linije

Клон игре Color lines
git clone https://git.sr.ht/~strahinja/linije
Дневник | Датотеке | Референце | ПРОЧИТАЈМЕ | ЛИЦЕНЦА

чување ca58f46524a0bf0ee04eb4ea7957e0e1c3a7b999
родитељ da394a98e43e7bca983b16130e399f2ddc7985ae
Аутор: Страхиња Радић <sr@strahinja.org>
Датум:   Tue, 25 Aug 2026 17:08:47 +0000

linije.c: Get rid of unnecessary variables

Diffstat:
Mlinije.c | 50+++++++++++++++++++-------------------------------
измењених датотека: 1, додавања: 19(+), брисања: 31(-)

diff --git a/linije.c b/linije.c @@ -1602,8 +1602,6 @@ render_background(struct State* state, SDL_FRect* bg_rect) const SDL_DisplayMode* mode; SDL_FRect cell_rect, dest_rect; SDL_DisplayID display; - float crx, cry; - float drx, dry; int x, y; assert((state != NULL) && (bg_rect != NULL)); @@ -1640,18 +1638,16 @@ render_background(struct State* state, SDL_FRect* bg_rect) dest_rect.w = state->cell_scale_factor * CELL_SIZE; dest_rect.h = state->cell_scale_factor * CELL_SIZE; - get_sprite_xy(CELL_EMPTY, &crx, &cry); - cell_rect.x = crx; - cell_rect.y = cry; + get_sprite_xy(CELL_EMPTY, &cell_rect.x, &cell_rect.y); cell_rect.w = CELL_SIZE; cell_rect.h = CELL_SIZE; for (y = 0; y < GRID_HEIGHT; y++) for (x = 0; x < GRID_WIDTH; x++) { grid_coord_to_screen_coord(state, x, y, 0.0f, 0.0f, - &drx, &dry); - dest_rect.x = state->cell_scale_factor + drx; - dest_rect.y = state->cell_scale_factor + dry; + &dest_rect.x, &dest_rect.y); + dest_rect.x += state->cell_scale_factor; + dest_rect.y += state->cell_scale_factor; SDL_RenderTexture(state->renderer, state->sprites, &cell_rect, &dest_rect); } @@ -1659,9 +1655,10 @@ render_background(struct State* state, SDL_FRect* bg_rect) /* Draw upper border */ for (x = -1; x < GRID_WIDTH; x++) { - grid_coord_to_screen_coord(state, x, -1, 0.0f, 0.0f, &drx, &dry); - dest_rect.x = state->cell_scale_factor + drx; - dest_rect.y = state->cell_scale_factor + dry; + grid_coord_to_screen_coord(state, x, -1, 0.0f, 0.0f, + &dest_rect.x, &dest_rect.y); + dest_rect.x += state->cell_scale_factor; + dest_rect.y += state->cell_scale_factor; SDL_RenderTexture(state->renderer, state->sprites, &cell_rect, &dest_rect); } @@ -1669,9 +1666,10 @@ render_background(struct State* state, SDL_FRect* bg_rect) /* Draw left border */ for (y = 0; y < GRID_WIDTH; y++) { - grid_coord_to_screen_coord(state, -1, y, 0.0f, 0.0f, &drx, &dry); - dest_rect.x = state->cell_scale_factor + drx; - dest_rect.y = state->cell_scale_factor + dry; + grid_coord_to_screen_coord(state, -1, y, 0.0f, 0.0f, + &dest_rect.x, &dest_rect.y); + dest_rect.x += state->cell_scale_factor; + dest_rect.y += state->cell_scale_factor; SDL_RenderTexture(state->renderer, state->sprites, &cell_rect, &dest_rect); } @@ -1688,8 +1686,6 @@ render_balls(struct State* state, const float startx, const float starty) struct Cell* c = NULL; SDL_FRect cell_rect, dest_rect; float csf; - float crx, cry; - float drx, dry; int x, y; assert(state != NULL); @@ -1707,19 +1703,16 @@ render_balls(struct State* state, const float startx, const float starty) if (c->contents == CELL_EMPTY) continue; - get_sprite_xy(c->contents, &crx, &cry); - cell_rect.x = crx; - cell_rect.y = cry; + get_sprite_xy(c->contents, &cell_rect.x, &cell_rect.y); if (c->path) grid_coord_to_screen_coord(state, state->animation.position.x, state->animation.position.y, startx + 1, - starty + 1, &drx, &dry); + starty + 1, &dest_rect.x, &dest_rect.y); else grid_coord_to_screen_coord(state, x, y, - startx + 1, starty + 1, &drx, &dry); - dest_rect.x = drx; - dest_rect.y = dry; + startx + 1, starty + 1, &dest_rect.x, + &dest_rect.y); SDL_RenderTexture(state->renderer, state->sprites, &cell_rect, &dest_rect); } @@ -1822,23 +1815,18 @@ void render_selection(struct State* state, const float startx, const float starty) { SDL_FRect cell_rect, dest_rect; - float crx, cry; - float drx, dry; float csf; assert(state != NULL); assert(state->cell_scale_factor != 0.0f); csf = state->cell_scale_factor; - get_sprite_xy(CELL_SELECTED, &crx, &cry); - cell_rect.x = crx; - cell_rect.y = cry; + get_sprite_xy(CELL_SELECTED, &cell_rect.x, &cell_rect.y); cell_rect.w = CELL_SIZE; cell_rect.h = CELL_SIZE; grid_coord_to_screen_coord(state, state->selection_start.x, - state->selection_start.y, startx + 1, starty + 1, &drx, &dry); - dest_rect.x = drx; - dest_rect.y = dry; + state->selection_start.y, startx + 1, starty + 1, &dest_rect.x, + &dest_rect.y); dest_rect.w = csf * CELL_SIZE; dest_rect.h = csf * CELL_SIZE; SDL_RenderTexture(state->renderer, state->sprites, &cell_rect,