Refactoring game render

This commit is contained in:
2025-12-20 11:31:02 +01:00
parent 212dd4c404
commit 8a4dc2771d

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@ -189,6 +189,96 @@ static void drawHoldPanel(SDL_Renderer* renderer,
}
}
// Draw next piece panel (border/texture + preview)
static void drawNextPanel(SDL_Renderer* renderer,
FontAtlas* pixelFont,
SDL_Texture* nextPanelTex,
SDL_Texture* blocksTex,
Game* game,
float nextX,
float nextY,
float nextW,
float nextH,
float contentOffsetX,
float contentOffsetY,
float finalBlockSize) {
if (nextPanelTex) {
SDL_FRect dst{ nextX - contentOffsetX, nextY - contentOffsetY, nextW, nextH };
SDL_SetTextureBlendMode(nextPanelTex, SDL_BLENDMODE_BLEND);
SDL_RenderTexture(renderer, nextPanelTex, nullptr, &dst);
} else {
// Draw bordered panel as before
SDL_SetRenderDrawColor(renderer, 100, 120, 200, 255);
SDL_FRect outer{ nextX - 3 - contentOffsetX, nextY - 3 - contentOffsetY, nextW + 6, nextH + 6 };
SDL_RenderFillRect(renderer, &outer);
SDL_SetRenderDrawColor(renderer, 30, 35, 50, 255);
SDL_FRect inner{ nextX - contentOffsetX, nextY - contentOffsetY, nextW, nextH };
SDL_RenderFillRect(renderer, &inner);
}
// Label and small 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 + 5, finalBlockSize * 0.6f);
}
}
// Draw score panel (right side)
static void drawScorePanel(SDL_Renderer* renderer,
FontAtlas* pixelFont,
Game* game,
float scoreX,
float gridY,
float GRID_H,
float finalBlockSize) {
const float contentTopOffset = 0.0f;
const float contentBottomOffset = 290.0f;
const float contentPad = 36.0f;
float scoreContentH = (contentBottomOffset - contentTopOffset) + contentPad;
float baseY = gridY + (GRID_H - scoreContentH) * 0.5f;
pixelFont->draw(renderer, scoreX, baseY + 0, "SCORE", 1.0f, {255, 220, 0, 255});
char scoreStr[32];
snprintf(scoreStr, sizeof(scoreStr), "%d", game->score());
pixelFont->draw(renderer, scoreX, baseY + 25, scoreStr, 0.9f, {255, 255, 255, 255});
pixelFont->draw(renderer, scoreX, baseY + 70, "LINES", 1.0f, {255, 220, 0, 255});
char linesStr[16];
snprintf(linesStr, sizeof(linesStr), "%03d", game->lines());
pixelFont->draw(renderer, scoreX, baseY + 95, linesStr, 0.9f, {255, 255, 255, 255});
pixelFont->draw(renderer, scoreX, baseY + 140, "LEVEL", 1.0f, {255, 220, 0, 255});
char levelStr[16];
snprintf(levelStr, sizeof(levelStr), "%02d", game->level());
pixelFont->draw(renderer, scoreX, baseY + 165, levelStr, 0.9f, {255, 255, 255, 255});
// Next level progress
int startLv = game->startLevelBase();
int firstThreshold = (startLv + 1) * 10;
int linesDone = game->lines();
int nextThreshold = 0;
if (linesDone < firstThreshold) {
nextThreshold = firstThreshold;
} else {
int blocksPast = linesDone - firstThreshold;
nextThreshold = firstThreshold + ((blocksPast / 10) + 1) * 10;
}
int linesForNext = std::max(0, nextThreshold - linesDone);
pixelFont->draw(renderer, scoreX, baseY + 200, "NEXT LVL", 1.0f, {255, 220, 0, 255});
char nextStr[32];
snprintf(nextStr, sizeof(nextStr), "%d LINES", linesForNext);
pixelFont->draw(renderer, scoreX, baseY + 225, nextStr, 0.9f, {80, 255, 120, 255});
// Time display
pixelFont->draw(renderer, scoreX, baseY + 265, "TIME", 1.0f, {255, 220, 0, 255});
int totalSecs = static_cast<int>(game->elapsed());
int mins = totalSecs / 60;
int secs = totalSecs % 60;
char timeStr[16];
snprintf(timeStr, sizeof(timeStr), "%02d:%02d", mins, secs);
pixelFont->draw(renderer, scoreX, baseY + 290, timeStr, 0.9f, {255, 255, 255, 255});
}
void GameRenderer::renderPlayingState(
SDL_Renderer* renderer,
Game* game,
@ -262,18 +352,9 @@ void GameRenderer::renderPlayingState(
drawRectWithOffset(statsX - 3 - contentOffsetX, statsY - 3 - contentOffsetY, statsW + 6, statsH + 6, {100, 120, 200, 255});
drawRectWithOffset(statsX - contentOffsetX, statsY - contentOffsetY, statsW, statsH, {30, 35, 50, 255});
// Draw next piece preview panel border
// 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 next piece panel
drawNextPanel(renderer, pixelFont, nextPanelTex, blocksTex, game, nextX, nextY, nextW, nextH, contentOffsetX, contentOffsetY, finalBlockSize);
// Draw the game board
const auto &board = game->boardRef();
for (int y = 0; y < Game::ROWS; ++y) {
@ -429,53 +510,8 @@ void GameRenderer::renderPlayingState(
yCursor = rowBottom + rowSpacing;
}
// Draw score panel (right side)
const float contentTopOffset = 0.0f;
const float contentBottomOffset = 290.0f;
const float contentPad = 36.0f;
float scoreContentH = (contentBottomOffset - contentTopOffset) + contentPad;
float baseY = gridY + (GRID_H - scoreContentH) * 0.5f;
pixelFont->draw(renderer, scoreX, baseY + 0, "SCORE", 1.0f, {255, 220, 0, 255});
char scoreStr[32];
snprintf(scoreStr, sizeof(scoreStr), "%d", game->score());
pixelFont->draw(renderer, scoreX, baseY + 25, scoreStr, 0.9f, {255, 255, 255, 255});
pixelFont->draw(renderer, scoreX, baseY + 70, "LINES", 1.0f, {255, 220, 0, 255});
char linesStr[16];
snprintf(linesStr, sizeof(linesStr), "%03d", game->lines());
pixelFont->draw(renderer, scoreX, baseY + 95, linesStr, 0.9f, {255, 255, 255, 255});
pixelFont->draw(renderer, scoreX, baseY + 140, "LEVEL", 1.0f, {255, 220, 0, 255});
char levelStr[16];
snprintf(levelStr, sizeof(levelStr), "%02d", game->level());
pixelFont->draw(renderer, scoreX, baseY + 165, levelStr, 0.9f, {255, 255, 255, 255});
// Next level progress
int startLv = game->startLevelBase();
int firstThreshold = (startLv + 1) * 10;
int linesDone = game->lines();
int nextThreshold = 0;
if (linesDone < firstThreshold) {
nextThreshold = firstThreshold;
} else {
int blocksPast = linesDone - firstThreshold;
nextThreshold = firstThreshold + ((blocksPast / 10) + 1) * 10;
}
int linesForNext = std::max(0, nextThreshold - linesDone);
pixelFont->draw(renderer, scoreX, baseY + 200, "NEXT LVL", 1.0f, {255, 220, 0, 255});
char nextStr[32];
snprintf(nextStr, sizeof(nextStr), "%d LINES", linesForNext);
pixelFont->draw(renderer, scoreX, baseY + 225, nextStr, 0.9f, {80, 255, 120, 255});
// Time display
pixelFont->draw(renderer, scoreX, baseY + 265, "TIME", 1.0f, {255, 220, 0, 255});
int totalSecs = static_cast<int>(game->elapsed());
int mins = totalSecs / 60;
int secs = totalSecs % 60;
char timeStr[16];
snprintf(timeStr, sizeof(timeStr), "%02d:%02d", mins, secs);
pixelFont->draw(renderer, scoreX, baseY + 290, timeStr, 0.9f, {255, 255, 255, 255});
// Draw score panel
drawScorePanel(renderer, pixelFont, game, scoreX, gridY, GRID_H, finalBlockSize);
// Gravity HUD
char gms[64];