)
SDL_Texture* backgroundTex = loadTextureFromImage(renderer, "assets/images/main_background.bmp");
// Load the new main screen overlay that sits above the background but below buttons
int mainScreenW = 0;
int mainScreenH = 0;
SDL_Texture* mainScreenTex = loadTextureFromImage(renderer, "assets/images/main_screen.png", &mainScreenW, &mainScreenH);
if (mainScreenTex) {
SDL_SetTextureBlendMode(mainScreenTex, SDL_BLENDMODE_BLEND);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Loaded main_screen overlay %dx%d (tex=%p)", mainScreenW, mainScreenH, (void*)mainScreenTex);
FILE* f = fopen("tetris_trace.log", "a");
if (f) {
fprintf(f, "main.cpp: loaded main_screen.bmp %dx%d tex=%p\n", mainScreenW, mainScreenH, (void*)mainScreenTex);
fclose(f);
}
} else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Failed to load assets/images/main_screen.bmp (overlay will be skipped)");
FILE* f = fopen("tetris_trace.log", "a");
if (f) {
fprintf(f, "main.cpp: failed to load main_screen.bmp\n");
fclose(f);
}
}
// Note: `backgroundTex` is owned by main and passed into `StateContext::backgroundTex` below.
// States should render using `ctx.backgroundTex` rather than accessing globals.
@ -825,6 +701,19 @@ int main(int, char **)
SDL_SetRenderTarget(renderer, nullptr);
}
SDL_Texture* scorePanelTex = loadTextureFromImage(renderer, "assets/images/panel_score.png");
if (scorePanelTex) {
SDL_SetTextureBlendMode(scorePanelTex, SDL_BLENDMODE_BLEND);
}
SDL_Texture* statisticsPanelTex = loadTextureFromImage(renderer, "assets/images/statistics_panel.png");
if (statisticsPanelTex) {
SDL_SetTextureBlendMode(statisticsPanelTex, SDL_BLENDMODE_BLEND);
}
SDL_Texture* nextPanelTex = loadTextureFromImage(renderer, "assets/images/next_panel.png");
if (nextPanelTex) {
SDL_SetTextureBlendMode(nextPanelTex, SDL_BLENDMODE_BLEND);
}
Game game(startLevelSelection);
// Apply global gravity speed multiplier from config
@ -950,6 +839,7 @@ int main(int, char **)
int gameplayCountdownIndex = 0;
const double GAMEPLAY_COUNTDOWN_STEP_MS = 400.0;
const std::array<const char*, 4> GAMEPLAY_COUNTDOWN_LABELS = { "3", "2", "1", "START" };
double gameplayBackgroundClockMs = 0.0;
// Instantiate state manager
StateManager stateMgr(state);
@ -971,6 +861,12 @@ int main(int, char **)
ctx.logoSmallH = logoSmallH;
ctx.backgroundTex = backgroundTex;
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;
@ -1168,6 +1064,40 @@ int main(int, char **)
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");
}
}
// Text input for high score
@ -1377,6 +1307,7 @@ int main(int, char **)
// Cap frame time to avoid spiral of death (max 100ms)
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];
@ -1565,21 +1496,25 @@ int main(int, char **)
}
previousState = state;
// Update starfields based on current state
// Update background effects
if (state == AppState::Loading) {
starfield3D.update(float(frameMs / 1000.0f));
starfield3D.resize(logicalVP.w, logicalVP.h); // Update for window resize
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));
}
// Advance level background fade if a next texture is queued
updateLevelBackgroundFade(levelBackgrounds, float(frameMs));
// Update intro animations
if (state == AppState::Menu) {
logoAnimCounter += frameMs * 0.0008; // Animation speed
updateFireworks(frameMs);
}
// --- Per-state update hooks (allow states to manage logic incrementally)
@ -1671,19 +1606,23 @@ int main(int, char **)
// --- Render ---
SDL_SetRenderViewport(renderer, nullptr);
SDL_SetRenderDrawColor(renderer, 12, 12, 16, 255);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
// Draw level-based background for gameplay, starfield for other states
if (state == AppState::Playing) {
int bgLevel = std::clamp(game.level(), 0, 32);
queueLevelBackground(levelBackgrounds, renderer, bgLevel);
renderLevelBackgrounds(levelBackgrounds, renderer, winW, winH);
renderLevelBackgrounds(levelBackgrounds, renderer, winW, winH, static_cast<float>(gameplayBackgroundClockMs));
} else if (state == AppState::Loading) {
// Use 3D starfield for loading screen (full screen)
starfield3D.draw(renderer);
} else if (state == AppState::Menu || state == AppState::LevelSelector || state == AppState::Options) {
// Use static background for menu, stretched to window; no starfield on sides
} else if (state == AppState::Menu) {
// Space flyover backdrop for the main screen
spaceWarp.draw(renderer, 1.0f);
// `mainScreenTex` is rendered as a top layer just before presenting
// so we don't draw it here. Keep the space warp background only.
} else if (state == AppState::LevelSelector || state == AppState::Options) {
if (backgroundTex) {
SDL_FRect fullRect = { 0, 0, (float)winW, (float)winH };
SDL_RenderTexture(renderer, backgroundTex, nullptr, &fullRect);
@ -1824,6 +1763,9 @@ int main(int, char **)
&pixelFont,
&lineEffect,
blocksTex,
ctx.statisticsPanelTex,
scorePanelTex,
nextPanelTex,
(float)LOGICAL_W,
(float)LOGICAL_H,
logicalScale,
@ -2014,6 +1956,43 @@ int main(int, char **)
HelpOverlay::Render(renderer, pixelFont, LOGICAL_W, LOGICAL_H, contentOffsetX, contentOffsetY);
}
// Top-layer overlay: render `mainScreenTex` above all other layers when in Menu
if (state == AppState::Menu && 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) != 0) {
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_RenderTexture(renderer, mainScreenTex, nullptr, &dst);
}
// Restore logical viewport/scale and draw the main PLAY button above the overlay
SDL_SetRenderViewport(renderer, &logicalVP);
SDL_SetRenderScale(renderer, logicalScale, logicalScale);
if (menuState) {
menuState->drawMainButtonNormally = false; // ensure it isn't double-drawn
menuState->renderMainButtonTop(renderer, logicalScale, logicalVP);
menuState->drawMainButtonNormally = true;
}
}
SDL_RenderPresent(renderer);
SDL_SetRenderScale(renderer, 1.f, 1.f);
}
@ -2021,9 +2000,13 @@ int main(int, char **)
SDL_DestroyTexture(logoTex);
if (backgroundTex)
SDL_DestroyTexture(backgroundTex);
if (mainScreenTex)
SDL_DestroyTexture(mainScreenTex);
resetLevelBackgrounds(levelBackgrounds);
if (blocksTex)
SDL_DestroyTexture(blocksTex);
if (scorePanelTex)
SDL_DestroyTexture(scorePanelTex);
if (logoSmallTex)
SDL_DestroyTexture(logoSmallTex);

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