fillRect moved
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16
src/graphics/renderers/RenderPrimitives.h
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16
src/graphics/renderers/RenderPrimitives.h
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@ -0,0 +1,16 @@
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#pragma once
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#include <SDL3/SDL.h>
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namespace RenderPrimitives {
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inline void fillRect(SDL_Renderer* renderer, float x, float y, float w, float h, SDL_Color color) {
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if (!renderer) {
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return;
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}
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SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
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SDL_FRect rect{x, y, w, h};
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SDL_RenderFillRect(renderer, &rect);
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}
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} // namespace RenderPrimitives
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17
src/main.cpp
17
src/main.cpp
@ -42,6 +42,7 @@
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#include "states/LoadingManager.h"
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#include "utils/ImagePathResolver.h"
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#include "graphics/renderers/GameRenderer.h"
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#include "graphics/renderers/RenderPrimitives.h"
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#include "core/Config.h"
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#include "core/Settings.h"
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#include "ui/MenuLayout.h"
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@ -64,12 +65,6 @@ static constexpr int WELL_H = Game::ROWS * Game::TILE;
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// Bit 0 = (x=0,y=0), Bit 1 = (1,0) ... Bit 15 = (3,3)
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// Shapes & game logic now in Game.cpp
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// (removed inline shapes)
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// Piece struct now in Game.h
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// Game struct replaced by Game class
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static const std::array<SDL_Color, PIECE_COUNT + 1> COLORS = {{
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SDL_Color{20, 20, 26, 255}, // 0 empty
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SDL_Color{0, 255, 255, 255}, // I
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@ -90,13 +85,6 @@ static std::atomic<int> g_loadedTasks{0};
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static std::string g_currentLoadingFile;
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static std::mutex g_currentLoadingMutex;
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static void drawRect(SDL_Renderer *r, float x, float y, float w, float h, SDL_Color c)
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{
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SDL_SetRenderDrawColor(r, c.r, c.g, c.b, c.a);
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SDL_FRect fr{x, y, w, h};
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SDL_RenderFillRect(r, &fr);
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}
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// Hover state for level popup ( -1 = none, 0..19 = hovered level )
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// Now managed by LevelSelectorState
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@ -129,7 +117,6 @@ static bool isNewHighScore = false;
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static std::string playerName = "";
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static bool helpOverlayPausedGame = false;
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// Fireworks implementation moved to app/Fireworks.{h,cpp}
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int main(int, char **)
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{
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@ -1327,7 +1314,7 @@ int main(int, char **)
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float contentOffsetY = (winH - contentH) * 0.5f / contentScale;
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auto drawRect = [&](float x, float y, float w, float h, SDL_Color c)
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{ SDL_SetRenderDrawColor(renderer,c.r,c.g,c.b,c.a); SDL_FRect fr{x + contentOffsetX, y + contentOffsetY, w, h}; SDL_RenderFillRect(renderer,&fr); };
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{ RenderPrimitives::fillRect(renderer, x + contentOffsetX, y + contentOffsetY, w, h, c); };
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// Calculate dimensions for perfect centering (like JavaScript version)
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const bool isLimitedHeight = LOGICAL_H < 450;
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