775 lines
18 KiB
Markdown
775 lines
18 KiB
Markdown
# Quick Start: Implementing Top 3 Improvements
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This guide provides complete, copy-paste ready code for the three most impactful improvements.
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---
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## 🚀 Improvement #1: Smart Pointer Wrapper for SDL Resources
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### Step 1: Create the Utility Header
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**File:** `src/utils/SDLPointers.h`
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```cpp
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#pragma once
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#include <SDL3/SDL.h>
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#include <memory>
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/**
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* @file SDLPointers.h
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* @brief Smart pointer wrappers for SDL resources
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*
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* Provides RAII wrappers for SDL resources to prevent memory leaks
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* and ensure proper cleanup in all code paths.
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*/
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namespace SDL {
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/**
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* @brief Deleter for SDL_Texture
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*/
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struct TextureDeleter {
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void operator()(SDL_Texture* tex) const {
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if (tex) {
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SDL_DestroyTexture(tex);
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}
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}
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};
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/**
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* @brief Deleter for SDL_Surface
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*/
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struct SurfaceDeleter {
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void operator()(SDL_Surface* surf) const {
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if (surf) {
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SDL_DestroySurface(surf);
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}
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}
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};
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/**
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* @brief Deleter for SDL_Renderer
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*/
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struct RendererDeleter {
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void operator()(SDL_Renderer* renderer) const {
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if (renderer) {
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SDL_DestroyRenderer(renderer);
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}
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}
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};
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/**
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* @brief Deleter for SDL_Window
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*/
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struct WindowDeleter {
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void operator()(SDL_Window* window) const {
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if (window) {
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SDL_DestroyWindow(window);
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}
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}
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};
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/**
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* @brief Smart pointer for SDL_Texture
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*
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* Example usage:
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* @code
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* SDL::TexturePtr texture(SDL_CreateTexture(...));
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* if (!texture) {
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* // Handle error
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* }
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* // Automatic cleanup when texture goes out of scope
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* @endcode
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*/
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using TexturePtr = std::unique_ptr<SDL_Texture, TextureDeleter>;
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/**
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* @brief Smart pointer for SDL_Surface
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*/
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using SurfacePtr = std::unique_ptr<SDL_Surface, SurfaceDeleter>;
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/**
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* @brief Smart pointer for SDL_Renderer
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*/
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using RendererPtr = std::unique_ptr<SDL_Renderer, RendererDeleter>;
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/**
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* @brief Smart pointer for SDL_Window
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*/
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using WindowPtr = std::unique_ptr<SDL_Window, WindowDeleter>;
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} // namespace SDL
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```
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---
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### Step 2: Update MenuState.h
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**File:** `src/states/MenuState.h`
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**Before:**
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```cpp
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private:
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int selectedButton = 0;
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// Button icons (optional - will use text if nullptr)
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SDL_Texture* playIcon = nullptr;
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SDL_Texture* levelIcon = nullptr;
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SDL_Texture* optionsIcon = nullptr;
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SDL_Texture* exitIcon = nullptr;
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```
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**After:**
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```cpp
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#include "../utils/SDLPointers.h" // Add this include
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private:
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int selectedButton = 0;
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// Button icons (optional - will use text if nullptr)
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SDL::TexturePtr playIcon;
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SDL::TexturePtr levelIcon;
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SDL::TexturePtr optionsIcon;
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SDL::TexturePtr exitIcon;
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```
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---
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### Step 3: Update MenuState.cpp
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**File:** `src/states/MenuState.cpp`
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**Remove the manual cleanup from onExit:**
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**Before:**
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```cpp
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void MenuState::onExit() {
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if (ctx.showExitConfirmPopup) {
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*ctx.showExitConfirmPopup = false;
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}
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// Clean up icon textures
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if (playIcon) { SDL_DestroyTexture(playIcon); playIcon = nullptr; }
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if (levelIcon) { SDL_DestroyTexture(levelIcon); levelIcon = nullptr; }
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if (optionsIcon) { SDL_DestroyTexture(optionsIcon); optionsIcon = nullptr; }
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if (exitIcon) { SDL_DestroyTexture(exitIcon); exitIcon = nullptr; }
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}
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```
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**After:**
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```cpp
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void MenuState::onExit() {
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if (ctx.showExitConfirmPopup) {
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*ctx.showExitConfirmPopup = false;
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}
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// Icon textures are automatically cleaned up by smart pointers
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}
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```
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**Update usage in render method:**
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**Before:**
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```cpp
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std::array<SDL_Texture*, 4> icons = {
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playIcon,
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levelIcon,
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optionsIcon,
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exitIcon
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};
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```
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**After:**
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```cpp
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std::array<SDL_Texture*, 4> icons = {
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playIcon.get(),
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levelIcon.get(),
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optionsIcon.get(),
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exitIcon.get()
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};
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```
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---
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### Step 4: Update main.cpp Texture Loading
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**File:** `src/main.cpp`
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**Update the function signature and implementation:**
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**Before:**
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```cpp
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static SDL_Texture* loadTextureFromImage(SDL_Renderer* renderer, const std::string& path, int* outW = nullptr, int* outH = nullptr) {
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if (!renderer) {
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return nullptr;
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}
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const std::string resolvedPath = AssetPath::resolveImagePath(path);
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SDL_Surface* surface = IMG_Load(resolvedPath.c_str());
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if (!surface) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to load image %s (resolved: %s): %s", path.c_str(), resolvedPath.c_str(), SDL_GetError());
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return nullptr;
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}
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if (outW) { *outW = surface->w; }
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if (outH) { *outH = surface->h; }
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SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, surface);
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SDL_DestroySurface(surface);
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if (!texture) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to create texture from %s: %s", resolvedPath.c_str(), SDL_GetError());
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return nullptr;
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}
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if (resolvedPath != path) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Loaded %s via %s", path.c_str(), resolvedPath.c_str());
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}
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return texture;
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}
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```
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**After:**
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```cpp
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#include "utils/SDLPointers.h" // Add at top of file
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static SDL::TexturePtr loadTextureFromImage(SDL_Renderer* renderer, const std::string& path, int* outW = nullptr, int* outH = nullptr) {
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if (!renderer) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Renderer is null");
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return nullptr;
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}
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const std::string resolvedPath = AssetPath::resolveImagePath(path);
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SDL::SurfacePtr surface(IMG_Load(resolvedPath.c_str()));
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if (!surface) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to load image %s (resolved: %s): %s",
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path.c_str(), resolvedPath.c_str(), SDL_GetError());
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return nullptr;
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}
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if (outW) { *outW = surface->w; }
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if (outH) { *outH = surface->h; }
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SDL::TexturePtr texture(SDL_CreateTextureFromSurface(renderer, surface.get()));
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// surface is automatically destroyed here
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if (!texture) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to create texture from %s: %s",
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resolvedPath.c_str(), SDL_GetError());
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return nullptr;
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}
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if (resolvedPath != path) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Loaded %s via %s", path.c_str(), resolvedPath.c_str());
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}
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return texture;
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}
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```
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---
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## 🧹 Improvement #2: Remove Debug File I/O
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### Step 1: Replace with SDL Logging
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**File:** `src/states/MenuState.cpp`
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**Before:**
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```cpp
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// Trace entry to persistent log for debugging abrupt exit/crash during render
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{
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FILE* f = fopen("tetris_trace.log", "a");
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if (f) {
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fprintf(f, "MenuState::render entry\n");
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fclose(f);
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}
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}
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```
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**After:**
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```cpp
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// Use SDL's built-in logging (only in debug builds)
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#ifdef _DEBUG
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SDL_LogTrace(SDL_LOG_CATEGORY_APPLICATION, "MenuState::render entry");
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#endif
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```
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**Or, if you want it always enabled but less verbose:**
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```cpp
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SDL_LogVerbose(SDL_LOG_CATEGORY_APPLICATION, "MenuState::render entry");
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```
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---
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### Step 2: Create a Logging Utility (Optional, Better Approach)
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**File:** `src/utils/Logger.h`
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```cpp
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#pragma once
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#include <SDL3/SDL.h>
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/**
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* @brief Centralized logging utility
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*
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* Wraps SDL logging with compile-time control over verbosity.
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*/
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namespace Logger {
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#ifdef _DEBUG
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constexpr bool TRACE_ENABLED = true;
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#else
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constexpr bool TRACE_ENABLED = false;
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#endif
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/**
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* @brief Log a trace message (only in debug builds)
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*/
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template<typename... Args>
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inline void trace(const char* fmt, Args... args) {
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if constexpr (TRACE_ENABLED) {
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SDL_LogTrace(SDL_LOG_CATEGORY_APPLICATION, fmt, args...);
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}
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}
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/**
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* @brief Log a debug message
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*/
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template<typename... Args>
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inline void debug(const char* fmt, Args... args) {
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SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, fmt, args...);
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}
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/**
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* @brief Log an info message
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*/
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template<typename... Args>
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inline void info(const char* fmt, Args... args) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, fmt, args...);
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}
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/**
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* @brief Log a warning message
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*/
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template<typename... Args>
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inline void warn(const char* fmt, Args... args) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, fmt, args...);
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}
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/**
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* @brief Log an error message
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*/
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template<typename... Args>
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inline void error(const char* fmt, Args... args) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, fmt, args...);
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}
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} // namespace Logger
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```
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**Usage in MenuState.cpp:**
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```cpp
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#include "../utils/Logger.h"
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void MenuState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logicalVP) {
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Logger::trace("MenuState::render entry");
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// ... rest of render code
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Logger::trace("MenuState::render exit");
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}
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```
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---
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### Step 3: Update All Files
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**Files to update:**
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- `src/states/MenuState.cpp` (multiple locations)
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- `src/main.cpp` (if any similar patterns)
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**Search and replace pattern:**
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```cpp
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// Find:
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FILE* f = fopen("tetris_trace.log", "a");
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if (f) {
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fprintf(f, ".*");
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fclose(f);
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}
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// Replace with:
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Logger::trace("...");
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```
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---
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## 🎯 Improvement #3: Extract Common Patterns
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### Step 1: Create ExitPopupHelper
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**File:** `src/states/StateHelpers.h` (new file)
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```cpp
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#pragma once
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/**
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* @file StateHelpers.h
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* @brief Helper classes for common state patterns
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*/
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/**
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* @brief Helper for managing exit confirmation popup
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*
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* Encapsulates the common pattern of showing/hiding an exit popup
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* and managing the selected button state.
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*
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* Example usage:
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* @code
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* ExitPopupHelper exitPopup(ctx.exitPopupSelectedButton, ctx.showExitConfirmPopup);
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*
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* if (exitPopup.isVisible()) {
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* exitPopup.setSelection(0); // Select YES
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* }
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*
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* if (exitPopup.isYesSelected()) {
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* // Handle exit
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* }
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* @endcode
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*/
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class ExitPopupHelper {
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public:
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/**
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* @brief Construct helper with pointers to state variables
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* @param selectedButton Pointer to selected button index (0=YES, 1=NO)
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* @param showPopup Pointer to popup visibility flag
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*/
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ExitPopupHelper(int* selectedButton, bool* showPopup)
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: m_selectedButton(selectedButton)
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, m_showPopup(showPopup)
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{}
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/**
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* @brief Set the selected button
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* @param value 0 for YES, 1 for NO
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*/
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void setSelection(int value) {
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if (m_selectedButton) {
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*m_selectedButton = value;
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}
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}
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/**
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* @brief Get the currently selected button
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* @return 0 for YES, 1 for NO, defaults to 1 (NO) if pointer is null
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*/
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int getSelection() const {
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return m_selectedButton ? *m_selectedButton : 1;
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}
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/**
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* @brief Select YES button
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*/
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void selectYes() {
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setSelection(0);
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}
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/**
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* @brief Select NO button
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*/
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void selectNo() {
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setSelection(1);
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}
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/**
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* @brief Check if YES is selected
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*/
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bool isYesSelected() const {
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return getSelection() == 0;
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}
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/**
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* @brief Check if NO is selected
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*/
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bool isNoSelected() const {
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return getSelection() == 1;
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}
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/**
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* @brief Show the popup
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*/
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void show() {
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if (m_showPopup) {
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*m_showPopup = true;
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}
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}
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/**
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* @brief Hide the popup
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*/
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void hide() {
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if (m_showPopup) {
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*m_showPopup = false;
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}
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}
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/**
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* @brief Check if popup is visible
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*/
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bool isVisible() const {
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return m_showPopup && *m_showPopup;
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}
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/**
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* @brief Toggle between YES and NO
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*/
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void toggleSelection() {
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setSelection(isYesSelected() ? 1 : 0);
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}
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private:
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int* m_selectedButton;
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bool* m_showPopup;
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};
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```
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---
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### Step 2: Update MenuState.cpp
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**File:** `src/states/MenuState.cpp`
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**Add include:**
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```cpp
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#include "StateHelpers.h"
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```
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**Before:**
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```cpp
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void MenuState::handleEvent(const SDL_Event& e) {
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if (e.type == SDL_EVENT_KEY_DOWN && !e.key.repeat) {
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auto setExitSelection = [&](int value) {
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if (ctx.exitPopupSelectedButton) {
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*ctx.exitPopupSelectedButton = value;
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}
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};
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auto getExitSelection = [&]() -> int {
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return ctx.exitPopupSelectedButton ? *ctx.exitPopupSelectedButton : 1;
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};
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auto isExitPromptVisible = [&]() -> bool {
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return ctx.showExitConfirmPopup && *ctx.showExitConfirmPopup;
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};
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auto setExitPrompt = [&](bool visible) {
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if (ctx.showExitConfirmPopup) {
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*ctx.showExitConfirmPopup = visible;
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}
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};
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if (isExitPromptVisible()) {
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switch (e.key.scancode) {
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case SDL_SCANCODE_LEFT:
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case SDL_SCANCODE_UP:
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setExitSelection(0);
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return;
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case SDL_SCANCODE_RIGHT:
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case SDL_SCANCODE_DOWN:
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setExitSelection(1);
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return;
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case SDL_SCANCODE_RETURN:
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case SDL_SCANCODE_KP_ENTER:
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case SDL_SCANCODE_SPACE:
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if (getExitSelection() == 0) {
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setExitPrompt(false);
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if (ctx.requestQuit) {
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ctx.requestQuit();
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}
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} else {
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setExitPrompt(false);
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}
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return;
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case SDL_SCANCODE_ESCAPE:
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setExitPrompt(false);
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setExitSelection(1);
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return;
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}
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}
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// ... rest of code
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}
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}
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```
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**After:**
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```cpp
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void MenuState::handleEvent(const SDL_Event& e) {
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if (e.type == SDL_EVENT_KEY_DOWN && !e.key.repeat) {
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ExitPopupHelper exitPopup(ctx.exitPopupSelectedButton, ctx.showExitConfirmPopup);
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auto triggerPlay = [&]() {
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if (ctx.startPlayTransition) {
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ctx.startPlayTransition();
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} else if (ctx.stateManager) {
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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!** 🚀
|