Complete renderer file structure
This commit is contained in:
parent
65c1f5eb34
commit
d740e72544
Binary file not shown.
|
@ -147,7 +147,7 @@ pub fn tick(self: *Self) State {
|
|||
if (!self.piece.timer_dropped.started) {
|
||||
if (!self.timer_gravity.started) {
|
||||
self.timer_gravity.start();
|
||||
} else if (self.timer_gravity.finished()){
|
||||
} else if (self.timer_gravity.finished()) {
|
||||
self.action_list[@enumToInt(ActionCode.down)].activate = true;
|
||||
self.timer_gravity.start();
|
||||
}
|
||||
|
|
|
@ -48,29 +48,3 @@ pub fn clearLines(self: *Self) void {
|
|||
}
|
||||
}
|
||||
|
||||
pub fn render(self: Self, renderer: *SDL.SDL_Renderer, cell_size: i32, pos_x: i32, pos_y: i32) void {
|
||||
var rect = SDL.SDL_Rect{
|
||||
.x = pos_x,
|
||||
.y = pos_y,
|
||||
.w = cell_size,
|
||||
.h = cell_size,
|
||||
};
|
||||
|
||||
var visible = self.cells[buffer..];
|
||||
for (visible) |_, y| {
|
||||
for (visible[y]) |_, x| {
|
||||
var r = visible[y][x].color.r;
|
||||
var g = visible[y][x].color.g;
|
||||
var b = visible[y][x].color.b;
|
||||
var a = visible[y][x].color.a;
|
||||
|
||||
rect.x = pos_x + @intCast(i32, x) * cell_size;
|
||||
rect.y = pos_y + (@intCast(i32, y) + buffer) * cell_size;
|
||||
|
||||
_ = SDL.SDL_SetRenderDrawColor(renderer, r, g, b, a);
|
||||
_ = SDL.SDL_RenderFillRect(renderer, &rect);
|
||||
_ = SDL.SDL_SetRenderDrawColor(renderer, color.light_grey.r, color.light_grey.g, color.light_grey.b, color.light_grey.a);
|
||||
_ = SDL.SDL_RenderDrawRect(renderer, &rect);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -185,33 +185,3 @@ pub fn rotate(self: Self, dir: Rot) Self {
|
|||
return new_piece;
|
||||
}
|
||||
|
||||
pub fn render(self: Self, renderer: *SDL.SDL_Renderer, cell_size: i32, pos_x: i32, pos_y: i32) void {
|
||||
var rect = SDL.SDL_Rect{
|
||||
.x = pos_x,
|
||||
.y = pos_y,
|
||||
.w = cell_size,
|
||||
.h = cell_size,
|
||||
};
|
||||
|
||||
for (self.structure) |_, y| {
|
||||
for (self.structure[y]) |_, x| {
|
||||
// We don't want to paint void cells
|
||||
if (self.structure[y][x] == false) {
|
||||
continue;
|
||||
}
|
||||
|
||||
var r = self.color.r;
|
||||
var g = self.color.g;
|
||||
var b = self.color.b;
|
||||
var a = self.color.a;
|
||||
|
||||
rect.x = pos_x + (@intCast(i32, x) + self.col) * cell_size;
|
||||
rect.y = pos_y + (@intCast(i32, y) + self.row) * cell_size;
|
||||
|
||||
_ = SDL.SDL_SetRenderDrawColor(renderer, r, g, b, a);
|
||||
_ = SDL.SDL_RenderFillRect(renderer, &rect);
|
||||
_ = SDL.SDL_SetRenderDrawColor(renderer, r -| 30, g -| 30, b -| 30, a +| 30);
|
||||
_ = SDL.SDL_RenderDrawRect(renderer, &rect);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -130,9 +130,82 @@ pub fn renderHeld(self: *Self, game: Game) void {
|
|||
}
|
||||
|
||||
pub fn render(self: *Self, game: Game) void {
|
||||
game.grid.render(self.renderer, self.grid_cell_size, self.grid_pos_x, self.grid_pos_y);
|
||||
game.piece.render(self.renderer, self.grid_cell_size, self.grid_pos_x, self.grid_pos_y);
|
||||
game.shadow.render(self.renderer, self.grid_cell_size, self.grid_pos_x, self.grid_pos_y);
|
||||
renderGrid(self, game.grid);
|
||||
renderPiece(self, game.piece);
|
||||
renderPiece(self, game.shadow);
|
||||
renderBag(self, game);
|
||||
renderHeld(self, game);
|
||||
}
|
||||
|
||||
pub fn renderPiece(self: *Self, piece: Piece) void {
|
||||
|
||||
const cell_size = self.grid_cell_size;
|
||||
const pos_x = self.grid_pos_x;
|
||||
const pos_y = self.grid_pos_y;
|
||||
const renderer = self.renderer;
|
||||
|
||||
|
||||
var rect = SDL.SDL_Rect{
|
||||
.x = pos_x,
|
||||
.y = pos_y,
|
||||
.w = cell_size,
|
||||
.h = cell_size,
|
||||
};
|
||||
|
||||
for (piece.structure) |_, y| {
|
||||
for (piece.structure[y]) |_, x| {
|
||||
// We don't want to paint void cells
|
||||
if (piece.structure[y][x] == false) {
|
||||
continue;
|
||||
}
|
||||
|
||||
var r = piece.color.r;
|
||||
var g = piece.color.g;
|
||||
var b = piece.color.b;
|
||||
var a = piece.color.a;
|
||||
|
||||
rect.x = pos_x + (@intCast(i32, x) + piece.col) * cell_size;
|
||||
rect.y = pos_y + (@intCast(i32, y) + piece.row) * cell_size;
|
||||
|
||||
_ = SDL.SDL_SetRenderDrawColor(renderer, r, g, b, a);
|
||||
_ = SDL.SDL_RenderFillRect(renderer, &rect);
|
||||
_ = SDL.SDL_SetRenderDrawColor(renderer, r -| 30, g -| 30, b -| 30, a +| 30);
|
||||
_ = SDL.SDL_RenderDrawRect(renderer, &rect);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn renderGrid(self: *Self, grid: Grid) void {
|
||||
|
||||
const cell_size = self.grid_cell_size;
|
||||
const pos_x = self.grid_pos_x;
|
||||
const pos_y = self.grid_pos_y;
|
||||
const renderer = self.renderer;
|
||||
|
||||
var rect = SDL.SDL_Rect{
|
||||
.x = pos_x,
|
||||
.y = pos_y,
|
||||
.w = cell_size,
|
||||
.h = cell_size,
|
||||
};
|
||||
|
||||
const buffer = Grid.buffer;
|
||||
|
||||
var visible = grid.cells[buffer..];
|
||||
for (visible) |_, y| {
|
||||
for (visible[y]) |_, x| {
|
||||
var r = visible[y][x].color.r;
|
||||
var g = visible[y][x].color.g;
|
||||
var b = visible[y][x].color.b;
|
||||
var a = visible[y][x].color.a;
|
||||
|
||||
rect.x = pos_x + @intCast(i32, x) * cell_size;
|
||||
rect.y = pos_y + (@intCast(i32, y) + buffer) * cell_size;
|
||||
|
||||
_ = SDL.SDL_SetRenderDrawColor(renderer, r, g, b, a);
|
||||
_ = SDL.SDL_RenderFillRect(renderer, &rect);
|
||||
_ = SDL.SDL_SetRenderDrawColor(renderer, color.light_grey.r, color.light_grey.g, color.light_grey.b, color.light_grey.a);
|
||||
_ = SDL.SDL_RenderDrawRect(renderer, &rect);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3,6 +3,7 @@ const SDL = @import("sdl2");
|
|||
|
||||
const MenuSelection = @import("MainMenu/MenuSelection.zig");
|
||||
const MenuTab = @import("MainMenu/MenuTab.zig");
|
||||
const Renderer = @import("MainMenu/Renderer.zig");
|
||||
|
||||
const State = @import("flow.zig").State;
|
||||
const Action = @import("Action.zig");
|
||||
|
@ -10,11 +11,11 @@ const Action = @import("Action.zig");
|
|||
const Self = @This();
|
||||
|
||||
action_list: [3]Action = .{
|
||||
// Action.init(SDL.SDL_SCANCODE_RIGHT, actionRight), // Right
|
||||
// Action.init(SDL.SDL_SCANCODE_LEFT, actionLeft), // Left
|
||||
Action.init(SDL.SDL_SCANCODE_DOWN, actionSelDown), // Down
|
||||
Action.init(SDL.SDL_SCANCODE_UP, actionSelUp), // Down
|
||||
Action.init(SDL.SDL_SCANCODE_RETURN, actionSelect), // Down
|
||||
// Action.init(SDL.SDL_SCANCODE_RIGHT, actionRight), // Tab Right
|
||||
// Action.init(SDL.SDL_SCANCODE_LEFT, actionLeft), // Tab left
|
||||
Action.init(SDL.SDL_SCANCODE_DOWN, actionSelDown), // Go down
|
||||
Action.init(SDL.SDL_SCANCODE_UP, actionSelUp), // Go up
|
||||
Action.init(SDL.SDL_SCANCODE_RETURN, actionSelect), // Select
|
||||
},
|
||||
|
||||
tab_list: [2]MenuTab = [2]MenuTab{
|
||||
|
@ -28,6 +29,8 @@ tab_list: [2]MenuTab = [2]MenuTab{
|
|||
}),
|
||||
},
|
||||
|
||||
renderer: Renderer,
|
||||
|
||||
// Current tab and selection index
|
||||
tab: usize = 0,
|
||||
sel: usize = 0,
|
||||
|
@ -37,8 +40,8 @@ state: State = State.main_menu,
|
|||
holding_down: bool = false,
|
||||
holding_enter: bool = false,
|
||||
|
||||
pub fn init() Self {
|
||||
return Self{};
|
||||
pub fn init(renderer: *SDL.SDL_Renderer) Self {
|
||||
return Self{.renderer = Renderer.init(renderer)};
|
||||
}
|
||||
|
||||
fn getSel(self: *Self) MenuSelection {
|
||||
|
|
|
@ -0,0 +1,15 @@
|
|||
const SDL = @import("sdl2");
|
||||
|
||||
const MainMenu = @import("../MainMenu.zig");
|
||||
|
||||
const color = @import("../color.zig");
|
||||
|
||||
const Self = @This();
|
||||
|
||||
renderer: *SDL.SDL_Renderer,
|
||||
|
||||
pub fn init(renderer: *SDL.SDL_Renderer) Self {
|
||||
return Self {
|
||||
.renderer = renderer,
|
||||
};
|
||||
}
|
|
@ -30,7 +30,7 @@ pub fn main() !void {
|
|||
var renderer = SDL.SDL_CreateRenderer(window, -1, SDL.SDL_RENDERER_PRESENTVSYNC | SDL.SDL_RENDERER_ACCELERATED) orelse return;
|
||||
defer _ = SDL.SDL_DestroyRenderer(renderer);
|
||||
|
||||
var main_menu = MainMenu.init();
|
||||
var main_menu = MainMenu.init(renderer);
|
||||
var game = Game.init(renderer);
|
||||
|
||||
var current_state: State = main_menu.state;
|
||||
|
|
Loading…
Reference in New Issue