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#pragma once
#include <imgui.h>
#include <games/Game.hpp>
#include <games/tetris/Tetromino.hpp>
#include <games/tetris/Board.hpp>
#include <renderer/RenderGroup.hpp>
enum class TetrisRunningState {
Resume,
Pause,
GameOver,
Restart,
Exit
};
class Tetris : public Game {
public:
Tetris();
bool Update(std::vector<SDL_Event> &events, RenderGroup& render_group) override;
void HandleTetrominoPlacement();
private:
void Restart();
void UpdateResumeState(SDL_Event &event);
void UpdatePauseState(SDL_Event &event);
uint32_t GetHarddropCount(float dt);
void HandleGameOver();
void Draw(RenderGroup &render_group);
void DrawLineCounter(RenderGroup &render_group);
void DrawStatistics(RenderGroup &render_group);
void DrawScore(RenderGroup &render_group);
void DrawNextTetromino(RenderGroup &render_group);
void DrawLevel(RenderGroup &render_group);
void DrawPauseMenu(RenderGroup &render_group);
void DrawGameOverMenu(RenderGroup &render_group);
private:
static constexpr ImGuiWindowFlags s_MenuImGuiWindowFlags = ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_AlwaysAutoResize;
static constexpr ImGuiWindowFlags s_DefaultImGuiWindowFlags = ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoScrollbar;
private:
TetrisRunningState m_RunningState = TetrisRunningState::Resume;
float m_DtInSecondsRemaining = 0.0f;
uint64_t m_MillisecondsSinceT0Last = SDL_GetTicks();
Board m_Board;
Tetromino m_ActiveTetromino;
Tetromino m_NextTetromino;
int32_t m_TetrominoCounters[(size_t)TetrominoId::TETROMINO_ID_COUNT] {};
int32_t m_Score = 0;
int32_t m_LineCounter = 0;
int32_t m_StartingLevel = 0;
int32_t m_Level = 0;
int32_t m_SoftdropCounter = 0;
int32_t m_HighScore = 0;
};
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