Delete src/rewrite.c

This commit is contained in:
2026-04-06 21:05:20 +00:00
parent c81eb45f20
commit 00f9e75381
-111
View File
@@ -1,111 +0,0 @@
#include "tetris.h"
// initalize sdl
void sdlGameInit(GameInit *game){
// ensure sdl loads flags
if(!SDL_Init(SDL_FLAGS)){
safeError("error in sdl init\n");
}
// create window and check if it exists
game->window = SDL_CreateWindow(WindowTitle, width, height, 0);
if(!game->window){
safeError("error in creating window\n");
}
// create the renderer and check if it exits
game->renderer = SDL_CreateRenderer(game->window, NULL);
if(!game->renderer){
safeError("error in creating renderer\n");
}
}
// clean up and removal
void sdlGameFree(GameInit **gameInit){
// check to see if the pointer to gameinit exists
if(!*gameInit){
safeError("null pointer where value is expected\n");
}
// set the pointer for game from gameinit
GameInit *game = *gameInit;
// kill prosseses
if(game->window){
SDL_DestroyWindow(game->window);
game->window = NULL;
}
if(game->renderer){
SDL_DestroyRenderer(game->renderer);
game->renderer = NULL;
}
// quit the renderer and clean up pointers
SDL_Quit();
free(game);
game = NULL;
*gameInit = NULL;
}
// create game context
void gameCreateContext(GameInit **gameInit){
*gameInit = calloc(1, sizeof(gameInit));
if(*gameInit == NULL){
safeError("failed to allocate pointer\n");
}
GameInit *game = *gameInit;
sdlGameInit(game);
game->isRunning = true;
}
// the code for drawing shit to the screen
void gameDrawContext(GameInit *game){
SDL_RenderClear(game->renderer);
SDL_RenderPresent(game->renderer);
SDL_Delay(16);
}
// get events from the game
void gameEventCheck(GameInit *game){
while(SDL_PollEvent(&game->event)){
switch(game->event.type){
case SDL_EVENT_QUIT:
game->isRunning = false;
break;
default:
break;
}
}
}
// game loop handle logic and frames
void gameLoop(GameInit *game){
while(game->isRunning){
gameEventCheck(game);
gameDrawContext(game);
}
}
// entry point and declerations
int main(void){
GameInit *gamePoint = NULL;
gameCreateContext(&gamePoint);
gameLoop(gamePoint);
sdlGameFree(&gamePoint);
return 0;
}